/*************************************************************************/ /* export.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "export.h" #include "editor/editor_export.h" #include "editor/editor_node.h" #include "editor/editor_settings.h" #include "io/marshalls.h" #include "io/resource_saver.h" #include "io/zip_io.h" #include "os/file_access.h" #include "os/os.h" #include "platform/osx/logo.gen.h" #include "project_settings.h" #include "string.h" #include "version.h" #include class EditorExportPlatformIOS : public EditorExportPlatform { GDCLASS(EditorExportPlatformIOS, EditorExportPlatform); int version_code; Ref logo; void _fix_config_file(const Ref &p_preset, Vector &pfile, const String &p_name, const String &p_binary); protected: virtual void get_preset_features(const Ref &p_preset, List *r_features); virtual void get_export_options(List *r_options); public: virtual String get_name() const { return "iOS"; } virtual String get_os_name() const { return "iOS"; } virtual Ref get_logo() const { return logo; } virtual String get_binary_extension() const { return "xcodeproj"; } virtual Error export_project(const Ref &p_preset, bool p_debug, const String &p_path, int p_flags = 0); virtual bool can_export(const Ref &p_preset, String &r_error, bool &r_missing_templates) const; virtual void get_platform_features(List *r_features) { r_features->push_back("mobile"); r_features->push_back("iOS"); } EditorExportPlatformIOS(); ~EditorExportPlatformIOS(); }; void EditorExportPlatformIOS::get_preset_features(const Ref &p_preset, List *r_features) { // what does this need to do? } void EditorExportPlatformIOS::get_export_options(List *r_options) { r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "custom_package/debug", PROPERTY_HINT_GLOBAL_FILE, "zip"), "")); r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "custom_package/release", PROPERTY_HINT_GLOBAL_FILE, "zip"), "")); r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/name"), "")); r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/info"), "Made with Godot Engine")); // r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/icon", PROPERTY_HINT_FILE, "png"), "")); r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/identifier"), "org.godotengine.iosgame")); r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/signature"), "godotiosgame")); r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/short_version"), "1.0")); r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/version"), "1.0")); r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/copyright"), "")); r_options->push_back(ExportOption(PropertyInfo(Variant::INT, "application/bits_mode", PROPERTY_HINT_ENUM, "Fat (32 & 64 bits),64 bits,32 bits"), 1)); /* probably need some more info */ } void EditorExportPlatformIOS::_fix_config_file(const Ref &p_preset, Vector &pfile, const String &p_name, const String &p_binary) { String str; String strnew; str.parse_utf8((const char *)pfile.ptr(), pfile.size()); Vector lines = str.split("\n"); for (int i = 0; i < lines.size(); i++) { if (lines[i].find("$binary") != -1) { strnew += lines[i].replace("$binary", p_binary) + "\n"; } else if (lines[i].find("$name") != -1) { strnew += lines[i].replace("$name", p_name) + "\n"; } else if (lines[i].find("$info") != -1) { strnew += lines[i].replace("$info", p_preset->get("application/info")) + "\n"; } else if (lines[i].find("$identifier") != -1) { strnew += lines[i].replace("$identifier", p_preset->get("application/identifier")) + "\n"; } else if (lines[i].find("$short_version") != -1) { strnew += lines[i].replace("$short_version", p_preset->get("application/short_version")) + "\n"; } else if (lines[i].find("$version") != -1) { strnew += lines[i].replace("$version", p_preset->get("application/version")) + "\n"; } else if (lines[i].find("$signature") != -1) { strnew += lines[i].replace("$signature", p_preset->get("application/signature")) + "\n"; } else if (lines[i].find("$copyright") != -1) { strnew += lines[i].replace("$copyright", p_preset->get("application/copyright")) + "\n"; } else { strnew += lines[i] + "\n"; } } // !BAS! I'm assuming the 9 in the original code was a typo. I've added -1 or else it seems to also be adding our terminating zero... // should apply the same fix in our OSX export. CharString cs = strnew.utf8(); pfile.resize(cs.size() - 1); for (int i = 0; i < cs.size() - 1; i++) { pfile[i] = cs[i]; } } Error EditorExportPlatformIOS::export_project(const Ref &p_preset, bool p_debug, const String &p_path, int p_flags) { String src_pkg_name; String dest_dir = p_path.get_base_dir() + "/"; String binary_name = p_path.get_file().get_basename(); EditorProgress ep("export", "Exporting for iOS", 3); if (p_debug) src_pkg_name = p_preset->get("custom_package/debug"); else src_pkg_name = p_preset->get("custom_package/release"); if (src_pkg_name == "") { String err; src_pkg_name = find_export_template("iphone.zip", &err); if (src_pkg_name == "") { EditorNode::add_io_error(err); return ERR_FILE_NOT_FOUND; } } FileAccess *src_f = NULL; zlib_filefunc_def io = zipio_create_io_from_file(&src_f); ep.step("Creating app", 0); unzFile src_pkg_zip = unzOpen2(src_pkg_name.utf8().get_data(), &io); if (!src_pkg_zip) { EditorNode::add_io_error("Could not find template app to export:\n" + src_pkg_name); return ERR_FILE_NOT_FOUND; } ERR_FAIL_COND_V(!src_pkg_zip, ERR_CANT_OPEN); int ret = unzGoToFirstFile(src_pkg_zip); String binary_to_use = "godot.iphone." + String(p_debug ? "debug" : "release") + "."; int bits_mode = p_preset->get("application/bits_mode"); binary_to_use += String(bits_mode == 0 ? "fat" : bits_mode == 1 ? "arm64" : "armv7"); print_line("binary: " + binary_to_use); String pkg_name; if (p_preset->get("application/name") != "") pkg_name = p_preset->get("application/name"); // app_name else if (String(ProjectSettings::get_singleton()->get("application/config/name")) != "") pkg_name = String(ProjectSettings::get_singleton()->get("application/config/name")); else pkg_name = "Unnamed"; DirAccess *tmp_app_path = DirAccess::create_for_path(dest_dir); ERR_FAIL_COND_V(!tmp_app_path, ERR_CANT_CREATE) /* Now process our template */ bool found_binary = false; int total_size = 0; while (ret == UNZ_OK) { bool is_execute = false; //get filename unz_file_info info; char fname[16384]; ret = unzGetCurrentFileInfo(src_pkg_zip, &info, fname, 16384, NULL, 0, NULL, 0); String file = fname; print_line("READ: " + file); Vector data; data.resize(info.uncompressed_size); //read unzOpenCurrentFile(src_pkg_zip); unzReadCurrentFile(src_pkg_zip, data.ptr(), data.size()); unzCloseCurrentFile(src_pkg_zip); //write file = file.replace_first("iphone/", ""); if (file == "godot_ios.xcodeproj/project.pbxproj") { print_line("parse pbxproj"); _fix_config_file(p_preset, data, pkg_name, binary_name); } else if (file == "godot_ios/godot_ios-Info.plist") { print_line("parse plist"); _fix_config_file(p_preset, data, pkg_name, binary_name); } else if (file.begins_with("godot.iphone")) { if (file != binary_to_use) { ret = unzGoToNextFile(src_pkg_zip); continue; //ignore! } found_binary = true; is_execute = true; file = "godot_ios.iphone"; } ///@TODO need to parse logo files if (data.size() > 0) { file = file.replace("godot_ios", binary_name); print_line("ADDING: " + file + " size: " + itos(data.size())); total_size += data.size(); /* write it into our folder structure */ file = dest_dir + file; /* make sure this folder exists */ String dir_name = file.get_base_dir(); if (!tmp_app_path->dir_exists(dir_name)) { print_line("Creating " + dir_name); Error dir_err = tmp_app_path->make_dir_recursive(dir_name); if (dir_err) { ERR_PRINTS("Can't create '" + dir_name + "'."); unzClose(src_pkg_zip); return ERR_CANT_CREATE; } } /* write the file */ FileAccess *f = FileAccess::open(file, FileAccess::WRITE); if (!f) { ERR_PRINTS("Can't write '" + file + "'."); unzClose(src_pkg_zip); return ERR_CANT_CREATE; }; f->store_buffer(data.ptr(), data.size()); f->close(); memdelete(f); #ifdef OSX_ENABLED if (is_execute) { // we need execute rights on this file chmod(file.utf8().get_data(), 0755); } #endif } ret = unzGoToNextFile(src_pkg_zip); } /* we're done with our source zip */ unzClose(src_pkg_zip); if (!found_binary) { ERR_PRINTS("Requested template binary '" + binary_to_use + "' not found. It might be missing from your template archive."); unzClose(src_pkg_zip); return ERR_FILE_NOT_FOUND; } ep.step("Making PKG", 1); String pack_path = dest_dir + binary_name + ".pck"; Error err = save_pack(p_preset, pack_path); if (err) { return err; } #ifdef OSX_ENABLED /* and open up xcode with our new project.... */ List args; args.push_back(p_path); err = OS::get_singleton()->execute("/usr/bin/open", args, false); ERR_FAIL_COND_V(err, err); #endif return OK; } bool EditorExportPlatformIOS::can_export(const Ref &p_preset, String &r_error, bool &r_missing_templates) const { bool valid = true; String err; if (!exists_export_template("iphone.zip", &err)) { valid = false; } if (p_preset->get("custom_package/debug") != "" && !FileAccess::exists(p_preset->get("custom_package/debug"))) { valid = false; err += "Custom debug package not found.\n"; } if (p_preset->get("custom_package/release") != "" && !FileAccess::exists(p_preset->get("custom_package/release"))) { valid = false; err += "Custom release package not found.\n"; } if (!err.empty()) r_error = err; return valid; } EditorExportPlatformIOS::EditorExportPlatformIOS() { ///@TODO need to create the correct logo // Ref img = memnew(Image(_iphone_logo)); Ref img = memnew(Image(_osx_logo)); logo.instance(); logo->create_from_image(img); } EditorExportPlatformIOS::~EditorExportPlatformIOS() { } void register_iphone_exporter() { Ref platform; platform.instance(); EditorExport::get_singleton()->add_export_platform(platform); }