/*************************************************************************/ /* 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 "global_config.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 "string.h" #include "version.h" #include class EditorExportPlatformOSX : public EditorExportPlatform { GDCLASS(EditorExportPlatformOSX, EditorExportPlatform); int version_code; Ref logo; void _fix_plist(const Ref &p_preset, Vector &plist, const String &p_binary); void _make_icon(const Ref &p_icon, Vector &p_data); #ifdef OSX_ENABLED Error _code_sign(const Ref &p_preset, const String &p_path); Error _create_dmg(const String &p_dmg_path, const String &p_pkg_name, const String &p_app_path_name); #endif 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 "Mac OSX"; } virtual Ref get_logo() const { return logo; } #ifdef OSX_ENABLED virtual String get_binary_extension() const { return "dmg"; } #else virtual String get_binary_extension() const { return "zip"; } #endif 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; EditorExportPlatformOSX(); ~EditorExportPlatformOSX(); }; void EditorExportPlatformOSX::get_preset_features(const Ref &p_preset, List *r_features) { // what does this need to do? } void EditorExportPlatformOSX::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.macgame")); r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/signature"), "godotmacgame")); 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"), 0)); r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "display/high_res"), false)); #ifdef OSX_ENABLED r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "codesign/identity"), "")); r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "codesign/entitlements"), "")); #endif } void EditorExportPlatformOSX::_make_icon(const Ref &p_icon, Vector &p_data) { Ref it = memnew(ImageTexture); int size = 512; Vector data; data.resize(8); data[0] = 'i'; data[1] = 'c'; data[2] = 'n'; data[3] = 's'; const char *name[] = { "ic09", "ic08", "ic07", "icp6", "icp5", "icp4" }; int index = 0; while (size >= 16) { Ref copy = p_icon; // does this make sense? doesn't this just increase the reference count instead of making a copy? Do we even need a copy? copy->convert(Image::FORMAT_RGBA8); copy->resize(size, size); it->create_from_image(copy); String path = EditorSettings::get_singleton()->get_settings_path() + "/tmp/icon.png"; ResourceSaver::save(path, it); FileAccess *f = FileAccess::open(path, FileAccess::READ); ERR_FAIL_COND(!f); int ofs = data.size(); uint32_t len = f->get_len(); data.resize(data.size() + len + 8); f->get_buffer(&data[ofs + 8], len); memdelete(f); len += 8; len = BSWAP32(len); copymem(&data[ofs], name[index], 4); encode_uint32(len, &data[ofs + 4]); index++; size /= 2; } uint32_t total_len = data.size(); total_len = BSWAP32(total_len); encode_uint32(total_len, &data[4]); p_data = data; } void EditorExportPlatformOSX::_fix_plist(const Ref &p_preset, Vector &plist, const String &p_binary) { String str; String strnew; str.parse_utf8((const char *)plist.ptr(), plist.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_binary) + "\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 if (lines[i].find("$highres") != -1) { strnew += lines[i].replace("$highres", p_preset->get("display/high_res") ? "" : "") + "\n"; } else { strnew += lines[i] + "\n"; } } CharString cs = strnew.utf8(); plist.resize(cs.size() - 1); for (int i = 0; i < cs.size() - 1; i++) { plist[i] = cs[i]; } } #ifdef OSX_ENABLED /** If we're running the OSX version of the Godot editor we'll: - export our application bundle to a temporary folder - attempt to code sign it - and then wrap it up in a DMG **/ Error EditorExportPlatformOSX::_code_sign(const Ref &p_preset, const String &p_path) { List args; if (p_preset->get("codesign/entitlements") != "") { /* this should point to our entitlements.plist file that sandboxes our application, I don't know if this should also be placed in our app bundle */ args.push_back("-entitlements"); args.push_back(p_preset->get("codesign/entitlements")); } args.push_back("-s"); args.push_back(p_preset->get("codesign/identity")); args.push_back("-v"); /* provide some more feedback */ args.push_back(p_path); Error err = OS::get_singleton()->execute("/usr/bin/codesign", args, true); ERR_FAIL_COND_V(err, err); return OK; } Error EditorExportPlatformOSX::_create_dmg(const String &p_dmg_path, const String &p_pkg_name, const String &p_app_path_name) { List args; args.push_back("create"); args.push_back(p_dmg_path); args.push_back("-volname"); args.push_back(p_pkg_name); args.push_back("-fs"); args.push_back("HFS+"); args.push_back("-srcfolder"); args.push_back(p_app_path_name); Error err = OS::get_singleton()->execute("/usr/bin/hdiutil", args, true); ERR_FAIL_COND_V(err, err); return OK; } Error EditorExportPlatformOSX::export_project(const Ref &p_preset, bool p_debug, const String &p_path, int p_flags) { String src_pkg_name; EditorProgress ep("export", "Exporting for OSX", 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("osx.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_osx_" + 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 ? "64" : "32"); 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(GlobalConfig::get_singleton()->get("application/name")) != "") pkg_name = String(GlobalConfig::get_singleton()->get("application/name")); else pkg_name = "Unnamed"; // We're on OSX so we can export to DMG, but first we create our application bundle String tmp_app_path_name = p_path.get_base_dir() + "/" + pkg_name + ".app"; print_line("Exporting to " + tmp_app_path_name); DirAccess *tmp_app_path = DirAccess::create_for_path(tmp_app_path_name); ERR_FAIL_COND_V(!tmp_app_path, ERR_CANT_CREATE) ///@TODO We should delete the existing application bundle especially if we attempt to code sign it, but what is a safe way to do this? Maybe call system function so it moves to trash? // tmp_app_path->erase_contents_recursive(); // Create our folder structure or rely on unzip? print_line("Creating " + tmp_app_path_name + "/Contents/MacOS"); Error dir_err = tmp_app_path->make_dir_recursive(tmp_app_path_name + "/Contents/MacOS"); ERR_FAIL_COND_V(dir_err, ERR_CANT_CREATE) print_line("Creating " + tmp_app_path_name + "/Contents/Resources"); dir_err = tmp_app_path->make_dir_recursive(tmp_app_path_name + "/Contents/Resources"); ERR_FAIL_COND_V(dir_err, 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("osx_template.app/", ""); if (file == "Contents/Info.plist") { print_line("parse plist"); _fix_plist(p_preset, data, pkg_name); } if (file.begins_with("Contents/MacOS/godot_")) { if (file != "Contents/MacOS/" + binary_to_use) { ret = unzGoToNextFile(src_pkg_zip); continue; //ignore! } found_binary = true; is_execute = true; file = "Contents/MacOS/" + pkg_name; } if (file == "Contents/Resources/icon.icns") { //see if there is an icon String iconpath; if (p_preset->get("application/icon") != "") iconpath = p_preset->get("application/icon"); else iconpath = GlobalConfig::get_singleton()->get("application/icon"); print_line("icon? " + iconpath); if (iconpath != "") { Ref icon; icon.instance(); icon->load(iconpath); if (!icon->empty()) { print_line("loaded?"); _make_icon(icon, data); } } //bleh? } if (data.size() > 0) { print_line("ADDING: " + file + " size: " + itos(data.size())); total_size += data.size(); /* write it into our application bundle */ file = tmp_app_path_name + "/" + file; /* write the file, need to add chmod */ FileAccess *f = FileAccess::open(file, FileAccess::WRITE); ERR_FAIL_COND_V(!f, ERR_CANT_CREATE) f->store_buffer(data.ptr(), data.size()); f->close(); memdelete(f); if (is_execute) { // we need execute rights on this file chmod(file.utf8().get_data(), 0755); } else { // seems to already be set correctly // chmod(file.utf8().get_data(), 0644); } } 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 = tmp_app_path_name + "/Contents/Resources/" + pkg_name + ".pck"; Error err = save_pack(p_preset, pack_path); // chmod(pack_path.utf8().get_data(), 0644); if (err) { return err; } /* see if we can code sign our new package */ if (p_preset->get("codesign/identity") != "") { ep.step("Code signing bundle", 2); /* the order in which we code sign is important, this is a bit of a shame or we could do this in our loop that extracts the files from our ZIP */ // start with our application err = _code_sign(p_preset, tmp_app_path_name + "/Contents/MacOS/" + pkg_name); ERR_FAIL_COND_V(err, err); ///@TODO we should check the contents of /Contents/Frameworks for frameworks to sign // we should probably loop through all resources and sign them? err = _code_sign(p_preset, tmp_app_path_name + "/Contents/Resources/icon.icns"); ERR_FAIL_COND_V(err, err); err = _code_sign(p_preset, pack_path); ERR_FAIL_COND_V(err, err); err = _code_sign(p_preset, tmp_app_path_name + "/Contents/Info.plist"); ERR_FAIL_COND_V(err, err); } /* and finally create a DMG */ ep.step("Making DMG", 3); err = _create_dmg(p_path, pkg_name, tmp_app_path_name); ERR_FAIL_COND_V(err, err); return OK; } #else /** When exporting for OSX from any other platform we don't have access to code signing or creating DMGs so we'll wrap the bundle into a zip file. Should probably find a nicer way to have just one export method instead of duplicating the method like this but I would the code got very messy with switches inside of it. **/ Error EditorExportPlatformOSX::export_project(const Ref &p_preset, bool p_debug, const String &p_path, int p_flags) { String src_pkg_name; EditorProgress ep("export", "Exporting for OSX", 104); 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("osx.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_osx_" + 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 ? "64" : "32"); 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(GlobalConfig::get_singleton()->get("application/name")) != "") pkg_name = String(GlobalConfig::get_singleton()->get("application/name")); else pkg_name = "Unnamed"; /* Open our destination zip file */ zlib_filefunc_def io2 = io; FileAccess *dst_f = NULL; io2.opaque = &dst_f; zipFile dst_pkg_zip = zipOpen2(p_path.utf8().get_data(), APPEND_STATUS_CREATE, NULL, &io2); bool found_binary = false; while (ret == UNZ_OK) { //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("osx_template.app/", ""); if (file == "Contents/Info.plist") { print_line("parse plist"); _fix_plist(p_preset, data, pkg_name); } if (file.begins_with("Contents/MacOS/godot_")) { if (file != "Contents/MacOS/" + binary_to_use) { ret = unzGoToNextFile(src_pkg_zip); continue; //ignore! } found_binary = true; file = "Contents/MacOS/" + pkg_name; } if (file == "Contents/Resources/icon.icns") { //see if there is an icon String iconpath; if (p_preset->get("application/icon") != "") iconpath = p_preset->get("application/icon"); else iconpath = GlobalConfig::get_singleton()->get("application/icon"); print_line("icon? " + iconpath); if (iconpath != "") { Ref icon; icon.instance(); icon->load(iconpath); if (!icon->empty()) { print_line("loaded?"); _make_icon(icon, data); } } //bleh? } if (data.size() > 0) { print_line("ADDING: " + file + " size: " + itos(data.size())); /* add it to our zip file */ file = pkg_name + ".app/" + file; zip_fileinfo fi; fi.tmz_date.tm_hour = info.tmu_date.tm_hour; fi.tmz_date.tm_min = info.tmu_date.tm_min; fi.tmz_date.tm_sec = info.tmu_date.tm_sec; fi.tmz_date.tm_mon = info.tmu_date.tm_mon; fi.tmz_date.tm_mday = info.tmu_date.tm_mday; fi.tmz_date.tm_year = info.tmu_date.tm_year; fi.dosDate = info.dosDate; fi.internal_fa = info.internal_fa; fi.external_fa = info.external_fa; int err = zipOpenNewFileInZip(dst_pkg_zip, file.utf8().get_data(), &fi, NULL, 0, NULL, 0, NULL, Z_DEFLATED, Z_DEFAULT_COMPRESSION); print_line("OPEN ERR: " + itos(err)); err = zipWriteInFileInZip(dst_pkg_zip, data.ptr(), data.size()); print_line("WRITE ERR: " + itos(err)); zipCloseFileInZip(dst_pkg_zip); } ret = unzGoToNextFile(src_pkg_zip); } if (!found_binary) { ERR_PRINTS("Requested template binary '" + binary_to_use + "' not found. It might be missing from your template archive."); zipClose(dst_pkg_zip, NULL); unzClose(src_pkg_zip); return ERR_FILE_NOT_FOUND; } ep.step("Making PKG", 1); String pack_path = EditorSettings::get_singleton()->get_settings_path() + "/tmp/" + pkg_name + ".pck"; Error err = save_pack(p_preset, pack_path); if (err) { zipClose(dst_pkg_zip, NULL); unzClose(src_pkg_zip); return err; } { //write datapack zipOpenNewFileInZip(dst_pkg_zip, (pkg_name + ".app/Contents/Resources/" + pkg_name + ".pck").utf8().get_data(), NULL, NULL, 0, NULL, 0, NULL, Z_DEFLATED, Z_DEFAULT_COMPRESSION); FileAccess *pf = FileAccess::open(pack_path, FileAccess::READ); ERR_FAIL_COND_V(!pf, ERR_CANT_OPEN); const int BSIZE = 16384; uint8_t buf[BSIZE]; while (true) { int r = pf->get_buffer(buf, BSIZE); if (r <= 0) break; zipWriteInFileInZip(dst_pkg_zip, buf, r); } zipCloseFileInZip(dst_pkg_zip); memdelete(pf); } zipClose(dst_pkg_zip, NULL); unzClose(src_pkg_zip); return OK; } #endif bool EditorExportPlatformOSX::can_export(const Ref &p_preset, String &r_error, bool &r_missing_templates) const { bool valid = true; String err; if (!exists_export_template("osx.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; } EditorExportPlatformOSX::EditorExportPlatformOSX() { Ref img = memnew(Image(_osx_logo)); logo.instance(); logo->create_from_image(img); } EditorExportPlatformOSX::~EditorExportPlatformOSX() { } void register_osx_exporter() { Ref platform; platform.instance(); EditorExport::get_singleton()->add_export_platform(platform); }