virtualx-engine/platform/iphone/export/export.cpp

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/*************************************************************************/
/* export.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
/* 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/iphone/logo.gen.h"
#include "project_settings.h"
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#include "string.h"
#include "version.h"
#include <sys/stat.h>
class EditorExportPlatformIOS : public EditorExportPlatform {
GDCLASS(EditorExportPlatformIOS, EditorExportPlatform);
int version_code;
Ref<ImageTexture> logo;
typedef Error (*FileHandler)(String p_file, void *p_userdata);
static Error _walk_dir_recursive(DirAccess *p_da, FileHandler p_handler, void *p_userdata);
static Error _codesign(String p_file, void *p_userdata);
struct IOSConfigData {
String pkg_name;
String binary_name;
String plist_content;
String architectures;
String linker_flags;
String cpp_code;
};
struct ExportArchitecture {
String name;
bool is_default;
ExportArchitecture() :
name(""),
is_default(false) {
}
ExportArchitecture(String p_name, bool p_is_default) {
name = p_name;
is_default = p_is_default;
}
};
struct IOSExportAsset {
String exported_path;
bool is_framework; // framework is anything linked to the binary, otherwise it's a resource
};
String _get_additional_plist_content();
String _get_linker_flags();
String _get_cpp_code();
void _fix_config_file(const Ref<EditorExportPreset> &p_preset, Vector<uint8_t> &pfile, const IOSConfigData &p_config, bool p_debug);
Error _export_loading_screens(const Ref<EditorExportPreset> &p_preset, const String &p_dest_dir);
Error _export_icons(const Ref<EditorExportPreset> &p_preset, const String &p_iconset_dir);
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Vector<ExportArchitecture> _get_supported_architectures();
Vector<String> _get_preset_architectures(const Ref<EditorExportPreset> &p_preset);
void _add_assets_to_project(Vector<uint8_t> &p_project_data, const Vector<IOSExportAsset> &p_additional_assets);
Error _export_additional_assets(const String &p_out_dir, const Vector<String> &p_assets, bool p_is_framework, Vector<IOSExportAsset> &r_exported_assets);
Error _export_additional_assets(const String &p_out_dir, const Vector<SharedObject> &p_libraries, Vector<IOSExportAsset> &r_exported_assets);
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protected:
virtual void get_preset_features(const Ref<EditorExportPreset> &p_preset, List<String> *r_features);
virtual void get_export_options(List<ExportOption> *r_options);
public:
virtual String get_name() const { return "iOS"; }
virtual String get_os_name() const { return "iOS"; }
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virtual Ref<Texture> get_logo() const { return logo; }
virtual String get_binary_extension(const Ref<EditorExportPreset> &p_preset) const { return "ipa"; }
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virtual Error export_project(const Ref<EditorExportPreset> &p_preset, bool p_debug, const String &p_path, int p_flags = 0);
virtual bool can_export(const Ref<EditorExportPreset> &p_preset, String &r_error, bool &r_missing_templates) const;
virtual void get_platform_features(List<String> *r_features) {
r_features->push_back("mobile");
r_features->push_back("iOS");
}
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EditorExportPlatformIOS();
~EditorExportPlatformIOS();
};
void EditorExportPlatformIOS::get_preset_features(const Ref<EditorExportPreset> &p_preset, List<String> *r_features) {
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if (p_preset->get("texture_format/s3tc")) {
r_features->push_back("s3tc");
}
if (p_preset->get("texture_format/etc")) {
r_features->push_back("etc");
}
if (p_preset->get("texture_format/etc2")) {
r_features->push_back("etc2");
}
Vector<String> architectures = _get_preset_architectures(p_preset);
for (int i = 0; i < architectures.size(); ++i) {
r_features->push_back(architectures[i]);
}
}
Vector<EditorExportPlatformIOS::ExportArchitecture> EditorExportPlatformIOS::_get_supported_architectures() {
Vector<ExportArchitecture> archs;
archs.push_back(ExportArchitecture("armv7", true));
archs.push_back(ExportArchitecture("arm64", true));
return archs;
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}
iPhone X support and iOS-related fixes Starting from April 2018 Apple no longer accepts apps that do not support iPhone X. For games this mainly means respecting the safe area, unobstructed by notch and virtual home button. UI controls must be placed within the safe area so that users can interact with them. This commit: - Adds OS::get_window_safe_area method that returns unobscured area of the window, where interactive controls should be rendered. - Reorganizes how launch screens are exported - the previous way was incorrect and modern iPhones did not pick up the correct screens and because of that used a non-native resolution to render the game. - Adds launch screen options for iPhone X. - Makes launch screens optional in the export template. If not specified, a white screen will be used. - Adds App Store icon (1024x1024) export option as it now has to be bundled with the app instead of being provided in iTunes Connect. - Fixes crash when launching games in iOS Simulator. It happened because controllerWasConnected callback came before the engine was initialized. Now in such case the controllers will be queued up and registered after initialization is done. - Fixes issue with the virtual keyboard where for some reason autocorrection panel would intersect with the keyboard itself and not allow you to use the top row of the keyboard. This is fixed by disabling autocorrection altogether. Closes #17358. Fixes #17428. Fixes #17331. (cherry picked from commit 1d9a3a9b1c9ef7db26e53c8aeaab731992cffd6e)
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struct LoadingScreenInfo {
const char *preset_key;
const char *export_name;
};
static const LoadingScreenInfo loading_screen_infos[] = {
{ "landscape_launch_screens/iphone_2436x1125", "Default-Landscape-X.png" },
{ "landscape_launch_screens/iphone_2208x1242", "Default-Landscape-736h@3x.png" },
{ "landscape_launch_screens/ipad_1024x768", "Default-Landscape.png" },
{ "landscape_launch_screens/ipad_2048x1536", "Default-Landscape@2x.png" },
{ "portrait_launch_screens/iphone_640x960", "Default-480h@2x.png" },
{ "portrait_launch_screens/iphone_640x1136", "Default-568h@2x.png" },
{ "portrait_launch_screens/iphone_750x1334", "Default-667h@2x.png" },
{ "portrait_launch_screens/iphone_1125x2436", "Default-Portrait-X.png" },
{ "portrait_launch_screens/ipad_768x1024", "Default-Portrait.png" },
{ "portrait_launch_screens/ipad_1536x2048", "Default-Portrait@2x.png" },
{ "portrait_launch_screens/iphone_1242x2208", "Default-Portrait-736h@3x.png" }
};
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void EditorExportPlatformIOS::get_export_options(List<ExportOption> *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/app_store_team_id"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/provisioning_profile_uuid_debug"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/code_sign_identity_debug"), "iPhone Developer"));
r_options->push_back(ExportOption(PropertyInfo(Variant::INT, "application/export_method_debug", PROPERTY_HINT_ENUM, "App Store,Development,Ad-Hoc,Enterprise"), 1));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/provisioning_profile_uuid_release"), ""));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/code_sign_identity_release"), "iPhone Distribution"));
r_options->push_back(ExportOption(PropertyInfo(Variant::INT, "application/export_method_release", PROPERTY_HINT_ENUM, "App Store,Development,Ad-Hoc,Enterprise"), 0));
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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/identifier"), "org.godotengine.iosgame"));
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "application/signature"), "????"));
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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::STRING, "required_icons/iphone_120x120", PROPERTY_HINT_FILE, "png"), "")); // Home screen on iPhone/iPod Touch with retina display
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "required_icons/ipad_76x76", PROPERTY_HINT_FILE, "png"), "")); // Home screen on iPad
iPhone X support and iOS-related fixes Starting from April 2018 Apple no longer accepts apps that do not support iPhone X. For games this mainly means respecting the safe area, unobstructed by notch and virtual home button. UI controls must be placed within the safe area so that users can interact with them. This commit: - Adds OS::get_window_safe_area method that returns unobscured area of the window, where interactive controls should be rendered. - Reorganizes how launch screens are exported - the previous way was incorrect and modern iPhones did not pick up the correct screens and because of that used a non-native resolution to render the game. - Adds launch screen options for iPhone X. - Makes launch screens optional in the export template. If not specified, a white screen will be used. - Adds App Store icon (1024x1024) export option as it now has to be bundled with the app instead of being provided in iTunes Connect. - Fixes crash when launching games in iOS Simulator. It happened because controllerWasConnected callback came before the engine was initialized. Now in such case the controllers will be queued up and registered after initialization is done. - Fixes issue with the virtual keyboard where for some reason autocorrection panel would intersect with the keyboard itself and not allow you to use the top row of the keyboard. This is fixed by disabling autocorrection altogether. Closes #17358. Fixes #17428. Fixes #17331. (cherry picked from commit 1d9a3a9b1c9ef7db26e53c8aeaab731992cffd6e)
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r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "required_icons/app_store_1024x1024", PROPERTY_HINT_FILE, "png"), "")); // App Store
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "optional_icons/iphone_180x180", PROPERTY_HINT_FILE, "png"), "")); // Home screen on iPhone with retina HD display
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "optional_icons/ipad_152x152", PROPERTY_HINT_FILE, "png"), "")); // Home screen on iPad with retina display
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "optional_icons/ipad_167x167", PROPERTY_HINT_FILE, "png"), "")); // Home screen on iPad Pro
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "optional_icons/spotlight_40x40", PROPERTY_HINT_FILE, "png"), "")); // Spotlight
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, "optional_icons/spotlight_80x80", PROPERTY_HINT_FILE, "png"), "")); // Spotlight on devices with retina display
iPhone X support and iOS-related fixes Starting from April 2018 Apple no longer accepts apps that do not support iPhone X. For games this mainly means respecting the safe area, unobstructed by notch and virtual home button. UI controls must be placed within the safe area so that users can interact with them. This commit: - Adds OS::get_window_safe_area method that returns unobscured area of the window, where interactive controls should be rendered. - Reorganizes how launch screens are exported - the previous way was incorrect and modern iPhones did not pick up the correct screens and because of that used a non-native resolution to render the game. - Adds launch screen options for iPhone X. - Makes launch screens optional in the export template. If not specified, a white screen will be used. - Adds App Store icon (1024x1024) export option as it now has to be bundled with the app instead of being provided in iTunes Connect. - Fixes crash when launching games in iOS Simulator. It happened because controllerWasConnected callback came before the engine was initialized. Now in such case the controllers will be queued up and registered after initialization is done. - Fixes issue with the virtual keyboard where for some reason autocorrection panel would intersect with the keyboard itself and not allow you to use the top row of the keyboard. This is fixed by disabling autocorrection altogether. Closes #17358. Fixes #17428. Fixes #17331. (cherry picked from commit 1d9a3a9b1c9ef7db26e53c8aeaab731992cffd6e)
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for (int i = 0; i < sizeof(loading_screen_infos) / sizeof(loading_screen_infos[0]); ++i) {
r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, loading_screen_infos[i].preset_key, PROPERTY_HINT_FILE, "png"), ""));
}
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r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "texture_format/s3tc"), false));
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "texture_format/etc"), false));
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "texture_format/etc2"), true));
Vector<ExportArchitecture> architectures = _get_supported_architectures();
for (int i = 0; i < architectures.size(); ++i) {
r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "architectures/" + architectures[i].name), architectures[i].is_default));
}
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}
void EditorExportPlatformIOS::_fix_config_file(const Ref<EditorExportPreset> &p_preset, Vector<uint8_t> &pfile, const IOSConfigData &p_config, bool p_debug) {
static const String export_method_string[] = {
"app-store",
"development",
"ad-hoc",
"enterprise"
};
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String str;
String strnew;
str.parse_utf8((const char *)pfile.ptr(), pfile.size());
Vector<String> lines = str.split("\n");
for (int i = 0; i < lines.size(); i++) {
if (lines[i].find("$binary") != -1) {
strnew += lines[i].replace("$binary", p_config.binary_name) + "\n";
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} else if (lines[i].find("$name") != -1) {
strnew += lines[i].replace("$name", p_config.pkg_name) + "\n";
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} 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("$team_id") != -1) {
strnew += lines[i].replace("$team_id", p_preset->get("application/app_store_team_id")) + "\n";
} else if (lines[i].find("$export_method") != -1) {
int export_method = p_preset->get(p_debug ? "application/export_method_debug" : "application/export_method_release");
strnew += lines[i].replace("$export_method", export_method_string[export_method]) + "\n";
} else if (lines[i].find("$provisioning_profile_uuid_release") != -1) {
strnew += lines[i].replace("$provisioning_profile_uuid_release", p_preset->get("application/provisioning_profile_uuid_release")) + "\n";
} else if (lines[i].find("$provisioning_profile_uuid_debug") != -1) {
strnew += lines[i].replace("$provisioning_profile_uuid_debug", p_preset->get("application/provisioning_profile_uuid_debug")) + "\n";
} else if (lines[i].find("$provisioning_profile_uuid") != -1) {
String uuid = p_debug ? p_preset->get("application/provisioning_profile_uuid_debug") : p_preset->get("application/provisioning_profile_uuid_release");
strnew += lines[i].replace("$provisioning_profile_uuid", uuid) + "\n";
} else if (lines[i].find("$code_sign_identity_debug") != -1) {
strnew += lines[i].replace("$code_sign_identity_debug", p_preset->get("application/code_sign_identity_debug")) + "\n";
} else if (lines[i].find("$code_sign_identity_release") != -1) {
strnew += lines[i].replace("$code_sign_identity_release", p_preset->get("application/code_sign_identity_release")) + "\n";
} else if (lines[i].find("$additional_plist_content") != -1) {
strnew += lines[i].replace("$additional_plist_content", p_config.plist_content) + "\n";
} else if (lines[i].find("$godot_archs") != -1) {
strnew += lines[i].replace("$godot_archs", p_config.architectures) + "\n";
} else if (lines[i].find("$linker_flags") != -1) {
strnew += lines[i].replace("$linker_flags", p_config.linker_flags) + "\n";
} else if (lines[i].find("$cpp_code") != -1) {
strnew += lines[i].replace("$cpp_code", p_config.cpp_code) + "\n";
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} 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];
}
}
String EditorExportPlatformIOS::_get_additional_plist_content() {
Vector<Ref<EditorExportPlugin> > export_plugins = EditorExport::get_singleton()->get_export_plugins();
String result;
for (int i = 0; i < export_plugins.size(); ++i) {
result += export_plugins[i]->get_ios_plist_content();
}
return result;
}
String EditorExportPlatformIOS::_get_linker_flags() {
Vector<Ref<EditorExportPlugin> > export_plugins = EditorExport::get_singleton()->get_export_plugins();
String result;
for (int i = 0; i < export_plugins.size(); ++i) {
String flags = export_plugins[i]->get_ios_linker_flags();
if (flags.length() == 0) continue;
if (result.length() > 0) {
result += ' ';
}
result += flags;
}
// the flags will be enclosed in quotes, so need to escape them
return result.replace("\"", "\\\"");
}
String EditorExportPlatformIOS::_get_cpp_code() {
Vector<Ref<EditorExportPlugin> > export_plugins = EditorExport::get_singleton()->get_export_plugins();
String result;
for (int i = 0; i < export_plugins.size(); ++i) {
result += export_plugins[i]->get_ios_cpp_code();
}
return result;
}
struct IconInfo {
const char *preset_key;
const char *idiom;
const char *export_name;
const char *actual_size_side;
const char *scale;
const char *unscaled_size;
bool is_required;
};
static const IconInfo icon_infos[] = {
{ "required_icons/iphone_120x120", "iphone", "Icon-120.png", "120", "2x", "60x60", true },
{ "required_icons/iphone_120x120", "iphone", "Icon-120.png", "120", "3x", "40x40", true },
{ "required_icons/ipad_76x76", "ipad", "Icon-76.png", "76", "1x", "76x76", false },
iPhone X support and iOS-related fixes Starting from April 2018 Apple no longer accepts apps that do not support iPhone X. For games this mainly means respecting the safe area, unobstructed by notch and virtual home button. UI controls must be placed within the safe area so that users can interact with them. This commit: - Adds OS::get_window_safe_area method that returns unobscured area of the window, where interactive controls should be rendered. - Reorganizes how launch screens are exported - the previous way was incorrect and modern iPhones did not pick up the correct screens and because of that used a non-native resolution to render the game. - Adds launch screen options for iPhone X. - Makes launch screens optional in the export template. If not specified, a white screen will be used. - Adds App Store icon (1024x1024) export option as it now has to be bundled with the app instead of being provided in iTunes Connect. - Fixes crash when launching games in iOS Simulator. It happened because controllerWasConnected callback came before the engine was initialized. Now in such case the controllers will be queued up and registered after initialization is done. - Fixes issue with the virtual keyboard where for some reason autocorrection panel would intersect with the keyboard itself and not allow you to use the top row of the keyboard. This is fixed by disabling autocorrection altogether. Closes #17358. Fixes #17428. Fixes #17331. (cherry picked from commit 1d9a3a9b1c9ef7db26e53c8aeaab731992cffd6e)
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{ "required_icons/app_store_1024x1024", "ios-marketing", "Icon-1024.png", "1024", "1x", "1024x1024", false },
{ "optional_icons/iphone_180x180", "iphone", "Icon-180.png", "180", "3x", "60x60", false },
{ "optional_icons/ipad_152x152", "ipad", "Icon-152.png", "152", "2x", "76x76", false },
{ "optional_icons/ipad_167x167", "ipad", "Icon-167.png", "167", "2x", "83.5x83.5", false },
{ "optional_icons/spotlight_40x40", "ipad", "Icon-40.png", "40", "1x", "40x40", false },
{ "optional_icons/spotlight_80x80", "iphone", "Icon-80.png", "80", "2x", "40x40", false },
{ "optional_icons/spotlight_80x80", "ipad", "Icon-80.png", "80", "2x", "40x40", false }
};
Error EditorExportPlatformIOS::_export_icons(const Ref<EditorExportPreset> &p_preset, const String &p_iconset_dir) {
String json_description = "{\"images\":[";
String sizes;
DirAccess *da = DirAccess::open(p_iconset_dir);
ERR_FAIL_COND_V(!da, ERR_CANT_OPEN);
for (int i = 0; i < (sizeof(icon_infos) / sizeof(icon_infos[0])); ++i) {
IconInfo info = icon_infos[i];
String icon_path = p_preset->get(info.preset_key);
if (icon_path.length() == 0) {
if (info.is_required) {
ERR_PRINT("Required icon is not specified in the preset");
return ERR_UNCONFIGURED;
}
continue;
}
Error err = da->copy(icon_path, p_iconset_dir + info.export_name);
if (err) {
memdelete(da);
String err_str = String("Failed to export icon: ") + icon_path;
ERR_PRINT(err_str.utf8().get_data());
return err;
}
sizes += String(info.actual_size_side) + "\n";
if (i > 0) {
json_description += ",";
}
json_description += String("{");
json_description += String("\"idiom\":") + "\"" + info.idiom + "\",";
json_description += String("\"size\":") + "\"" + info.unscaled_size + "\",";
json_description += String("\"scale\":") + "\"" + info.scale + "\",";
json_description += String("\"filename\":") + "\"" + info.export_name + "\"";
json_description += String("}");
}
json_description += "]}";
memdelete(da);
FileAccess *json_file = FileAccess::open(p_iconset_dir + "Contents.json", FileAccess::WRITE);
ERR_FAIL_COND_V(!json_file, ERR_CANT_CREATE);
CharString json_utf8 = json_description.utf8();
json_file->store_buffer((const uint8_t *)json_utf8.get_data(), json_utf8.length());
memdelete(json_file);
FileAccess *sizes_file = FileAccess::open(p_iconset_dir + "sizes", FileAccess::WRITE);
ERR_FAIL_COND_V(!sizes_file, ERR_CANT_CREATE);
CharString sizes_utf8 = sizes.utf8();
sizes_file->store_buffer((const uint8_t *)sizes_utf8.get_data(), sizes_utf8.length());
memdelete(sizes_file);
return OK;
}
Error EditorExportPlatformIOS::_export_loading_screens(const Ref<EditorExportPreset> &p_preset, const String &p_dest_dir) {
DirAccess *da = DirAccess::open(p_dest_dir);
ERR_FAIL_COND_V(!da, ERR_CANT_OPEN);
for (int i = 0; i < sizeof(loading_screen_infos) / sizeof(loading_screen_infos[0]); ++i) {
LoadingScreenInfo info = loading_screen_infos[i];
String loading_screen_file = p_preset->get(info.preset_key);
iPhone X support and iOS-related fixes Starting from April 2018 Apple no longer accepts apps that do not support iPhone X. For games this mainly means respecting the safe area, unobstructed by notch and virtual home button. UI controls must be placed within the safe area so that users can interact with them. This commit: - Adds OS::get_window_safe_area method that returns unobscured area of the window, where interactive controls should be rendered. - Reorganizes how launch screens are exported - the previous way was incorrect and modern iPhones did not pick up the correct screens and because of that used a non-native resolution to render the game. - Adds launch screen options for iPhone X. - Makes launch screens optional in the export template. If not specified, a white screen will be used. - Adds App Store icon (1024x1024) export option as it now has to be bundled with the app instead of being provided in iTunes Connect. - Fixes crash when launching games in iOS Simulator. It happened because controllerWasConnected callback came before the engine was initialized. Now in such case the controllers will be queued up and registered after initialization is done. - Fixes issue with the virtual keyboard where for some reason autocorrection panel would intersect with the keyboard itself and not allow you to use the top row of the keyboard. This is fixed by disabling autocorrection altogether. Closes #17358. Fixes #17428. Fixes #17331. (cherry picked from commit 1d9a3a9b1c9ef7db26e53c8aeaab731992cffd6e)
2018-04-10 12:35:30 +02:00
if (loading_screen_file.size() > 0) {
Error err = da->copy(loading_screen_file, p_dest_dir + info.export_name);
if (err) {
memdelete(da);
String err_str = String("Failed to export loading screen (") + info.preset_key + ") from path: " + loading_screen_file;
ERR_PRINT(err_str.utf8().get_data());
return err;
}
}
}
memdelete(da);
return OK;
}
Error EditorExportPlatformIOS::_walk_dir_recursive(DirAccess *p_da, FileHandler p_handler, void *p_userdata) {
Vector<String> dirs;
String path;
String current_dir = p_da->get_current_dir();
p_da->list_dir_begin();
while ((path = p_da->get_next()).length() != 0) {
if (p_da->current_is_dir()) {
if (path != "." && path != "..") {
dirs.push_back(path);
}
} else {
Error err = p_handler(current_dir + "/" + path, p_userdata);
if (err) {
p_da->list_dir_end();
return err;
}
}
}
p_da->list_dir_end();
for (int i = 0; i < dirs.size(); ++i) {
String dir = dirs[i];
p_da->change_dir(dir);
Error err = _walk_dir_recursive(p_da, p_handler, p_userdata);
p_da->change_dir("..");
if (err) {
return err;
}
}
return OK;
}
struct CodesignData {
const Ref<EditorExportPreset> &preset;
bool debug;
CodesignData(const Ref<EditorExportPreset> &p_preset, bool p_debug) :
preset(p_preset),
debug(p_debug) {
}
};
Error EditorExportPlatformIOS::_codesign(String p_file, void *p_userdata) {
if (p_file.ends_with(".dylib")) {
CodesignData *data = (CodesignData *)p_userdata;
print_line(String("Signing ") + p_file);
List<String> codesign_args;
codesign_args.push_back("-f");
codesign_args.push_back("-s");
codesign_args.push_back(data->preset->get(data->debug ? "application/code_sign_identity_debug" : "application/code_sign_identity_release"));
codesign_args.push_back(p_file);
return OS::get_singleton()->execute("codesign", codesign_args, true);
}
return OK;
}
struct PbxId {
private:
static char _hex_char(uint8_t four_bits) {
if (four_bits < 10) {
return ('0' + four_bits);
}
return 'A' + (four_bits - 10);
}
static String _hex_pad(uint32_t num) {
Vector<char> ret;
ret.resize(sizeof(num) * 2);
for (int i = 0; i < sizeof(num) * 2; ++i) {
uint8_t four_bits = (num >> (sizeof(num) * 8 - (i + 1) * 4)) & 0xF;
ret[i] = _hex_char(four_bits);
}
return String::utf8(ret.ptr(), ret.size());
}
public:
uint32_t high_bits;
uint32_t mid_bits;
uint32_t low_bits;
String str() const {
return _hex_pad(high_bits) + _hex_pad(mid_bits) + _hex_pad(low_bits);
}
PbxId &operator++() {
low_bits++;
if (!low_bits) {
mid_bits++;
if (!mid_bits) {
high_bits++;
}
}
return *this;
}
};
struct ExportLibsData {
Vector<String> lib_paths;
String dest_dir;
};
void EditorExportPlatformIOS::_add_assets_to_project(Vector<uint8_t> &p_project_data, const Vector<IOSExportAsset> &p_additional_assets) {
Vector<Ref<EditorExportPlugin> > export_plugins = EditorExport::get_singleton()->get_export_plugins();
Vector<String> frameworks;
for (int i = 0; i < export_plugins.size(); ++i) {
Vector<String> plugin_frameworks = export_plugins[i]->get_ios_frameworks();
for (int j = 0; j < plugin_frameworks.size(); ++j) {
frameworks.push_back(plugin_frameworks[j]);
}
}
// that is just a random number, we just need Godot IDs not to clash with
// existing IDs in the project.
PbxId current_id = { 0x58938401, 0, 0 };
String pbx_files;
String pbx_frameworks_build;
String pbx_frameworks_refs;
String pbx_resources_build;
String pbx_resources_refs;
const String file_info_format = String("$build_id = {isa = PBXBuildFile; fileRef = $ref_id; };\n") +
"$ref_id = {isa = PBXFileReference; lastKnownFileType = $file_type; name = $name; path = \"$file_path\"; sourceTree = \"<group>\"; };\n";
for (int i = 0; i < p_additional_assets.size(); ++i) {
String build_id = (++current_id).str();
String ref_id = (++current_id).str();
const IOSExportAsset &asset = p_additional_assets[i];
String type;
if (asset.exported_path.ends_with(".framework")) {
type = "wrapper.framework";
} else if (asset.exported_path.ends_with(".dylib")) {
type = "compiled.mach-o.dylib";
} else if (asset.exported_path.ends_with(".a")) {
type = "archive.ar";
} else {
type = "file";
}
String &pbx_build = asset.is_framework ? pbx_frameworks_build : pbx_resources_build;
String &pbx_refs = asset.is_framework ? pbx_frameworks_refs : pbx_resources_refs;
if (pbx_build.length() > 0) {
pbx_build += ",\n";
pbx_refs += ",\n";
}
pbx_build += build_id;
pbx_refs += ref_id;
Dictionary format_dict;
format_dict["build_id"] = build_id;
format_dict["ref_id"] = ref_id;
format_dict["name"] = asset.exported_path.get_file();
format_dict["file_path"] = asset.exported_path;
format_dict["file_type"] = type;
pbx_files += file_info_format.format(format_dict, "$_");
}
String str = String::utf8((const char *)p_project_data.ptr(), p_project_data.size());
str = str.replace("$additional_pbx_files", pbx_files);
str = str.replace("$additional_pbx_frameworks_build", pbx_frameworks_build);
str = str.replace("$additional_pbx_frameworks_refs", pbx_frameworks_refs);
str = str.replace("$additional_pbx_resources_build", pbx_resources_build);
str = str.replace("$additional_pbx_resources_refs", pbx_resources_refs);
CharString cs = str.utf8();
p_project_data.resize(cs.size() - 1);
for (int i = 0; i < cs.size() - 1; i++) {
p_project_data[i] = cs[i];
}
}
Error EditorExportPlatformIOS::_export_additional_assets(const String &p_out_dir, const Vector<String> &p_assets, bool p_is_framework, Vector<IOSExportAsset> &r_exported_assets) {
DirAccess *filesystem_da = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
ERR_FAIL_COND_V(!filesystem_da, ERR_CANT_CREATE);
for (int f_idx = 0; f_idx < p_assets.size(); ++f_idx) {
String asset = p_assets[f_idx];
if (!asset.begins_with("res://")) {
// either SDK-builtin or already a part of the export template
IOSExportAsset exported_asset = { asset, p_is_framework };
r_exported_assets.push_back(exported_asset);
} else {
DirAccess *da = DirAccess::create_for_path(asset);
if (!da) {
memdelete(filesystem_da);
ERR_FAIL_COND_V(!da, ERR_CANT_CREATE);
}
bool file_exists = da->file_exists(asset);
bool dir_exists = da->dir_exists(asset);
if (!file_exists && !dir_exists) {
memdelete(da);
memdelete(filesystem_da);
return ERR_FILE_NOT_FOUND;
}
String additional_dir = p_is_framework && asset.ends_with(".dylib") ? "/dylibs/" : "/";
String destination_dir = p_out_dir + additional_dir + asset.get_base_dir().replace("res://", "");
if (!filesystem_da->dir_exists(destination_dir)) {
Error make_dir_err = filesystem_da->make_dir_recursive(destination_dir);
if (make_dir_err) {
memdelete(da);
memdelete(filesystem_da);
return make_dir_err;
}
}
String destination = destination_dir + "/" + asset.get_file();
Error err = dir_exists ? da->copy_dir(asset, destination) : da->copy(asset, destination);
memdelete(da);
if (err) {
memdelete(filesystem_da);
return err;
}
IOSExportAsset exported_asset = { destination, p_is_framework };
r_exported_assets.push_back(exported_asset);
}
}
memdelete(filesystem_da);
return OK;
}
Error EditorExportPlatformIOS::_export_additional_assets(const String &p_out_dir, const Vector<SharedObject> &p_libraries, Vector<IOSExportAsset> &r_exported_assets) {
Vector<Ref<EditorExportPlugin> > export_plugins = EditorExport::get_singleton()->get_export_plugins();
for (int i = 0; i < export_plugins.size(); i++) {
Vector<String> frameworks = export_plugins[i]->get_ios_frameworks();
Error err = _export_additional_assets(p_out_dir, frameworks, true, r_exported_assets);
ERR_FAIL_COND_V(err, err);
Vector<String> ios_bundle_files = export_plugins[i]->get_ios_bundle_files();
err = _export_additional_assets(p_out_dir, ios_bundle_files, false, r_exported_assets);
ERR_FAIL_COND_V(err, err);
}
Vector<String> library_paths;
for (int i = 0; i < p_libraries.size(); ++i) {
library_paths.push_back(p_libraries[i].path);
}
Error err = _export_additional_assets(p_out_dir, library_paths, true, r_exported_assets);
ERR_FAIL_COND_V(err, err);
return OK;
}
Vector<String> EditorExportPlatformIOS::_get_preset_architectures(const Ref<EditorExportPreset> &p_preset) {
Vector<ExportArchitecture> all_archs = _get_supported_architectures();
Vector<String> enabled_archs;
for (int i = 0; i < all_archs.size(); ++i) {
bool is_enabled = p_preset->get("architectures/" + all_archs[i].name);
if (is_enabled) {
enabled_archs.push_back(all_archs[i].name);
}
}
return enabled_archs;
}
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Error EditorExportPlatformIOS::export_project(const Ref<EditorExportPreset> &p_preset, bool p_debug, const String &p_path, int p_flags) {
ExportNotifier notifier(*this, p_preset, p_debug, p_path, p_flags);
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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", 5);
String team_id = p_preset->get("application/app_store_team_id");
ERR_EXPLAIN("App Store Team ID not specified - cannot configure the project.");
ERR_FAIL_COND_V(team_id.length() == 0, ERR_CANT_OPEN);
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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;
}
}
DirAccess *da = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
if (da) {
String current_dir = da->get_current_dir();
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// remove leftovers from last export so they don't interfere
// in case some files are no longer needed
if (da->change_dir(dest_dir + binary_name + ".xcodeproj") == OK) {
da->erase_contents_recursive();
}
if (da->change_dir(dest_dir + binary_name) == OK) {
da->erase_contents_recursive();
}
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da->change_dir(current_dir);
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if (!da->dir_exists(dest_dir + binary_name)) {
Error err = da->make_dir(dest_dir + binary_name);
if (err) {
memdelete(da);
return err;
}
}
memdelete(da);
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}
ep.step("Making .pck", 0);
String pack_path = dest_dir + binary_name + ".pck";
Vector<SharedObject> libraries;
Error err = save_pack(p_preset, pack_path, &libraries);
if (err)
return err;
ep.step("Extracting and configuring Xcode project", 1);
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String library_to_use = "libgodot.iphone." + String(p_debug ? "debug" : "release") + ".fat.a";
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print_line("static library: " + library_to_use);
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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"));
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else
pkg_name = "Unnamed";
bool found_library = false;
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int total_size = 0;
const String project_file = "godot_ios.xcodeproj/project.pbxproj";
Set<String> files_to_parse;
files_to_parse.insert("godot_ios/godot_ios-Info.plist");
files_to_parse.insert(project_file);
files_to_parse.insert("godot_ios/export_options.plist");
files_to_parse.insert("godot_ios/dummy.cpp");
files_to_parse.insert("godot_ios.xcodeproj/project.xcworkspace/contents.xcworkspacedata");
files_to_parse.insert("godot_ios.xcodeproj/xcshareddata/xcschemes/godot_ios.xcscheme");
IOSConfigData config_data = {
pkg_name,
binary_name,
_get_additional_plist_content(),
String(" ").join(_get_preset_architectures(p_preset)),
_get_linker_flags(),
_get_cpp_code()
};
DirAccess *tmp_app_path = DirAccess::create_for_path(dest_dir);
ERR_FAIL_COND_V(!tmp_app_path, ERR_CANT_CREATE)
print_line("Unzipping...");
FileAccess *src_f = NULL;
zlib_filefunc_def io = zipio_create_io_from_file(&src_f);
unzFile src_pkg_zip = unzOpen2(src_pkg_name.utf8().get_data(), &io);
if (!src_pkg_zip) {
EditorNode::add_io_error("Could not open export template (not a zip file?):\n" + src_pkg_name);
return ERR_CANT_OPEN;
}
ERR_FAIL_COND_V(!src_pkg_zip, ERR_CANT_OPEN);
int ret = unzGoToFirstFile(src_pkg_zip);
Vector<uint8_t> project_file_data;
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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<uint8_t> data;
data.resize(info.uncompressed_size);
//read
unzOpenCurrentFile(src_pkg_zip);
unzReadCurrentFile(src_pkg_zip, data.ptrw(), data.size());
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unzCloseCurrentFile(src_pkg_zip);
//write
file = file.replace_first("iphone/", "");
if (files_to_parse.has(file)) {
print_line(String("parse ") + file);
_fix_config_file(p_preset, data, config_data, p_debug);
} else if (file.begins_with("libgodot.iphone")) {
if (file != library_to_use) {
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ret = unzGoToNextFile(src_pkg_zip);
continue; //ignore!
}
found_library = true;
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is_execute = true;
file = "godot_ios.a";
}
if (file == project_file) {
project_file_data = data;
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}
///@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);
memdelete(tmp_app_path);
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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);
memdelete(tmp_app_path);
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return ERR_CANT_CREATE;
};
f->store_buffer(data.ptr(), data.size());
f->close();
memdelete(f);
#ifdef OSX_ENABLED
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if (is_execute) {
// we need execute rights on this file
chmod(file.utf8().get_data(), 0755);
}
#endif
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}
ret = unzGoToNextFile(src_pkg_zip);
}
/* we're done with our source zip */
unzClose(src_pkg_zip);
if (!found_library) {
ERR_PRINTS("Requested template library '" + library_to_use + "' not found. It might be missing from your template archive.");
memdelete(tmp_app_path);
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return ERR_FILE_NOT_FOUND;
}
String iconset_dir = dest_dir + binary_name + "/Images.xcassets/AppIcon.appiconset/";
err = OK;
if (!tmp_app_path->dir_exists(iconset_dir)) {
err = tmp_app_path->make_dir_recursive(iconset_dir);
}
memdelete(tmp_app_path);
if (err)
return err;
err = _export_icons(p_preset, iconset_dir);
if (err)
return err;
iPhone X support and iOS-related fixes Starting from April 2018 Apple no longer accepts apps that do not support iPhone X. For games this mainly means respecting the safe area, unobstructed by notch and virtual home button. UI controls must be placed within the safe area so that users can interact with them. This commit: - Adds OS::get_window_safe_area method that returns unobscured area of the window, where interactive controls should be rendered. - Reorganizes how launch screens are exported - the previous way was incorrect and modern iPhones did not pick up the correct screens and because of that used a non-native resolution to render the game. - Adds launch screen options for iPhone X. - Makes launch screens optional in the export template. If not specified, a white screen will be used. - Adds App Store icon (1024x1024) export option as it now has to be bundled with the app instead of being provided in iTunes Connect. - Fixes crash when launching games in iOS Simulator. It happened because controllerWasConnected callback came before the engine was initialized. Now in such case the controllers will be queued up and registered after initialization is done. - Fixes issue with the virtual keyboard where for some reason autocorrection panel would intersect with the keyboard itself and not allow you to use the top row of the keyboard. This is fixed by disabling autocorrection altogether. Closes #17358. Fixes #17428. Fixes #17331. (cherry picked from commit 1d9a3a9b1c9ef7db26e53c8aeaab731992cffd6e)
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err = _export_loading_screens(p_preset, dest_dir + binary_name + "/Images.xcassets/LaunchImage.launchimage/");
if (err)
return err;
print_line("Exporting additional assets");
Vector<IOSExportAsset> assets;
_export_additional_assets(dest_dir + binary_name, libraries, assets);
_add_assets_to_project(project_file_data, assets);
String project_file_name = dest_dir + binary_name + ".xcodeproj/project.pbxproj";
FileAccess *f = FileAccess::open(project_file_name, FileAccess::WRITE);
if (!f) {
ERR_PRINTS("Can't write '" + project_file_name + "'.");
return ERR_CANT_CREATE;
};
f->store_buffer(project_file_data.ptr(), project_file_data.size());
f->close();
memdelete(f);
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#ifdef OSX_ENABLED
ep.step("Code-signing dylibs", 2);
DirAccess *dylibs_dir = DirAccess::open(dest_dir + binary_name + "/dylibs");
ERR_FAIL_COND_V(!dylibs_dir, ERR_CANT_OPEN);
CodesignData codesign_data(p_preset, p_debug);
err = _walk_dir_recursive(dylibs_dir, _codesign, &codesign_data);
memdelete(dylibs_dir);
ERR_FAIL_COND_V(err, err);
ep.step("Making .xcarchive", 3);
String archive_path = p_path.get_basename() + ".xcarchive";
List<String> archive_args;
archive_args.push_back("-project");
archive_args.push_back(dest_dir + binary_name + ".xcodeproj");
archive_args.push_back("-scheme");
archive_args.push_back(binary_name);
archive_args.push_back("-sdk");
archive_args.push_back("iphoneos");
archive_args.push_back("-configuration");
archive_args.push_back(p_debug ? "Debug" : "Release");
archive_args.push_back("-destination");
archive_args.push_back("generic/platform=iOS");
archive_args.push_back("archive");
archive_args.push_back("-archivePath");
archive_args.push_back(archive_path);
err = OS::get_singleton()->execute("xcodebuild", archive_args, true);
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ERR_FAIL_COND_V(err, err);
ep.step("Making .ipa", 4);
List<String> export_args;
export_args.push_back("-exportArchive");
export_args.push_back("-archivePath");
export_args.push_back(archive_path);
export_args.push_back("-exportOptionsPlist");
export_args.push_back(dest_dir + binary_name + "/export_options.plist");
export_args.push_back("-allowProvisioningUpdates");
export_args.push_back("-exportPath");
export_args.push_back(dest_dir);
err = OS::get_singleton()->execute("xcodebuild", export_args, true);
ERR_FAIL_COND_V(err, err);
#else
print_line(".ipa can only be built on macOS. Leaving Xcode project without building the package.");
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#endif
return OK;
}
bool EditorExportPlatformIOS::can_export(const Ref<EditorExportPreset> &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;
r_missing_templates = !valid;
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return valid;
}
EditorExportPlatformIOS::EditorExportPlatformIOS() {
Ref<Image> img = memnew(Image(_iphone_logo));
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logo.instance();
logo->create_from_image(img);
}
EditorExportPlatformIOS::~EditorExportPlatformIOS() {
}
void register_iphone_exporter() {
Ref<EditorExportPlatformIOS> platform;
platform.instance();
EditorExport::get_singleton()->add_export_platform(platform);
}