from __future__ import print_function import os.path as path import subprocess, tarfile import os walk_dir = os.walk Import("env platform data_dir install_dir") # Data env.Install(path.join(data_dir, "cursors"), Glob("cursors/*.gif")) env.Install(path.join(data_dir, "dialogs"), Glob("dialogs/*.xml")) env.Install(path.join(data_dir, "fonts"), Glob("fonts/*.ttf") + Glob("fonts/*.bdf")) env.Install(path.join(data_dir, "graphics"), Glob("graphics/*.png")) env.Install(path.join(data_dir, "sounds"), Glob("sounds/*.wav")) env.Install(path.join(data_dir, "strings"), Glob("strings/*.txt")) env.Install(path.join(data_dir, "shaders"), Glob("#src/gfx/mask.*")) # Scenarios def pack_scenario(target, source, env): prev_dir = path.abspath('.') for i in range(min(len(target), len(source))): abspath = path.dirname(source[i].abspath) with tarfile.open(target[i].abspath, 'w:gz') as tar: for dir, subdirs, files in walk_dir(abspath): cur_dir = dir.replace(abspath, 'scenario') for fname in files: if fname.startswith('.'): continue cur_file = path.join(cur_dir, fname) tar.add(path.join(dir, fname), arcname = cur_file) env.Append(BUILDERS={"BuildScenario": Builder(action=pack_scenario, suffix=".boes", src_suffix="")}) env.BuildScenario('#build/rsrc/bases/bladbase.boes', 'bases/bladbase/header.exs') env.BuildScenario('#build/rsrc/scenarios/busywork.boes', 'scenarios/busywork/header.exs') env.BuildScenario('#build/rsrc/scenarios/valleydy.boes', 'scenarios/valleydy/header.exs') env.BuildScenario('#build/rsrc/scenarios/stealth.boes', 'scenarios/stealth/header.exs') env.BuildScenario('#build/rsrc/scenarios/zakhazi.boes', 'scenarios/zakhazi/header.exs') env.Install(path.join(install_dir, "Blades of Exile Scenarios"), Glob("#build/rsrc/scenarios/*.boes")) env.Install(path.join(install_dir, "Blades of Exile Base"), Glob("#build/rsrc/bases/*.boes")) # Validate dialogs have_xmllint = False if str(platform) == "win32": have_xmllint = (subprocess.call(['where', '/Q', 'xmllint']) == 0) else: check_xmllint = subprocess.run(['which', 'xmllint'], capture_output=True) have_xmllint = (check_xmllint.returncode == 0 and len(check_xmllint.stdout) != 0) if have_xmllint: xmllint_command = ('xmllint', '--nonet', '--noout', '--schema', '../schemas/dialog.xsd') else: print('xmllint not found! skipping xmllint step') if have_xmllint: # This is separate so that alternate xml validators could be used def validate_dialog(target, source, env): PIPE = subprocess.PIPE with open(target[0].abspath, 'w') as log: src_name = path.basename(source[0].path) cmd_line = xmllint_command + (src_name,) print(*cmd_line) p = subprocess.Popen(cmd_line, stdin=PIPE, stdout=PIPE, stderr=PIPE, cwd=source[0].Dir('.').abspath ) out, err = p.communicate() print(err, end='') print(err, file=log) return p.returncode # We use these .log files as dummy targets, basically (though they also store the validation results) env.Append(BUILDERS={"ValidateDialogXml": Builder(action=validate_dialog,suffix='.log',src_suffix='.xml')}) for dlg in Glob('dialogs/*.xml'): dlg = path.basename(dlg.path).split('.')[0] env.ValidateDialogXml(path.join("#build/dialogs", dlg), path.join("dialogs", dlg)) else: print("Note: Skipping XML dialog validation since no validator tool was found.") # Assign custom icons if str(platform) == "darwin": def set_dir_icon(env, target, source): env.Command(target, source, action = [ Mkdir("build/rsrc/icons"), "sips -i $SOURCE --out build/rsrc/icons/${SOURCE.file}", "DeRez -only icns build/rsrc/icons/${SOURCE.file} > \ build/rsrc/icons/${SOURCE.filebase}.rsrc", "Rez -append build/rsrc/icons/${SOURCE.filebase}.rsrc -o $TARGET", "SetFile -a C ${TARGET.dir}", "chflags hidden $TARGET", ]) env.AddMethod(set_dir_icon, "SetDirIcon") icons = { '': 'boeresources.icns', 'dialogs/': 'boeresources.icns', 'strings/': 'boeresources.icns', 'cursors/': 'boegraphics.icns', 'graphics/': 'boegraphics.icns', 'sounds/': 'boesounds.icns', } for dir, icon in icons.items(): env.SetDirIcon( path.join("#build/Blades of Exile/data", dir, 'Icon\r'), path.join("icons/mac/", icon) )