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ScreenPlay/Tools/build.py

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#!/usr/bin/python3
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# SPDX-License-Identifier: LicenseRef-EliasSteurerTachiom OR AGPL-3.0-only
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import platform
import os
import platform
import shutil
import argparse
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import time
import zipfile
import defines
from build_result import BuildResult
from build_config import BuildConfig
from typing import Tuple
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from pathlib import Path
import macos_sign
import build_godot
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from util import sha256, cd_repo_root_path, repo_root_path, zipdir, run, get_vs_env_dict, get_latest_git_tag, parse_semver, semver_to_string, check_universal_binary
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from sys import stdout
stdout.reconfigure(encoding='utf-8')
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def clean_build_dir(build_dir):
if build_dir.exists():
print(f"Remove previous build folder: {build_dir}")
# ignore_errors removes also not empty folders...
shutil.rmtree(build_dir, ignore_errors=True)
build_dir.mkdir(parents=True, exist_ok=True)
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def execute(
build_config: BuildConfig
) -> BuildResult:
start_time = time.time()
# Make sure the script is always started from the same folder
build_config.root_path = cd_repo_root_path()
# Sets all platform spesific paths, arguments etc.
[build_config, build_result] = setup(build_config)
build_result.build = Path(build_config.build_folder)
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build_result.bin = Path(build_config.bin_dir)
# Make sure to always delete everything first.
# 3rd party tools like the crashreporter create local
# temporary files in the build directory.
clean_build_dir(build_config.build_folder)
# Runs cmake configure and cmake build
step_time = time.time()
build_result = build(build_config, build_result)
build_duration = time.time() - step_time
print(f"⏱️ build_duration: {build_duration}s")
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# Build Godot Wallpaper
# Note: This must happen after building ScreenPlay!
if platform.system() == "Windows":
build_godot.build_godot(str(build_config.bin_dir), build_config.build_type)
# Copies all needed libraries and assets into the bin folder
step_time = time.time()
package(build_config)
package_duration = time.time() - step_time
print(f"⏱️ package_duration: {package_duration}s")
if platform.system() == "Darwin":
if (build_config.sign_osx):
print(f"Sign binary at: {build_config.bin_dir}")
macos_sign.sign(build_config=build_config)
# Creates a Qt InstallerFrameWork (IFW) installer
if build_config.create_installer == "ON":
step_time = time.time()
build_installer(build_config, build_result)
build_installer_duration = time.time() - step_time
print(f"⏱️ build_installer_duration: {build_installer_duration}s")
if platform.system() == "Darwin":
if (build_config.sign_osx):
print(
f"Sign ScreenPlay-installer.dmg at: {build_config.bin_dir}")
macos_sign.sign_dmg(build_config=build_config)
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# Create a zip file of the build
if platform.system() != "Darwin":
step_time = time.time()
build_result = zip(build_config, build_result)
zip_duration = time.time() - step_time
print(f"⏱️ zip_duration: {zip_duration}s")
duration = time.time() - start_time
print(f"⏱️ Build completed in: {duration}s")
# Print BuildConfig & BuildResult member for easier debugging
print("\n🆗 BuildResult:")
print(' '.join("\n- %s: \t\t%s" %
item for item in vars(build_result).items()))
print("\n⚙️ BuildConfig:")
print(' '.join("\n- %s: \t\t%s" %
item for item in vars(build_config).items()))
return build_result
def setup(build_config: BuildConfig) -> Tuple[BuildConfig, BuildResult]:
build_result = BuildResult()
build_config.qt_path = defines.QT_PATH
if not build_config.qt_path.exists():
print(
f"Qt path does not exist at {build_config.qt_path}. Please make sure to run setup.py!")
exit(2)
build_config.qt_bin_path = Path(build_config.qt_path).joinpath(
f"{build_config.qt_version}/{defines.QT_PLATFORM}").resolve()
build_config.ifw_root_path = Path(
f"{build_config.qt_path}/Tools/QtInstallerFramework/{build_config.qt_ifw_version}").resolve()
if platform.system() == "Windows":
build_config.cmake_target_triplet = "x64-windows"
build_config.executable_file_ending = ".exe"
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env_dict = get_vs_env_dict()
env_dict["PATH"] = env_dict["PATH"] + \
";" + str(Path(build_config.qt_bin_path).joinpath("bin").resolve()) + \
";" + str(build_config.ifw_root_path.resolve())
print(f"Using env_dict:\n{env_dict}")
os.environ.update(env_dict)
# NO f string we fill it later!
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build_config.package_command = "windeployqt.exe --{type} --qmldir ../../{app}/qml {app}{executable_file_ending}"
build_config.aqt_install_qt_packages = f"windows desktop {build_config.qt_version} win64_msvc2019_64 -m all"
build_config.aqt_install_tool_packages = "windows desktop tools_ifw"
elif platform.system() == "Darwin":
build_config.cmake_target_triplet = "64-osx-universal"
build_config.executable_file_ending = ".app"
# NO f string we fill it later!
# build_config.package_command = "{prefix_path}/bin/macdeployqt ScreenPlay.app -qmldir=../../{app}/qml -executable=ScreenPlay.app/Contents/MacOS/{app} -appstore-compliant -timestamp -hardened-runtime"
build_config.aqt_install_qt_packages = f"mac desktop {build_config.qt_version} clang_64 -m all"
build_config.aqt_install_tool_packages = "mac desktop tools_ifw"
elif platform.system() == "Linux":
build_config.cmake_target_triplet = "x64-linux"
build_config.executable_file_ending = ""
build_config.aqt_install_qt_packages = f"linux desktop {build_config.qt_version} gcc_64 -m all"
build_config.aqt_install_tool_packages = "linux desktop tools_ifw"
else:
raise NotImplementedError(
"Unsupported platform, ScreenPlay only supports Windows, macOS and Linux.")
# Prepare
build_config.cmake_toolchain_file = Path(
f"{build_config.root_path}/../vcpkg/scripts/buildsystems/vcpkg.cmake").resolve()
print(f"cmake_toolchain_file: {build_config.cmake_toolchain_file}")
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print(f"Starting build with type {build_config.build_type}.")
print(
f"Qt Version: {build_config.qt_version}. Root path: {build_config.root_path}")
# Remove old build folder to before configuring to get rid of all cmake chaches
build_config.build_folder = build_config.root_path.joinpath(
f"build-{build_config.cmake_target_triplet}-{build_config.build_type}")
build_config.bin_dir = build_config.build_folder.joinpath("bin")
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if platform.system() == "Windows":
build_result.installer = Path(build_config.build_folder).joinpath(
"ScreenPlay-Installer.exe")
elif platform.system() == "Darwin":
build_result.installer = Path(
build_config.build_folder).joinpath("ScreenPlay.dmg")
elif platform.system() == "Linux":
build_result.installer = Path(build_config.build_folder).joinpath(
"ScreenPlay-Installer.run")
return build_config, build_result
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def build(build_config: BuildConfig, build_result: BuildResult) -> BuildResult:
cmake_configure_command = f'cmake ../ \
-DCMAKE_PREFIX_PATH={build_config.qt_bin_path} \
-DCMAKE_BUILD_TYPE={build_config.build_type} \
-DVCPKG_TARGET_TRIPLET={build_config.cmake_target_triplet} \
-DCMAKE_TOOLCHAIN_FILE={build_config.cmake_toolchain_file} \
-DSCREENPLAY_STEAM={build_config.build_steam} \
-DSCREENPLAY_TESTS={build_config.build_tests} \
-DSCREENPLAY_DEPLOY={build_config.build_deploy} \
-DSCREENPLAY_INSTALLER={build_config.create_installer} \
-DSCREENPLAY_IFW_ROOT:STRING={build_config.ifw_root_path} \
-G "Ninja" \
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-B.'
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print(f"\n⚙️ CMake configure:\n", cmake_configure_command.replace(
"-D", "\n-D").replace("-G", "\n-G"), "\n")
run(cmake_configure_command, cwd=build_config.build_folder)
print(f"\n\n⚙️ CMake build:\n\n")
run("cmake --build . --target all", cwd=build_config.build_folder)
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build_result.bin = Path(build_config.bin_dir)
return build_result
def package(build_config: BuildConfig):
if platform.system() == "Darwin":
# Make sure to reset to tools path
os.chdir(repo_root_path())
# -sign-for-notarization=\"Developer ID Application: Elias Steurer (V887LHYKRH)\"
cmd_raw = "{qt_bin_path}/macdeployqt {build_bin_dir}/ScreenPlay.app -qmldir={repo_root_path}/{app}/qml -executable={build_bin_dir}/ScreenPlay.app/Contents/MacOS/{app} -verbose=1 -appstore-compliant -timestamp -hardened-runtime "
build_bin_dir = Path(repo_root_path()).joinpath(
f"{build_config.build_folder}/bin/")
cwd = Path(repo_root_path()).joinpath(
f"{build_bin_dir}/ScreenPlay.app/Contents/MacOS/")
qt_bin_path = Path(defines.QT_BIN_PATH).resolve()
source_path = Path(repo_root_path()).resolve()
run(cmd=cmd_raw.format(qt_bin_path=qt_bin_path, repo_root_path=source_path,
build_bin_dir=build_bin_dir, app="ScreenPlay"), cwd=cwd)
run(cmd=cmd_raw.format(qt_bin_path=qt_bin_path, repo_root_path=source_path,
build_bin_dir=build_bin_dir, app="ScreenPlayWallpaper"), cwd=cwd)
run(cmd=cmd_raw.format(qt_bin_path=qt_bin_path, repo_root_path=source_path,
build_bin_dir=build_bin_dir, app="ScreenPlayWidget"), cwd=cwd)
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check_universal_binary()
if platform.system() == "Windows":
print("Executing deploy commands...")
run(build_config.package_command.format(
type=build_config.build_type,
prefix_path=build_config.qt_bin_path,
app="ScreenPlay",
executable_file_ending=build_config.executable_file_ending), cwd=build_config.bin_dir)
run(build_config.package_command.format(
type=build_config.build_type,
prefix_path=build_config.qt_bin_path,
app="ScreenPlayWidget",
executable_file_ending=build_config.executable_file_ending), cwd=build_config.bin_dir)
run(build_config.package_command.format(
type=build_config.build_type,
prefix_path=build_config.qt_bin_path,
app="ScreenPlayWallpaper",
executable_file_ending=build_config.executable_file_ending), cwd=build_config.bin_dir)
if platform.system() == "Linux":
# Copy all .so files from the qt_bin_path lib folder into bin_dir
qt_lib_path = build_config.qt_bin_path
for file in qt_lib_path.joinpath("lib").glob("*.so"):
shutil.copy(str(file), str(build_config.bin_dir))
# Copy qt_qml_path folder content into bin_dir
qt_qml_path = build_config.qt_bin_path
for folder in qt_qml_path.joinpath("qml").iterdir():
if not folder.is_file():
shutil.copytree(str(folder), str(
build_config.bin_dir.joinpath(folder.name)))
print("Copied %s" % folder)
# Copy all plugin folder from qt_bin_path plugins subfolder into bin_dir
qt_plugins_path = build_config.qt_bin_path
for folder in build_config.qt_bin_path.joinpath("plugins").iterdir():
if not folder.is_file():
shutil.copytree(str(folder), str(
build_config.bin_dir.joinpath(folder.name)))
print("Copied %s" % folder)
# Copy all folder from qt_bin_path translation files into bin_dir translation folder
qt_translations_path = build_config.qt_bin_path
for folder in qt_translations_path.joinpath("translations").iterdir():
if not folder.is_file():
shutil.copytree(str(folder), str(
build_config.bin_dir.joinpath("translations").joinpath(folder.name)))
print("Copied %s" % folder)
# Copy all filesfrom qt_bin_path resources folder into bin_dir folder
qt_resources_path = build_config.qt_bin_path
for file in build_config.qt_bin_path.joinpath("resources").glob("*"):
shutil.copy(str(file), str(build_config.bin_dir))
print("Copied %s" % file)
# Some dlls like openssl do no longer get copied automatically.
# Lets just copy all of them into bin.
if platform.system() == "Windows":
vcpkg_bin_path = Path(
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f"{build_config.root_path}/../vcpkg/installed/x64-windows/bin").resolve()
for file in vcpkg_bin_path.iterdir():
if file.suffix == ".dll" and file.is_file():
print("Copy: ", file, build_config.bin_dir)
shutil.copy2(file, build_config.bin_dir)
if not platform.system() == "Darwin":
file_endings = [".ninja_deps", ".ninja", ".ninja_log", ".lib", ".a", ".exp",
".manifest", ".cmake", ".cbp", "CMakeCache.txt"]
for file_ending in file_endings:
for file in build_config.bin_dir.rglob("*" + file_ending):
if file.is_file():
print("Remove: %s" % file.resolve())
file.unlink()
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def build_installer(build_config: BuildConfig, build_result: BuildResult):
os.chdir(build_result.build)
print("Running cpack at: ", os.getcwd())
run("cpack", cwd=build_config.build_folder)
def zip(build_config: BuildConfig, build_result: BuildResult) -> BuildResult:
zipName = f"ScreenPlay-{build_config.screenplay_version}-{build_config.cmake_target_triplet}-{build_config.build_type}.zip"
build_result.build_zip = Path(build_result.build).joinpath(zipName)
print(f"Creating bin folder zip file: {build_result.build_zip}")
os.chdir(build_config.build_folder)
with zipfile.ZipFile(zipName, 'w', zipfile.ZIP_DEFLATED) as zipf:
zipdir(build_config.bin_dir, zipf)
zip_file_path = os.path.join(build_result.build, zipName)
build_hash = sha256(zip_file_path)
build_result.build_hash = Path(
build_result.build).joinpath(zipName + ".sha256.txt")
print(f"Create sha256 hash: {build_result.build_hash}")
f = open(build_result.build_hash, "a")
f.write(build_hash)
f.close()
# Some weird company firewalls do not allow direct .exe downloads
# lets just zip the installer lol
if build_config.create_installer == "ON":
build_result.installer_zip = Path(build_result.build).joinpath(
build_result.installer.stem + ".zip")
print(f"Create zip from installer: {build_result.installer_zip}")
zipfile.ZipFile(build_result.installer_zip, 'w').write(
build_result.installer, build_result.installer.name)
return build_result
if __name__ == "__main__":
parser = argparse.ArgumentParser(
description='Build and Package ScreenPlay')
parser.add_argument('--qt-version', action="store", dest="qt_version_overwrite",
help="Overwrites the default Qt version")
parser.add_argument('--qt-installer-version', action="store", dest="qt_installer_version_overwrite",
help="Overwrites the default Qt installer framework version")
parser.add_argument('--type', action="store", dest="build_type", default="release",
help="Build type. This is either debug or release.")
parser.add_argument('--use-aqt', action="store_true", dest="use_aqt",
help="Absolute qt path. If not set the default path is used\Windows: C:\Qt\nLinux & macOS:~/Qt/.")
parser.add_argument('--steam', action="store_true", dest="build_steam",
help="Enable if you want to build the Steam workshop plugin.")
parser.add_argument('--tests', action="store_true", dest="build_tests",
help="Build tests.")
parser.add_argument('--installer', action="store_true", dest="create_installer",
help="Create a installer.")
parser.add_argument('--sign_osx', action="store_true", dest="sign_osx", default=False,
help="Signs the executable on macOS. This requires a valid Apple Developer ID set up.")
parser.add_argument('--deploy-version', action="store_true", dest="build_deploy",
help="Create a deploy version of ScreenPlay for sharing with the world. A not deploy version is for local development only!")
parser.add_argument('--architecture', action="store", dest="build_architecture", default="",
help="Sets the build architecture. Used to build x86 and ARM osx versions. Currently only works with x86_64 and arm64")
args = parser.parse_args()
qt_version = defines.QT_VERSION
qt_ifw_version = defines.QT_IFW_VERSION # Not yet used.
qt_version_overwrite: str
use_aqt = False
tag = get_latest_git_tag()
if tag:
print(f"Latest Git tag: {tag}")
semver = parse_semver(tag)
if semver:
print(f"Parsed SemVer: {semver}")
screenplay_version = semver_to_string(semver)
else:
print("Failed to parse SemVer.")
exit(-1)
else:
print("No git tags found.")
exit(-1)
if args.qt_version_overwrite:
qt_version = args.qt_version_overwrite
print("Using Qt version {qt_version}")
if args.qt_installer_version_overwrite:
qt_ifw_version = args.qt_installer_version_overwrite
print("Using Qt installer framework version {qt_ifw_version}")
build_type = args.build_type.lower()
build_steam = "OFF"
if args.build_steam:
build_steam = "ON"
build_tests = "OFF"
if args.build_tests:
build_tests = "ON"
build_deploy = "OFF"
if args.build_deploy:
build_deploy = "ON"
create_installer = "OFF"
if args.create_installer:
create_installer = "ON"
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if args.use_aqt:
use_aqt = True
if not args.build_architecture:
build_architecture = ""
build_config = BuildConfig()
build_config.qt_version = qt_version
build_config.qt_ifw_version = qt_ifw_version
build_config.build_steam = build_steam
build_config.build_tests = build_tests
build_config.build_deploy = build_deploy
build_config.create_installer = create_installer
build_config.build_type = build_type
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build_config.screenplay_version = screenplay_version
build_config.build_architecture = build_architecture
build_config.sign_osx = args.sign_osx
execute(build_config)