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bl_info = {
    "name": "Save As Game Engine Runtime",
    "author": "Mitchell Stokes (Moguri)",
    "version": (0, 3, 1),
    "blender": (2, 61, 0),
    "location": "File > Export",
    "description": "Bundle a .blend file with the Blenderplayer",
    "warning": "",
    "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
                "Scripts/Game_Engine/Save_As_Runtime",
    "category": "Game Engine",
}

import bpy
import os
import sys
import shutil
import tempfile


def CopyPythonLibs(dst, overwrite_lib, report=print):
    import platform

    # use python module to find pytohn's libpath
    src = os.path.dirname(platform.__file__)

    # dst points to lib/, but src points to current python's library path, eg:
    #  '/usr/lib/python3.2' vs '/usr/lib'
    # append python's library dir name to destination, so only python's
    # libraries would be copied
    if os.name == 'posix':
        dst = os.path.join(dst, os.path.basename(src))

    if os.path.exists(src):
        write = False
        if os.path.exists(dst):
            if overwrite_lib:
                shutil.rmtree(dst)
                write = True
        else:
            write = True
        if write:
            shutil.copytree(src, dst, ignore=lambda dir, contents: [i for i in contents if i == '__pycache__'])
    else:
        report({'WARNING'}, "Python not found in %r, skipping pythn copy" % src)


def WriteAppleRuntime(player_path, output_path, copy_python, overwrite_lib):
    # Enforce the extension
    if not output_path.endswith('.app'):
        output_path += '.app'

    # Use the system's cp command to preserve some meta-data
    os.system('cp -R "%s" "%s"' % (player_path, output_path))
    
    bpy.ops.wm.save_as_mainfile(filepath=os.path.join(output_path, "Contents/Resources/game.blend"),
                                relative_remap=False,
                                compress=False,
                                copy=True,
                                )
    
    # Python doesn't need to be copied for OS X since it's already inside blenderplayer.app


def WriteRuntime(player_path, output_path, copy_python, overwrite_lib, copy_dlls, report=print):
    import struct

    # Check the paths
    if not os.path.isfile(player_path) and not(os.path.exists(player_path) and player_path.endswith('.app')):
        report({'ERROR'}, "The player could not be found! Runtime not saved")
        return
    
    # Check if we're bundling a .app
    if player_path.endswith('.app'):
        WriteAppleRuntime(player_path, output_path, copy_python, overwrite_lib)
        return
        
    # Enforce "exe" extension on Windows
    if player_path.endswith('.exe') and not output_path.endswith('.exe'):
        output_path += '.exe'
    
    # Get the player's binary and the offset for the blend
    file = open(player_path, 'rb')
    player_d = file.read()
    offset = file.tell()
    file.close()
    
    # Create a tmp blend file (Blenderplayer doesn't like compressed blends)
    tempdir = tempfile.mkdtemp()
    blend_path = os.path.join(tempdir, bpy.path.clean_name(output_path))
    bpy.ops.wm.save_as_mainfile(filepath=blend_path,
                                relative_remap=False,
                                compress=False,
                                copy=True,
                                )
    
    # Get the blend data
    blend_file = open(blend_path, 'rb')
    blend_d = blend_file.read()
    blend_file.close()

    # Get rid of the tmp blend, we're done with it
    os.remove(blend_path)
    os.rmdir(tempdir)
    
    # Create a new file for the bundled runtime
    output = open(output_path, 'wb')
    
    # Write the player and blend data to the new runtime
    print("Writing runtime...", end=" ")
    output.write(player_d)
    output.write(blend_d)
    
    # Store the offset (an int is 4 bytes, so we split it up into 4 bytes and save it)
    output.write(struct.pack('B', (offset>>24)&0xFF))
    output.write(struct.pack('B', (offset>>16)&0xFF))
    output.write(struct.pack('B', (offset>>8)&0xFF))
    output.write(struct.pack('B', (offset>>0)&0xFF))
    
    # Stuff for the runtime
    output.write(b'BRUNTIME')
    output.close()
    
    print("done")
    
    # Make the runtime executable on Linux
    if os.name == 'posix':
        os.chmod(output_path, 0o755)
        
    # Copy bundled Python
    blender_dir = os.path.dirname(bpy.app.binary_path)
    runtime_dir = os.path.dirname(output_path)
    
    if copy_python:
        print("Copying Python files...", end=" ")
        py_folder = os.path.join(bpy.app.version_string.split()[0], "python", "lib")
        dst = os.path.join(runtime_dir, py_folder)
        CopyPythonLibs(dst, overwrite_lib, report)
        print("done")

    # And DLLs
    if copy_dlls:
        print("Copying DLLs...", end=" ")
        for file in [i for i in os.listdir(blender_dir) if i.lower().endswith('.dll')]:
            src = os.path.join(blender_dir, file)
            dst = os.path.join(runtime_dir, file)
            shutil.copy2(src, dst)

        print("done")

from bpy.props import *


class SaveAsRuntime(bpy.types.Operator):
    bl_idname = "wm.save_as_runtime"
    bl_label = "Save As Game Engine Runtime"
    bl_options = {'REGISTER'}
    
    if sys.platform == 'darwin':
        # XXX, this line looks suspicious, could be done better?
        blender_bin_dir = '/' + os.path.join(*bpy.app.binary_path.split('/')[0:-4])
        ext = '.app'
    else:
        blender_bin_path = bpy.app.binary_path
        blender_bin_dir = os.path.dirname(blender_bin_path)
        ext = os.path.splitext(blender_bin_path)[-1].lower()

    default_player_path = os.path.join(blender_bin_dir, 'blenderplayer' + ext)
    player_path = StringProperty(
            name="Player Path",
            description="The path to the player to use",
            default=default_player_path,
            subtype='FILE_PATH',
            )
    filepath = StringProperty(
            subtype='FILE_PATH',
            )
    copy_python = BoolProperty(
            name="Copy Python",
            description="Copy bundle Python with the runtime",
            default=True,
            )
    overwrite_lib = BoolProperty(
            name="Overwrite 'lib' folder",
            description="Overwrites the lib folder (if one exists) with the bundled Python lib folder",
            default=False,
            )

    # Only Windows has dlls to copy
    if ext == '.exe':
        copy_dlls = BoolProperty(
                name="Copy DLLs",
                description="Copy all needed DLLs with the runtime",
                default=True,
                )
    else:
        copy_dlls = False
    
    def execute(self, context):
        import time
        start_time = time.clock()
        print("Saving runtime to %r" % self.filepath)
        WriteRuntime(self.player_path,
                     self.filepath,
                     self.copy_python,
                     self.overwrite_lib,
                     self.copy_dlls,
                     self.report,
                     )
        print("Finished in %.4fs" % (time.clock()-start_time))
        return {'FINISHED'}

    def invoke(self, context, event):
        if not self.filepath:
            ext = '.app' if sys.platform == 'darwin' else os.path.splitext(bpy.app.binary_path)[-1]
            self.filepath = bpy.path.ensure_ext(bpy.data.filepath, ext)

        wm = context.window_manager
        wm.fileselect_add(self)
        return {'RUNNING_MODAL'}


def menu_func(self, context):
    self.layout.operator(SaveAsRuntime.bl_idname)


def register():
    bpy.utils.register_module(__name__)

    bpy.types.INFO_MT_file_export.append(menu_func)


def unregister():
    bpy.utils.unregister_module(__name__)

    bpy.types.INFO_MT_file_export.remove(menu_func)


if __name__ == "__main__":
    register()
