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renpy.py
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renpy.py
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#!/usr/bin/env python #@PydevCodeAnalysisIgnore
# This file is part of Ren'Py. The license below applies to Ren'Py only.
# Games and other projects that use Ren'Py may use a different license.
# Copyright 2004-2015 Tom Rothamel <[email protected]>
#
# 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.
import os
import sys
import warnings
# Functions to be customized by distributors. ################################
# Given the Ren'Py base directory (usually the directory containing
# this file), this is expected to return the path to the common directory.
def path_to_common(renpy_base):
return renpy_base + "/renpy/common"
# Given a directory holding a Ren'Py game, this is expected to return
# the path to a directory that will hold save files.
def path_to_saves(gamedir, save_directory=None):
import renpy #@UnresolvedImport
if save_directory is None:
save_directory = renpy.config.save_directory
# Makes sure the permissions are right on the save directory.
def test_writable(d):
try:
fn = os.path.join(d, "test.txt")
open(fn, "w").close()
open(fn, "r").close()
os.unlink(fn)
return True
except:
return False
# Android.
if renpy.android:
paths = [
os.path.join(os.environ["ANDROID_OLD_PUBLIC"], "game/saves"),
os.path.join(os.environ["ANDROID_PRIVATE"], "saves"),
os.path.join(os.environ["ANDROID_PUBLIC"], "saves"),
]
for rv in paths:
if os.path.isdir(rv) and test_writable(rv):
break
print "Saving to", rv
# We return the last path as the default.
return rv
if renpy.ios:
from pyobjus import autoclass
from pyobjus.objc_py_types import enum
NSSearchPathDirectory = enum("NSSearchPathDirectory", NSDocumentDirectory=9)
NSSearchPathDomainMask = enum("NSSearchPathDomainMask", NSUserDomainMask=1)
NSFileManager = autoclass('NSFileManager')
manager = NSFileManager.defaultManager()
url = manager.URLsForDirectory_inDomains_(
NSSearchPathDirectory.NSDocumentDirectory,
NSSearchPathDomainMask.NSUserDomainMask,
).lastObject()
# url.path seems to change type based on iOS version, for some reason.
try:
rv = url.path().UTF8String().decode("utf-8")
except:
rv = url.path.UTF8String().decode("utf-8")
print "Saving to", rv
return rv
# No save directory given.
if not save_directory:
return gamedir + "/saves"
# Search the path above Ren'Py for a directory named "Ren'Py Data".
# If it exists, then use that for our save directory.
path = renpy.config.renpy_base
while True:
if os.path.isdir(path + "/Ren'Py Data"):
return path + "/Ren'Py Data/" + save_directory
newpath = os.path.dirname(path)
if path == newpath:
break
path = newpath
# Otherwise, put the saves in a platform-specific location.
if renpy.macintosh:
rv = "~/Library/RenPy/" + save_directory
return os.path.expanduser(rv)
elif renpy.windows:
if 'APPDATA' in os.environ:
return os.environ['APPDATA'] + "/RenPy/" + save_directory
else:
rv = "~/RenPy/" + renpy.config.save_directory
return os.path.expanduser(rv)
else:
rv = "~/.renpy/" + save_directory
return os.path.expanduser(rv)
# Returns the path to the Ren'Py base directory (containing common and
# the launcher, usually.)
def path_to_renpy_base():
renpy_base = os.path.dirname(os.path.realpath(sys.argv[0]))
renpy_base = os.path.abspath(renpy_base)
return renpy_base
##############################################################################
# The version of the Mac Launcher and py4renpy that we require.
macos_version = (6, 14, 0)
linux_version = (6, 14, 0)
# Doing the version check this way also doubles as an import of ast,
# which helps py2exe et al.
try:
import ast; ast
except:
raise
print "Ren'Py requires at least python 2.6."
sys.exit(0)
android = ("ANDROID_PRIVATE" in os.environ)
# Android requires us to add code to the main module, and to command some
# renderers.
if android:
__main__ = sys.modules["__main__"]
__main__.path_to_renpy_base = path_to_renpy_base
__main__.path_to_common = path_to_common
__main__.path_to_saves = path_to_saves
os.environ["RENPY_RENDERER"] = "gl"
def main():
renpy_base = path_to_renpy_base()
# Add paths.
if os.path.exists(renpy_base + "/module"):
sys.path.append(renpy_base + "/module")
sys.path.append(renpy_base)
# This is looked for by the mac launcher.
if os.path.exists(renpy_base + "/renpy.zip"):
sys.path.append(renpy_base + "/renpy.zip")
# Ignore warnings that happen.
warnings.simplefilter("ignore", DeprecationWarning)
# Start Ren'Py proper.
try:
import renpy.bootstrap
except ImportError:
print >>sys.stderr, "Could not import renpy.bootstrap. Please ensure you decompressed Ren'Py"
print >>sys.stderr, "correctly, preserving the directory structure."
raise
renpy.bootstrap.bootstrap(renpy_base)
if __name__ == "__main__":
main()