Ajout du script de déploiement pour windows tel qu'il existe sur le site pygame.org.
authorpin <pin@fe552daf-6dbe-4428-90eb-1537e0879342>
Thu, 20 May 2010 15:45:43 +0000 (15:45 +0000)
committerpin <pin@fe552daf-6dbe-4428-90eb-1537e0879342>
Thu, 20 May 2010 15:45:43 +0000 (15:45 +0000)
git-svn-id: https://svn.cri.ensmp.fr/svn/minwii/trunk@182 fe552daf-6dbe-4428-90eb-1537e0879342

setup_win_exe.py [new file with mode: 0755]

diff --git a/setup_win_exe.py b/setup_win_exe.py
new file mode 100755 (executable)
index 0000000..de4ccd9
--- /dev/null
@@ -0,0 +1,156 @@
+# This will create a dist directory containing the executable file, all the data
+# directories. All Libraries will be bundled in executable file.
+#
+# Run the build process by entering 'pygame2exe.py' or
+# 'python pygame2exe.py' in a console prompt.
+#
+# To build exe, python, pygame, and py2exe have to be installed. After
+# building exe none of this libraries are needed.
+
+try:
+    from distutils.core import setup
+    import py2exe, pygame
+    from modulefinder import Module
+    import glob, fnmatch
+    import sys, os, shutil
+    import operator
+except ImportError, message:
+    raise SystemExit,  "Unable to load module. %s" % message
+
+class pygame2exe(py2exe.build_exe.py2exe): #This hack make sure that pygame default font is copied: no need to modify code for specifying default font
+    def copy_extensions(self, extensions):
+        #Get pygame default font
+        pygamedir = os.path.split(pygame.base.__file__)[0]
+        pygame_default_font = os.path.join(pygamedir, pygame.font.get_default_font())
+
+        #Add font to list of extension to be copied
+        extensions.append(Module("pygame.font", pygame_default_font))
+        py2exe.build_exe.py2exe.copy_extensions(self, extensions)
+
+class BuildExe:
+    def __init__(self):
+        #Name of starting .py
+        self.script = "MyApps.py"
+
+        #Name of program
+        self.project_name = "MyApps"
+
+        #Project url
+        self.project_url = "about:none"
+
+        #Version of program
+        self.project_version = "0.0"
+
+        #License of the program
+        self.license = "MyApps License"
+
+        #Auhor of program
+        self.author_name = "Me"
+        self.author_email = "example@example.com"
+        self.copyright = "Copyright (c) 2009 Me."
+
+        #Description
+        self.project_description = "MyApps Description"
+
+        #Icon file (None will use pygame default icon)
+        self.icon_file = None
+
+        #Extra files/dirs copied to game
+        self.extra_datas = []
+
+        #Extra/excludes python modules
+        self.extra_modules = []
+        self.exclude_modules = []
+        
+        #DLL Excludes
+        self.exclude_dll = ['']
+
+        #Zip file name (None will bundle files in exe instead of zip file)
+        self.zipfile_name = None
+
+        #Dist directory
+        self.dist_dir ='dist'
+
+    ## Code from DistUtils tutorial at http://wiki.python.org/moin/Distutils/Tutorial
+    ## Originally borrowed from wxPython's setup and config files
+    def opj(self, *args):
+        path = os.path.join(*args)
+        return os.path.normpath(path)
+
+    def find_data_files(self, srcdir, *wildcards, **kw):
+        # get a list of all files under the srcdir matching wildcards,
+        # returned in a format to be used for install_data
+        def walk_helper(arg, dirname, files):
+            if '.svn' in dirname:
+                return
+            names = []
+            lst, wildcards = arg
+            for wc in wildcards:
+                wc_name = self.opj(dirname, wc)
+                for f in files:
+                    filename = self.opj(dirname, f)
+
+                    if fnmatch.fnmatch(filename, wc_name) and not os.path.isdir(filename):
+                        names.append(filename)
+            if names:
+                lst.append( (dirname, names ) )
+
+        file_list = []
+        recursive = kw.get('recursive', True)
+        if recursive:
+            os.path.walk(srcdir, walk_helper, (file_list, wildcards))
+        else:
+            walk_helper((file_list, wildcards),
+                        srcdir,
+                        [os.path.basename(f) for f in glob.glob(self.opj(srcdir, '*'))])
+        return file_list
+
+    def run(self):
+        if os.path.isdir(self.dist_dir): #Erase previous destination dir
+            shutil.rmtree(self.dist_dir)
+        
+        #Use the default pygame icon, if none given
+        if self.icon_file == None:
+            path = os.path.split(pygame.__file__)[0]
+            self.icon_file = os.path.join(path, 'pygame.ico')
+
+        #List all data files to add
+        extra_datas = []
+        for data in self.extra_datas:
+            if os.path.isdir(data):
+                extra_datas.extend(self.find_data_files(data, '*'))
+            else:
+                extra_datas.append(('.', [data]))
+        
+        setup(
+            cmdclass = {'py2exe': pygame2exe},
+            version = self.project_version,
+            description = self.project_description,
+            name = self.project_name,
+            url = self.project_url,
+            author = self.author_name,
+            author_email = self.author_email,
+            license = self.license,
+
+            # targets to build
+            windows = [{
+                'script': self.script,
+                'icon_resources': [(0, self.icon_file)],
+                'copyright': self.copyright
+            }],
+            options = {'py2exe': {'optimize': 2, 'bundle_files': 1, 'compressed': True, \
+                                  'excludes': self.exclude_modules, 'packages': self.extra_modules, \
+                                  'dll_excludes': self.exclude_dll} },
+            zipfile = self.zipfile_name,
+            data_files = extra_datas,
+            dist_dir = self.dist_dir
+            )
+        
+        if os.path.isdir('build'): #Clean up build dir
+            shutil.rmtree('build')
+
+if __name__ == '__main__':
+    if operator.lt(len(sys.argv), 2):
+        sys.argv.append('py2exe')
+    BuildExe().run() #Run generation
+    raw_input("Press any key to continue") #Pause to let user see that things ends