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- .. _doc_compiling_for_windows:
- Compiling for Windows
- =====================
- .. highlight:: shell
- Requirements
- ------------
- For compiling under Windows, the following is required:
- - Visual C++, `Visual
- Studio Community <https://www.visualstudio.com/vs/community/>`__
- (recommended), version 2013 (12.0) or later.
- **Make sure you read Installing Visual Studio caveats below or you
- will have to run/download the installer again.**
- - `Python 2.7+ or Python 3.5+ <https://www.python.org/downloads/>`__.
- - `Pywin32 Python Extension <https://github.com/mhammond/pywin32>`__
- for parallel builds (which increase the build speed by a great factor).
- - `SCons <https://www.scons.org>`__ build system.
- Setting up SCons
- ----------------
- Python adds the interpreter (python.exe) to the path. It usually
- installs in ``C:\Python`` (or ``C:\Python[Version]``). SCons installs
- inside the Python install (typically in the ``Scripts`` folder) and
- provides a batch file called ``scons.bat``.
- The location of this file can be added to the path or it can simply be
- copied to ``C:\Python`` together with the interpreter executable.
- To check whether you have installed Python and SCons correctly, you can
- type ``python --version`` and ``scons --version`` into the
- Windows Command Prompt (``cmd.exe``).
- If commands above do not work, make sure you add Python to your PATH
- environment variable after installing it, and check again.
- Setting up Pywin32
- ------------------
- Pywin32 is required for parallel builds using multiple CPU cores.
- If SCons is issuing a warning about Pywin32 after parsing SConstruct
- build instructions, when beginning to build, you need to install it properly
- from the correct installer executable for your Python version
- `located at Sourceforge. <https://sourceforge.net/projects/pywin32/files/pywin32/>`__
- For example, if you installed a 32-bit version of Python 2.7, you would want
- to install the latest version of Pywin32 that is built for the mentioned version
- of Python. That executable installer would be named ``pywin32-221.win32-py2.7.exe``.
- The ``amd64`` version of Pywin32 is for a 64-bit version of Python
- ``pywin32-221.win-amd64-py2.7.exe``. Change the ``py`` number to install for
- your version of Python (check via ``python --version`` mentioned above).
- .. _doc_compiling_for_windows_install_vs:
- Installing Visual Studio caveats
- --------------------------------
- If installing Visual Studio 2015 or later, make sure to run **Custom** installation, not
- **Typical** and select C++ as language there (and any other things you might
- need). The installer does not install C++ by default. C++ was the
- `only language made optional <https://blogs.msdn.microsoft.com/vcblog/2015/07/24/setup-changes-in-visual-studio-2015-affecting-c-developers/>`__
- in Visual Studio 2015.
- If you have already made the mistake of installing a **Typical**,
- installation, rerun the executable installer you downloaded from
- internet, it will give you a **Modify** Button option. Running the
- install from Add/Remove programs will only give you the "Repair" option,
- which will do nothing for your problem.
- If you're using Express, make sure you get/have a version that can
- compile for ***C++, Desktop***.
- Downloading Godot's source
- --------------------------
- `Godot's <https://github.com/godotengine/godot>`__ source is hosted on
- GitHub. Downloading it (cloning) via `Git <https://git-scm.com/>`__ is recommended.
- The tutorial will presume from now on that you placed the source into
- ``C:\godot``.
- Compiling
- ---------
- SCons will not be able out of the box to compile from the
- Windows Command Prompt (``cmd.exe``) because SCons and Visual C++ compiler
- will not be able to locate environment variables and executables they
- need for compilation.
- Therefore, you need to start a Visual Studio command prompt. It sets up
- environment variables needed by SCons to locate the compiler.
- It should be called similar to one of the below names (for your
- respective version of Visual Studio):
- * "Developer Command Prompt for VS2013"
- * "VS2013 x64 Native Tools Command Prompt"
- * "VS2013 x86 Native Tools Command Prompt"
- * "VS2013 x64 Cross Tools Command Prompt"
- * "VS2013 x86 Cross Tools Command Prompt"
- You should be able to find at least the Developer Command Prompt for
- your version of Visual Studio in your start menu.
- However Visual Studio sometimes seems to not install some of the above
- shortcuts, except the Developer Console at these locations that are
- automatically searched by the start menu search option:
- ::
- Win 7:
- C:\ProgramData\Microsoft\Windows\Start Menu\Programs\Visual Studio 2015\Visual Studio Tools
- C:\ProgramData\Microsoft\Windows\Start Menu\Programs\Visual Studio 2013\Visual Studio Tools
- If you found the Developer Console, it will do for now to create a 32-bit
- version of Godot, but if you want the 64-bit version, you might need
- to setup the prompts manually for easy access.
- If you don't see some of the shortcuts, "How the prompts actually work"
- section below will explain how to setup these prompts if you need them.
- About the Developer/Tools Command Prompts and the Visual C++ compiler
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- There is a few things you need to know about these consoles and the
- Visual C++ compiler.
- Your Visual Studio installation will ship with several Visual C++
- compilers, them being more or less identical, however each ``cl.exe``
- (Visual C++ compiler) will compile Godot for a different architecture
- (32-bit x86 or 64-bit x86; the ARM compiler is not supported).
- The **Developer Command Prompt** will build a 32-bit version of Godot by
- using the 32-bit Visual C++ compiler.
- **Native Tools** Prompts (mentioned above) are used when you want the
- 32-bit cl.exe to compile a 32-bit executable (x86 Native Tools
- Command Prompt). For the 64-bit cl.exe, it will compile a 64-bit
- executable (x64 Native Tools Command Prompt).
- The **Cross Tools** are used when your Windows is using one architecture
- (32-bit, for example) and you need to compile to a different
- architecture (64-bit). As you might be familiar, 32-bit Windows can not
- run 64-bit executables, but you still might need to compile for them.
- For example:
- * "VS2013 x64 Cross Tools Command Prompt" will use a 32-bit cl.exe that
- will compile a 64 bit application.
- * "VS2013 x86 Cross Tools Command Prompt" will use a 64-bit cl.exe that
- will compile a 32-bit application. This one is useful if you are
- running a 32-bit Windows.
- On a 64-bit Windows, you can run any of above prompts and compilers
- (``cl.exe`` executables) because 64-bit Windows can run any 32-bit
- application. 32-bit Windows cannot run 64-bit executables, so the
- Visual Studio installer won't even install shortcuts for some of
- these prompts.
- Note that you need to choose the **Developer Console** or the correct
- **Tools Prompt** to build Godot for the correct architecture. Use only
- Native Prompts if you are not sure yet what exactly Cross Compile
- Prompts do.
- Running SCons
- ~~~~~~~~~~~~~
- Once inside the **Developer Console/Tools Console Prompt**, go to the
- root directory of the engine source code and type:
- ::
- C:\godot> scons platform=windows
- Tip: if you installed "Pywin32 Python Extension" you can append the -j
- command to instruct SCons to run parallel builds like this:
- ::
- C:\godot> scons -j6 platform=windows
- In general, it is OK to have at least as many threads compiling Godot as
- you have cores in your CPU, if not one or two more. Feel free to add the
- -j option to any SCons command you see below if you setup the
- "Pywin32 Python Extension".
- If all goes well, the resulting binary executable will be placed in
- ``C:\godot\bin\`` with the name of ``godot.windows.tools.32.exe`` or
- ``godot.windows.tools.64.exe``. SCons will automatically detect what
- compiler architecture the environment (the prompt) is setup for and will
- build a corresponding executable.
- This executable file contains the whole engine and runs without any
- dependencies. Executing it will bring up the Project Manager.
- How the prompts actually work
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The Visual Studio command prompts are just shortcuts that call the
- standard Command Prompt and have it run a batch file before giving you
- control. The batch file itself is called **vcvarsall.bat** and it sets up
- environment variables, including the PATH variable, so that the correct
- version of the compiler can be run. The Developer Command Prompt calls a
- different file called **VsDevCmd.bat** but none of the other tools that
- this batch file enables are needed by Godot/SCons.
- Since you are probably using Visual Studio 2013 or 2015, if you need to
- recreate them manually, use the below folders, or place them on the
- desktop/taskbar:
- ::
- C:\ProgramData\Microsoft\Windows\Start Menu\Programs\Visual Studio 2015\Visual Studio Tools
- C:\ProgramData\Microsoft\Windows\Start Menu\Programs\Visual Studio 2013\Visual Studio Tools
- Start the creation of the shortcut by pressing the ``right mouse
- button/New/Shortcut`` in an empty place in your desired location.
- Then copy one of these commands below for the corresponding tool you
- need into the "Path" and "Name" sections of the shortcut creation
- wizard, and fix the path to the batch file if needed.
- * Visual Studio 2013 is in the "Microsoft Visual Studio 12.0" folder.
- * Visual Studio 2015 is in the "Microsoft Visual Studio 14.0" folder.
- * etc.
- ::
- Name: Developer Command Prompt for VS2013
- Path: %comspec% /k ""C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\VsDevCmd.bat""
- Name: VS2013 x64 Cross Tools Command Prompt
- Path: %comspec% /k ""C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat"" x86_amd64
- Name: VS2013 x64 Native Tools Command Prompt
- Path: %comspec% /k ""C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat"" amd64
- Name: VS2013 x86 Native Tools Command Prompt
- Path: %comspec% /k ""C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat"" x86
- Name: VS2013 x86 Cross Tools Command Prompt
- Path: %comspec% /k ""C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat"" amd64_x86
- After you create the shortcut, in the shortcut's properties, that you
- can access by right clicking with your mouse on the shortcut itself, you
- can choose the starting directory of the command prompt ("Start in"
- field).
- Some of these shortcuts (namely the 64-bit compilers) seem to not be
- available in the Express edition of Visual Studio or Visual C++. Before
- recreating the commands, make sure that ``cl.exe`` executables are present
- in one of these locations, they are the actual compilers for the
- architecture you want to build from the command prompt.
- ::
- x86 (32-bit) cl.exe
- C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\bin\cl.exe
- x86 (32-bit) cl.exe for cross-compiling for 64-bit Windows.
- C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\bin\x86_amd64\cl.exe
- x64 (64-bit) cl.exe
- C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\bin\amd64\cl.exe
- x64 (64-bit) cl.exe for cross-compiling for 32-bit Windows.
- C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\bin\amd64_x86\cl.exe
- In case you are wondering what these prompt shortcuts do, they call ``cmd.exe``
- with the ``\k`` option and have it run a Batch file.
- ::
- %comspec% - path to cmd.exe
- \k - keep alive option of the command prompt
- remainder - command to run via cmd.exe
- cmd.exe \k(eep cmd.exe alive after commands behind this option run) ""runme.bat"" with_this_option
- How to run an automated build of Godot
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- If you just need to run the compilation process via a Batch file or
- directly in the Windows Command Prompt you need to use the
- following command:
- ::
- "C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat" x86
- with one of the following parameters:
- * x86 (32-bit cl.exe to compile for the 32-bit architecture)
- * amd64 (64-bit cl.exe to compile for the 64-bit architecture)
- * x86_amd64 (32-bit cl.exe to compile for the 64-bit architecture)
- * amd64_x86 (64-bit cl.exe to compile for the 32-bit architecture)
- and after that one, you can run SCons:
- ::
- scons platform=windows
- or you can run them together:
- ::
- 32-bit Godot
- "C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat" x86 && scons platform=windows
- 64-bit Godot
- "C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat" amd64 && scons platform=windows
- Development in Visual Studio or other IDEs
- ------------------------------------------
- For most projects, using only scripting is enough but when development
- in C++ is needed, for creating modules or extending the engine, working
- with an IDE is usually desirable.
- You can create a Visual Studio solution via SCons by running SCons with
- the ``vsproj=yes`` parameter, like this:
- ::
- scons p=windows vsproj=yes
- You will be able to open Godot's source in a Visual Studio solution now,
- and able to build Godot via the Visual Studio **Build** button. However,
- make sure that you have installed Pywin32 so that parallel (-j) builds
- work properly.
- If you need to edit the compilation commands, they are located in
- "Godot" project settings, NMAKE sheet. SCons is called at the end of
- the commands. If you make a mistake, copy the command from one of the
- other build configurations (debug, release_debug, release) or
- architectures (Win32/x64). They are equivalent.
- Cross-compiling for Windows from other operating systems
- --------------------------------------------------------
- If you are a Linux or macOS user, you need to install `MinGW-w64 <https://mingw-w64.org/doku.php>`_,
- which typically comes in 32-bit and 64-bit variants. The package names
- may differ based on your distro, here are some known ones:
- +---------------+--------------------------------------------------------+
- | **Arch** | :: |
- | | |
- | | pacman -S scons mingw-w64-gcc |
- +---------------+--------------------------------------------------------+
- | **Debian** / | :: |
- | **Ubuntu** | |
- | | apt-get install scons mingw-w64 |
- +---------------+--------------------------------------------------------+
- | **Fedora** | :: |
- | | |
- | | dnf install scons mingw32-gcc-c++ mingw64-gcc-c++ |
- +---------------+--------------------------------------------------------+
- | **macOS** | :: |
- | | |
- | | brew install scons mingw-w64 |
- +---------------+--------------------------------------------------------+
- | **Mageia** | :: |
- | | |
- | | urpmi scons mingw32-gcc-c++ mingw64-gcc-c++ |
- +---------------+--------------------------------------------------------+
- Before allowing you to attempt the compilation, SCons will check for
- the following binaries in your ``$PATH``:
- ::
- i686-w64-mingw32-gcc
- x86_64-w64-mingw32-gcc
- If the binaries are not located in the ``$PATH`` (e.g. ``/usr/bin``),
- you can define the following environment variables to give a hint to
- the build system:
- ::
- export MINGW32_PREFIX="/path/to/i686-w64-mingw32-"
- export MINGW64_PREFIX="/path/to/x86_64-w64-mingw32-"
- To make sure you are doing things correctly, executing the following in
- the shell should result in a working compiler (the version output may
- differ based on your system):
- ::
- user@host:~$ ${MINGW32_PREFIX}gcc --version
- i686-w64-mingw32-gcc (GCC) 6.1.0 20160427 (Mageia MinGW 6.1.0-1.mga6)
- Troubleshooting
- ~~~~~~~~~~~~~~~
- Cross-compiling from some versions of Ubuntu may lead to `this bug <https://github.com/godotengine/godot/issues/9258>`_,
- due to a default configuration lacking support for POSIX threading.
- You can change that configuration following those instructions,
- for 32-bit:
- ::
- sudo update-alternatives --config i686-w64-mingw32-gcc
- <choose i686-w64-mingw32-gcc-posix from the list>
- sudo update-alternatives --config i686-w64-mingw32-g++
- <choose i686-w64-mingw32-g++-posix from the list>
- And for 64-bit:
- ::
- sudo update-alternatives --config x86_64-w64-mingw32-gcc
- <choose x86_64-w64-mingw32-gcc-posix from the list>
- sudo update-alternatives --config x86_64-w64-mingw32-g++
- <choose x86_64-w64-mingw32-g++-posix from the list>
- Creating Windows export templates
- ---------------------------------
- Windows export templates are created by compiling Godot as release, with
- the following flags:
- - (using Mingw32 command prompt, using the bits parameter)
- ::
- C:\godot> scons platform=windows tools=no target=release bits=32
- C:\godot> scons platform=windows tools=no target=release_debug bits=32
- - (using Mingw-w64 command prompt, using the bits parameter)
- ::
- C:\godot> scons platform=windows tools=no target=release bits=64
- C:\godot> scons platform=windows tools=no target=release_debug bits=64
- - (using the Visual Studio command prompts for the correct
- architecture, notice the lack of bits parameter)
- ::
- C:\godot> scons platform=windows tools=no target=release
- C:\godot> scons platform=windows tools=no target=release_debug
- If you plan on replacing the standard templates, copy these to:
- ::
- C:\USERS\YOURUSER\AppData\Roaming\Godot\Templates
- With the following names:
- ::
- windows_32_debug.exe
- windows_32_release.exe
- windows_64_debug.exe
- windows_64_release.exe
- However, if you are writing your custom modules or custom C++ code, you
- might instead want to configure your binaries as custom export templates
- here:
- .. image:: img/wintemplates.png
- You don't even need to copy them, you can just reference the resulting
- files in the ``bin\`` directory of your Godot source folder, so the next
- time you build you automatically have the custom templates referenced.
|