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- .. _doc_compiling_for_uwp:
- Compiling for Universal Windows Platform
- ========================================
- .. highlight:: shell
- Requirements
- ------------
- - SCons 3.0+ (see :ref:`doc_compiling_for_windows` for more details).
- - Visual Studio 2017 or later. See :ref:`doc_compiling_for_windows` about the
- caveats of installing it and the various prompts.
- - Windows 10 SDK (can be selected in Visual Studio installation).
- - `ANGLE source <https://github.com/Microsoft/angle>`__. Use the
- ``ms_master`` (default) branch. Keep it in a path without spaces to
- avoid problems.
- .. note:: The ANGLE repo by Microsoft has been discontinued and the
- ``ms_master`` branch has been cleared out.
- As a temporary workaround however, it is still possible to
- download an older state of the source code via commit
- `c61d048 <https://github.com/microsoft/angle/tree/c61d0488abd9663e0d4d2450db7345baa2c0dfb6>`__.
- This page will eventually be updated in the future to reflect
- the new build instructions.
- .. seealso:: For a general overview of SCons usage for Godot, see
- :ref:`doc_introduction_to_the_buildsystem`.
- Compiling
- ---------
- You need to open a proper Visual Studio prompt for the target architecture
- you want to build. Check :ref:`doc_compiling_for_windows` to see how these
- prompts work.
- There are three target architectures for UWP: x86 (32-bits), x64 (64-bits)
- and ARM (32-bits). For the latter, you can run ``vcvarsall.bat`` with
- ``x86_arm`` or ``amd64_arm`` as argument to set the environment.
- Set the ``ANGLE_SRC_PATH`` to the directory where you downloaded the ANGLE
- source code. The build process will also build ANGLE to produce the
- required DLLs for the selected architecture.
- Once you're set, run the SCons command similarly to the other platforms::
- C:\godot>scons platform=uwp
- Creating UWP export templates
- -----------------------------
- To export using the editor you need to properly build package the templates.
- You need all three architectures with ``debug`` and ``release`` templates to
- be able to export.
- Open the command prompt for one architecture and run SCons twice (once for
- each target)::
- C:\godot>scons platform=uwp target=release_debug
- C:\godot>scons platform=uwp target=release
- Repeat for the other architectures.
- In the end your ``bin`` folder will have the ``.exe`` binaries with a name
- like ``godot.uwp.opt.debug.32.x86.exe`` (with variations for each
- target/arch).
- Copy one of these to ``misc/dist/uwp_template`` inside the Godot source
- folder and rename the binary to ``godot.uwp.exe``. From the ANGLE source,
- under ``winrt/10/src/Release_%arch%`` (where ``%arch%`` can be ``Win32``,
- ``x64`` or ``ARM``), get the ``libEGL.dll`` and the ``libGLESv2.dll``,
- putting them along with the executable.
- Add the files in the ``uwp_template`` folder to a ZIP. Rename the resulting
- Zip according to the target/architecture of the template::
- uwp_x86_debug.zip
- uwp_x86_release.zip
- uwp_x64_debug.zip
- uwp_x64_release.zip
- uwp_arm_debug.zip
- uwp_arm_release.zip
- Move those templates to the ``[versionstring]\templates`` folder in Godot
- settings path, where `versionstring` is the version of Godot you have compiled
- the export templates for - e.g. `3.0.alpha` for the alpha version of Godot 3.
- If you don't want to replace the templates, you can set the "Custom Package"
- property in the export window.
- Running UWP apps with Visual Studio
- -----------------------------------
- If you want to debug the UWP port or simply run your apps without packaging
- and signing, you can deploy and launch them using Visual Studio. It might be
- the easiest way if you are testing on a device such as a Windows Phone or an
- Xbox One.
- Within the ANGLE source folder, open ``templates`` and double-click the
- ``install.bat`` script file. This will install the Visual Studio project
- templates for ANGLE apps.
- If you have not built Godot yet, open the ``winrt/10/src/angle.sln`` solution
- from the ANGLE source and build it to Release/Win32 target. You may also need
- to build it for ARM if you plan to run on a device. You can also use MSBuild if
- you're comfortable with the command line.
- Create a new Windows App project using the "App for OpenGL ES
- (Windows Universal)" project template, which can be found under the
- ``Visual C++/Windows/Universal`` category.
- This is a base project with the ANGLE dependencies already set up. However, by
- default it picks the debug version of the DLLs which usually have poor
- performance. So in the "Binaries" filter, click in each of the DLLs there
- and in the "Properties" window and change the relative path from
- ``Debug_Win32`` to ``Release_Win32`` (or ``Release_ARM`` for devices).
- In the same "Binaries" filter, select "Add > Existing Item" and point to the
- Godot executable for UWP you have. In the "Properties" window, set "Content"
- to ``True`` so it's included in the project.
- Right-click the ``Package.appxmanifest`` file and select "Open With... > XML
- (Text) Editor". In the ``Package/Applications/Application`` element, replace
- the ``Executable`` attribute from ``$targetnametoken$.exe`` to
- ``godot.uwp.exe`` (or whatever your Godot executable is called). Also change
- the ``EntryPoint`` attribute to ``GodotUWP.App``. This will ensure that
- the Godot executable is correctly called when the app starts.
- Create a folder (*not* a filter) called ``game`` in your Visual Studio project
- folder and there you can put either a ``data.pck`` file or your Godot project
- files. After that, make sure to include it all with the "Add > Existing Item"
- command and set their "Content" property to ``True`` so they're copied to the
- app.
- To ease the workflow, you can open the "Solution Properties" and in the
- "Configuration" section untick the "Build" option for the app. You still have
- to build it at least once to generate some needed files, you can do so by
- right-clicking the project (*not* the solution) in the "Solution Explorer" and
- selecting "Build".
- Now you can just run the project and your app should open. You can also use
- the "Start Without Debugging" option from the "Debug" menu (or press :kbd:`Ctrl + F5`) to make it
- launch faster.
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