compiling_for_uwp.rst 6.1 KB

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  1. .. _doc_compiling_for_uwp:
  2. Compiling for Universal Windows Platform
  3. ========================================
  4. .. highlight:: shell
  5. Requirements
  6. ------------
  7. - SCons 3.0+ (see :ref:`doc_compiling_for_windows` for more details).
  8. - Visual Studio 2017 or later. See :ref:`doc_compiling_for_windows` about the
  9. caveats of installing it and the various prompts.
  10. - Windows 10 SDK (can be selected in Visual Studio installation).
  11. - `ANGLE source <https://github.com/Microsoft/angle>`__. Use the
  12. ``ms_master`` (default) branch. Keep it in a path without spaces to
  13. avoid problems.
  14. .. note:: The ANGLE repo by Microsoft has been discontinued and the
  15. ``ms_master`` branch has been cleared out.
  16. As a temporary workaround however, it is still possible to
  17. download an older state of the source code via commit
  18. `c61d048 <https://github.com/microsoft/angle/tree/c61d0488abd9663e0d4d2450db7345baa2c0dfb6>`__.
  19. This page will eventually be updated in the future to reflect
  20. the new build instructions.
  21. .. seealso:: For a general overview of SCons usage for Godot, see
  22. :ref:`doc_introduction_to_the_buildsystem`.
  23. Compiling
  24. ---------
  25. You need to open a proper Visual Studio prompt for the target architecture
  26. you want to build. Check :ref:`doc_compiling_for_windows` to see how these
  27. prompts work.
  28. There are three target architectures for UWP: x86 (32-bits), x64 (64-bits)
  29. and ARM (32-bits). For the latter, you can run ``vcvarsall.bat`` with
  30. ``x86_arm`` or ``amd64_arm`` as argument to set the environment.
  31. Set the ``ANGLE_SRC_PATH`` to the directory where you downloaded the ANGLE
  32. source code. The build process will also build ANGLE to produce the
  33. required DLLs for the selected architecture.
  34. Once you're set, run the SCons command similarly to the other platforms::
  35. C:\godot>scons platform=uwp
  36. Creating UWP export templates
  37. -----------------------------
  38. To export using the editor you need to properly build package the templates.
  39. You need all three architectures with ``debug`` and ``release`` templates to
  40. be able to export.
  41. Open the command prompt for one architecture and run SCons twice (once for
  42. each target)::
  43. C:\godot>scons platform=uwp target=release_debug
  44. C:\godot>scons platform=uwp target=release
  45. Repeat for the other architectures.
  46. In the end your ``bin`` folder will have the ``.exe`` binaries with a name
  47. like ``godot.uwp.opt.debug.32.x86.exe`` (with variations for each
  48. target/arch).
  49. Copy one of these to ``misc/dist/uwp_template`` inside the Godot source
  50. folder and rename the binary to ``godot.uwp.exe``. From the ANGLE source,
  51. under ``winrt/10/src/Release_%arch%`` (where ``%arch%`` can be ``Win32``,
  52. ``x64`` or ``ARM``), get the ``libEGL.dll`` and the ``libGLESv2.dll``,
  53. putting them along with the executable.
  54. Add the files in the ``uwp_template`` folder to a ZIP. Rename the resulting
  55. Zip according to the target/architecture of the template::
  56. uwp_x86_debug.zip
  57. uwp_x86_release.zip
  58. uwp_x64_debug.zip
  59. uwp_x64_release.zip
  60. uwp_arm_debug.zip
  61. uwp_arm_release.zip
  62. Move those templates to the ``[versionstring]\templates`` folder in Godot
  63. settings path, where `versionstring` is the version of Godot you have compiled
  64. the export templates for - e.g. `3.0.alpha` for the alpha version of Godot 3.
  65. If you don't want to replace the templates, you can set the "Custom Package"
  66. property in the export window.
  67. Running UWP apps with Visual Studio
  68. -----------------------------------
  69. If you want to debug the UWP port or simply run your apps without packaging
  70. and signing, you can deploy and launch them using Visual Studio. It might be
  71. the easiest way if you are testing on a device such as a Windows Phone or an
  72. Xbox One.
  73. Within the ANGLE source folder, open ``templates`` and double-click the
  74. ``install.bat`` script file. This will install the Visual Studio project
  75. templates for ANGLE apps.
  76. If you have not built Godot yet, open the ``winrt/10/src/angle.sln`` solution
  77. from the ANGLE source and build it to Release/Win32 target. You may also need
  78. to build it for ARM if you plan to run on a device. You can also use MSBuild if
  79. you're comfortable with the command line.
  80. Create a new Windows App project using the "App for OpenGL ES
  81. (Windows Universal)" project template, which can be found under the
  82. ``Visual C++/Windows/Universal`` category.
  83. This is a base project with the ANGLE dependencies already set up. However, by
  84. default it picks the debug version of the DLLs which usually have poor
  85. performance. So in the "Binaries" filter, click in each of the DLLs there
  86. and in the "Properties" window and change the relative path from
  87. ``Debug_Win32`` to ``Release_Win32`` (or ``Release_ARM`` for devices).
  88. In the same "Binaries" filter, select "Add > Existing Item" and point to the
  89. Godot executable for UWP you have. In the "Properties" window, set "Content"
  90. to ``True`` so it's included in the project.
  91. Right-click the ``Package.appxmanifest`` file and select "Open With... > XML
  92. (Text) Editor". In the ``Package/Applications/Application`` element, replace
  93. the ``Executable`` attribute from ``$targetnametoken$.exe`` to
  94. ``godot.uwp.exe`` (or whatever your Godot executable is called). Also change
  95. the ``EntryPoint`` attribute to ``GodotUWP.App``. This will ensure that
  96. the Godot executable is correctly called when the app starts.
  97. Create a folder (*not* a filter) called ``game`` in your Visual Studio project
  98. folder and there you can put either a ``data.pck`` file or your Godot project
  99. files. After that, make sure to include it all with the "Add > Existing Item"
  100. command and set their "Content" property to ``True`` so they're copied to the
  101. app.
  102. To ease the workflow, you can open the "Solution Properties" and in the
  103. "Configuration" section untick the "Build" option for the app. You still have
  104. to build it at least once to generate some needed files, you can do so by
  105. right-clicking the project (*not* the solution) in the "Solution Explorer" and
  106. selecting "Build".
  107. Now you can just run the project and your app should open. You can also use
  108. the "Start Without Debugging" option from the "Debug" menu (or press :kbd:`Ctrl + F5`) to make it
  109. launch faster.