compiling_for_uwp.rst 6.3 KB

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