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@@ -218,18 +218,18 @@ optional PIX and Agility SDK components).
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./update_mesa.sh
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scons
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- If you are building with MinGW-w64, add ``use_mingw=yes`` to the ``scons``
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- command, you can also specify build architecture using ``arch={architecture}``.
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- If you are building with MinGW-LLVM, add both ``use_mingw=yes`` and
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- ``use_llvm=yes`` to the ``scons`` command.
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+ If you are building with MinGW-w64, add ``use_mingw=yes`` to the ``scons``
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+ command, you can also specify the build architecture using ``arch={architecture}``.
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+ If you are building with MinGW-LLVM, add both ``use_mingw=yes`` and
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+ ``use_llvm=yes`` to the ``scons`` command.
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- If you are building with MinGW and the binaries are not located in
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- the ``PATH``, add ``mingw_prefix="/path/to/mingw"`` to the ``scons``
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- command.
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+ If you are building with MinGW and the binaries are not located in
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+ the ``PATH``, add ``mingw_prefix="/path/to/mingw"`` to the ``scons``
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+ command.
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- Mesa static library should be built using the same compiler and the
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- same CRT (if you are building with MinGW) you are using for building
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- Godot.
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+ The Mesa static library should be built using the same compiler and the
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+ same CRT (if you are building with MinGW) you are using for building
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+ Godot.
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Optionally, you can compile with the following for additional features:
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@@ -282,6 +282,46 @@ Or, with all options enabled:
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multi-arch. DLLs will be copied to the appropriate ``bin/<arch>/``
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subdirectories and at runtime the right one will be loaded.
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+Compiling with AccessKit support
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+--------------------------------
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+
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+AccessKit provides support for screen readers.
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+
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+By default, Godot is built with AccessKit dynamically linked. You can use it by placing
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+``accesskit.dll`` alongside the executable.
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+
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+.. note:: You can use dynamically linked AccessKit with export templates as well, rename
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+ the DLL to ``accesskit.{architecture}.dll``
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+ and place them alongside the export template executables, and the libraries will
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+ be automatically copied during the export process.
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+
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+To compile Godot with statically linked AccessKit:
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+
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+- Download the pre-built static libraries from `godot-accesskit-c-static library <https://github.com/godotengine/godot-accesskit-c-static/releases>`_, and unzip them.
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+- When building Godot, add ``accesskit_sdk_path={path}`` to tell SCons where to look for the AccessKit libraries:
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+
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+ ::
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+
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+ scons platform=windows accesskit_sdk_path=<...>
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+
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+.. note:: You can optionally build the godot-angle-static libraries yourself with
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+ the following steps:
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+
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+ 1. Clone the `godot-accesskit-c-static <https://github.com/godotengine/godot-accesskit-c-static/>`_
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+ directory and navigate to it.
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+ 2. Run the following command:
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+
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+ ::
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+
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+ cd accesskit-c
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+ cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
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+ cmake --build build
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+ cmake --install build
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+
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+ The AccessKit static library should be built using the same compiler and the
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+ same CRT (if you are building with MinGW) you are using for building
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+ Godot.
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+
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Compiling with ANGLE support
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----------------------------
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@@ -293,13 +333,13 @@ By default, Godot is built with dynamically linked ANGLE, you can use it by plac
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``libEGL.dll`` and ``libGLESv2.dll`` alongside the executable.
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.. note:: You can use dynamically linked ANGLE with export templates as well, rename
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- aforementioned DLLs to ``libEGL.{architecture}.dll`` and ``libGLESv2.{architecture}.dll``
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- and place them alongside export template executables, and libraries will
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+ the DLLs to ``libEGL.{architecture}.dll`` and ``libGLESv2.{architecture}.dll``
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+ and place them alongside the export template executables, and the libraries will
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be automatically copied during the export process.
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To compile Godot with statically linked ANGLE:
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-- Download pre-built static libraries from `godot-angle-static library <https://github.com/godotengine/godot-angle-static/releases>`_, and unzip them.
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+- Download the pre-built static libraries from `godot-angle-static library <https://github.com/godotengine/godot-angle-static/releases>`_, and unzip them.
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- When building Godot, add ``angle_libs={path}`` to tell SCons where to look for the ANGLE libraries:
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::
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@@ -319,18 +359,18 @@ To compile Godot with statically linked ANGLE:
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./update_angle.sh
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scons
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- If you are buildng with MinGW, add ``use_mingw=yes`` to the command,
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- you can also specify build architecture using ``arch={architecture}``.
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- If you are building with MinGW-LLVM, add both ``use_mingw=yes`` and
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- ``use_llvm=yes`` to the ``scons`` command.
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+ If you are buildng with MinGW, add ``use_mingw=yes`` to the command,
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+ you can also specify the build architecture using ``arch={architecture}``.
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+ If you are building with MinGW-LLVM, add both ``use_mingw=yes`` and
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+ ``use_llvm=yes`` to the ``scons`` command.
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- If you are building with MinGW and the binaries are not located in
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- the ``PATH``, add ``mingw_prefix="/path/to/mingw"`` to the ``scons``
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- command.
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+ If you are building with MinGW and the binaries are not located in
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+ the ``PATH``, add ``mingw_prefix="/path/to/mingw"`` to the ``scons``
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+ command.
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- ANGLE static library should be built using the same compiler and the
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- same CRT (if you are building with MinGW) you are using for building
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- Godot.
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+ The ANGLE static library should be built using the same compiler and the
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+ same CRT (if you are building with MinGW) you are using for building
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+ Godot.
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Development in Visual Studio
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----------------------------
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