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Rename compiling instructions from WinRT to UWP

George Marques 8 years ago
parent
commit
35392dad04
1 changed files with 13 additions and 13 deletions
  1. 13 13
      reference/compiling_for_uwp.rst

+ 13 - 13
reference/compiling_for_uwp.rst

@@ -34,7 +34,7 @@ required DLLs for the selected architecture.
 
 
 Once you're set, run the SCons command similarly to the other platforms::
 Once you're set, run the SCons command similarly to the other platforms::
 
 
-    C:\godot>scons platform=winrt
+    C:\godot>scons platform=uwp
 
 
 Creating UWP export templates
 Creating UWP export templates
 -----------------------------
 -----------------------------
@@ -46,17 +46,17 @@ be able to export.
 Open the command prompt for one architecture and run SCons twice (once for
 Open the command prompt for one architecture and run SCons twice (once for
 each target)::
 each target)::
 
 
-    C:\godot>scons platform=winrt target=release_debug
-    C:\godot>scons platform=winrt target=release
+    C:\godot>scons platform=uwp target=release_debug
+    C:\godot>scons platform=uwp target=release
 
 
 Repeat for the other architectures.
 Repeat for the other architectures.
 
 
 In the end your ``bin`` folder will have the ``.exe`` binaries with a name
 In the end your ``bin`` folder will have the ``.exe`` binaries with a name
-like ``godot.winrt.opt.debug.32.x86.exe`` (with variations for each
+like ``godot.uwp.opt.debug.32.x86.exe`` (with variations for each
 target/arch).
 target/arch).
 
 
 Copy one of these to ``tools/dist/uwp_template`` inside the Godot source
 Copy one of these to ``tools/dist/uwp_template`` inside the Godot source
-folder and rename the binary to ``godot.winrt.exe``. From the ANGLE 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``,
 under ``winrt/10/src/Release_%arch%`` (where ``%arch%`` can be ``Win32``,
 ``x64`` or ``ARM``), get the ``libEGL.dll`` and the ``libGLESv2.dll``,
 ``x64`` or ``ARM``), get the ``libEGL.dll`` and the ``libGLESv2.dll``,
 putting them along with the executable.
 putting them along with the executable.
@@ -64,12 +64,12 @@ putting them along with the executable.
 Add the files in the ``uwp_template`` folder to a ZIP. Rename the resulting
 Add the files in the ``uwp_template`` folder to a ZIP. Rename the resulting
 Zip according to the target/architecture of the template::
 Zip according to the target/architecture of the template::
 
 
-    winrt_x86_debug.zip
-    winrt_x86_release.zip
-    winrt_x64_debug.zip
-    winrt_x64_release.zip
-    winrt_arm_debug.zip
-    winrt_arm_release.zip
+    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 ``templates`` folder in Godot settings path. If
 Move those templates to the ``templates`` folder in Godot settings path. If
 you don't want to replacet the templates, you can set the "Custom Package"
 you don't want to replacet the templates, you can set the "Custom Package"
@@ -109,8 +109,8 @@ to ``True`` so it's included in the project.
 Right-click the ``Package.appxmanifest`` file and select "Open With... > XML
 Right-click the ``Package.appxmanifest`` file and select "Open With... > XML
 (Text) Editor". In the ``Package/Applications/Application`` element, replace
 (Text) Editor". In the ``Package/Applications/Application`` element, replace
 the ``Executable`` attribute from ``$targetnametoken$.exe`` to
 the ``Executable`` attribute from ``$targetnametoken$.exe`` to
-``godot.winrt.exe`` (or whatever your Godot executable is called). Also change
-the ``EntryPoint`` attribute to ``GodotWinRT.App``. This will ensure that
+``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.
 the Godot executable is correctly called when the app starts.
 
 
 Create a folder (*not* a filter) called ``game`` in your Visual Studio project
 Create a folder (*not* a filter) called ``game`` in your Visual Studio project