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Revamp Windows compilation tutorial

The old tutorial was incomplete and out of date.
Adds a lot of new info on how Visual Studio works now.
Aleksandar Danilovic 9 years ago
parent
commit
75f0805b39
1 changed files with 236 additions and 48 deletions
  1. 236 48
      reference/compiling_for_windows.rst

+ 236 - 48
reference/compiling_for_windows.rst

@@ -10,9 +10,10 @@ Requirements
 
 For compiling under Windows, the following is required:
 
--  `Visual C++ <http://www.microsoft.com/visualstudio>`__, Visual C++
-   Express compiler or Visual Studio Community (recommended) at least
-   the 2013 version (12.0) up to 2015 (14.0). **Make sure you get a
+-  Visual C++, `Visual
+   Studio Community <https://www.visualstudio.com/en-us/products/visual-studio-community-vs.aspx>`__
+   (recommended), at least the 2013 version (12.0) up to 2015 (14.0).
+   **If you're using Express, make sure you get/have a
    version that can compile for C++, Desktop**.
 -  `Python 2.7+ <https://www.python.org/downloads/>`__ (3.0 is
    untested as of now). Using the 32-bits installer is recommended.
@@ -25,80 +26,260 @@ Setting up SCons
 
 Python adds the interpreter (python.exe) to the path. It usually
 installs in ``C:\Python`` (or ``C:\Python[Version]``). SCons installs
-inside the python install and provides a .bat file called "scons.bat".
+inside the Python install and provides a batch file called "scons.bat".
 The location of this file can be added to the path or it can simply be
 copied to ``C:\Python`` together with the interpreter executable.
 
+To check whether you have installed Python and SCons correctly, you can
+type ``python --version`` and ``scons --version`` into the standard
+Windows Command Prompt (cmd.exe).
+
+Downloading Godot's source
+--------------------------
+
+`Godot's <https://github.com/godotengine/godot>`__ source is hosted on
+GitHub. Downloading it (cloning) via `Git <https://git-scm.com/>`__ is recommended.
+
+The tutorial will presume from now on that you placed the source into
+``C:\godot``.
+
 Compiling
 ---------
 
-Start a Visual Studio command prompt (it sets up environment variables
-needed by SCons to locate the compiler and SDK). It should be called
-"Developer Command Prompt for VS2015" or similar. SCons will not be able
-to compile from the standard Windows "Command Prompt".
+SCons will not be able out of the box to compile from the standard
+Windows "Command Prompt" (cmd.exe) because SCons and Visual C++ compiler
+will not be able to locate environment variables and executables they
+need for compilation.
+
+Therefore, you need to start a Visual Studio command prompt. It sets up
+environment variables needed by SCons to locate the compiler.
+It should be called similar to one of the bellow names (for your
+respective version of Visual Studio):
 
-Once inside the Developer Console, go to the root dir of the engine
-source code and type:
+* "Developer Command Prompt for VS2013"
+* "VS2013 x64 Native Tools Command Prompt"
+* "VS2013 x86 Native Tools Command Prompt"
+* "VS2013 x64 Cross Tools Command Prompt"
+* "VS2013 x86 Cross Tools Command Prompt"
+
+You should be able to find at least the Developer Command Prompt for
+your version of Visual Studio in your start menu.
+
+However Visual Studio sometimes seems to not install some of the above
+shortcuts, except the Developer Console at these locations that are
+automatically searched by the start menu search option:
+
+::
+
+   Win 7:
+   C:\ProgramData\Microsoft\Windows\Start Menu\Programs\Visual Studio 2015\Visual Studio Tools
+   C:\ProgramData\Microsoft\Windows\Start Menu\Programs\Visual Studio 2013\Visual Studio Tools
+   
+If you found the Developer Console, it will do for now to create a 32
+bit version of Godot, but if you want the 64 bit version, you might need
+to setup the prompts manually for easy access.
+
+If you don't see some of the shortcuts, "How the prompts actually work"
+section bellow will explain how to setup these prompts if you need them.
+
+About the Developer/Tools Command Prompts and the Visual C++ compiler
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
+There is a few things you need to know about these consoles and the
+Visual C++ compiler.
+
+Your Visual Studio installation will ship with several Visual C++
+compilers, them being more or less identical, however each cl.exe
+(Visual C++ compiler) will compile Godot for a different architecture
+(32 or 64 bit, ARM compiler is not supported).
+
+The **Developer Command Prompt** will build a 32 bit version of Godot by
+using the 32 bit Visual C++ compiler.
+
+**Native Tools** Prompts (mentioned above) are used when you want the
+32bit cl.exe to compile a 32 bit executable (x86 Native Tools
+Command Prompt). For the 64 bit cl.exe, it will compile a 64 bit
+executable (x64 Native Tools Command Prompt).
+
+The **Cross Tools** are used when your Windows is using one architecture
+(32 bit, for example) and you need to compile to a different
+architecture (64 bit). As you might be familiar, 32 bit Windows can not
+run 64 bit executables, but you still might need to compile for them.
+
+For example:
+
+* "VS2013 x64 Cross Tools Command Prompt" will use a 32 bit cl.exe that
+  will compile a 64 bit application.
+
+* "VS2013 x86 Cross Tools Command Prompt" will use a 64 bit cl.exe that
+  will compile a 32 bit application. This one is useful if you are
+  running a 32 bit Windows.
+
+On a 64 bit Windows, you can run any of above prompts and compilers
+(cl.exe executables) because 64 bit windows can run any 32 bit
+application. 32 bit Windows can not run 64 bit executables, so the
+Visual Studio installer will not even install shortcuts for some of
+these prompts.
+
+Note that you need to choose the **Developer Console** or the correct
+**Tools Prompt** to build Godot for the correct architecture. Use only
+Native Prompts if you are not sure yet what exactly Cross Compile
+Prompts do.
+
+Running SCons
+~~~~~~~~~~~~
+
+Once inside the **Developer Console/Tools Console Prompt**, go to the
+root directory of the engine source code and type:
 
 ::
 
     C:\godot> scons platform=windows
 
+Tip: if you installed "Pywin32 Python Extension" you can append the -j
+command to instruct SCons to run parallel builds like this:
+
+::
+
+    C:\godot> scons -j6 platform=windows
+
+In general, it is OK to have at least as many threads compiling Godot as
+you have cores in your CPU, if not one or two more, I use -j6
+(six threads) for my 4 core CPU, your mileage may vary. Feel free to add
+-j option to any SCons command you see bellow if you setup the
+"Pywin32 Python Extension".
+
 If all goes well, the resulting binary executable will be placed in
-``C:\godot\bin\godot.windows.tools.exe``. This executable file
-contains the whole engine and runs without any dependencies. Executing
-it will bring up the project manager.
+``C:\godot\bin\`` with the name of ``godot.windows.tools.32.exe`` or
+``godot.windows.tools.64.exe``. SCons will automatically detect what
+compiler architecture the environment (the prompt) is setup for and will
+build a corresponding executable.
 
-Note for Godot 2.0+ if you are having issues:
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+This executable file contains the whole engine and runs without any
+dependencies. Executing it will bring up the project manager.
 
-You might also find other command prompts in your VS installation. Make
-sure you do not use x64 Native or Cross Tools Command Prompts, because
-64 bit version of the Visual C compiler can not compile Godot 2.0+, only
-the 32 bit (x86) **compiler** can. If you get compiler errors about
-``_asm`` (assembly instructions) in theora, switch the command prompt
-(compiler if not using VS IDE). One more thing, 32 bit compiler can
-compile **both** 32 bit Godot and 64 bit Godot. The process is called
-cross compiling for different architectures.
+How the prompts actually work
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
-How to know which compiler SCons will use? Open your Developer Command
-Prompt (or whatever prompt you are using) and type in ``cl.exe``:
+The Visual Studio command prompts are just shortcuts that call the
+standard Command Prompt and have it run a batch file before giving  you
+control. The batch file itself is called **vcvarsall.bat** and it sets up
+environment variables, including the PATH variable, so that the correct
+version of the compiler can be run.The Developer Command Prompt calls a
+different file called **VsDevCmd.bat** but none of the other tools that
+this batch file enables are needed by Godot/SCons.
 
-If it says this, you're good to go (note x86 at the end):
+Since you are probably using VS2013 or VS2015, if you need to recreate
+them manually, use the bellow folders, or place
+them on the desktop/taskbar:
 
 ::
 
-    Microsoft (R) C/C++ Optimizing Compiler Version 18.00.31101 for x86
+   C:\ProgramData\Microsoft\Windows\Start Menu\Programs\Visual Studio 2015\Visual Studio Tools
+   C:\ProgramData\Microsoft\Windows\Start Menu\Programs\Visual Studio 2013\Visual Studio Tools
 
-If it says (x64), wrong prompt/compiler, find the right one. If the
-prompt you are using can't find ``cl.exe``, you are using the standard
-Windows Command Prompt... find the right developer prompt.
+Start the creation of the shortcut by pressing the ``right mouse
+button/New/Shortcut`` in an empty place in your desired location.
+
+Then copy one of these commands bellow for the corresponding tool you
+need into the "Path" and "Name" sections of the shortcut creation
+wizard, and fix the path to the batch file if needed.
+
+* VS2013 is in the "Microsoft Visual Studio 12.0" folder.
+* VS2015 is in the "Microsoft Visual Studio 14.0" folder.
+* etc.
+
+::
+
+   Name: Developer Command Prompt for VS2013
+   Path: %comspec% /k ""C:\Program Files (x86)\Microsoft Visual Studio 12.0\Common7\Tools\VsDevCmd.bat""
+
+   Name: VS2013 x64 Cross Tools Command Prompt
+   Path: %comspec% /k ""C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat"" x86_amd64
+
+   Name: VS2013 x64 Native Tools Command Prompt
+   Path: %comspec% /k ""C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat"" amd64
+
+   Name: VS2013 x86 Native Tools Command Prompt
+   Path: %comspec% /k ""C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat"" x86
+
+   Name: VS2013 x86 Cross Tools Command Prompt
+   Path: %comspec% /k ""C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat"" amd64_x86
+
+After you create the shortcut, in the shortcut's properties, that you
+can access by right clicking with your mouse on the shortcut itself, you
+can choose the starting directory of the command prompt ("Start in"
+field).
+   
+Some of these shortcuts (namely the 64 bit compilers) seem to not be
+available in the Express edition of Visual Studio or Visual C++.
+
+In case you are wondering what these prompt shortcuts do, they call the
+standard cmd.exe with \\k option and have it run a batch file...
+
+::
+
+   %comspec% - path to cmd.exe
+   \k - keep alive option of the command prompt
+   remainder - command to run via cmd.exe
+   
+   cmd.exe \k(eep cmd.exe alive after commands behind this option run) ""runme.bat"" with_this_option
+
+How to run an automated build of Godot
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+
+If you need to just run the compilation process via a batch file or
+directly in the vanilla Windows Command Prompt you need to do the
+following command:
+
+::
+
+   "C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat" x86
+
+with one of the following parameters:
+
+* x86 (32 bit cl.exe to compile for the 32 bit architecture)
+* amd64 (64 bit cl.exe to compile for the 64 bit architecture)
+* x86_amd64 (32 bit cl.exe to compile for the 64 bit architecture)
+* amd64_x86 (64 bit cl.exe to compile for the 32 bit architecture)
+
+and after that one, you can run SCons:
+
+::
+
+   scons platform=windows
+
+or  you can do them together:
+
+::
+
+   32 bit Godot
+   "C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat" x86 && scons platform=windows
+   
+   64 bit Godot
+   "C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat" amd64 && scons platform=windows
 
 Development in Visual Studio or other IDEs
 ------------------------------------------
 
 For most projects, using only scripting is enough but when development
 in C++ is needed, for creating modules or extending the engine, working
-with an IDE is usually desirable. The visual studio command prompt calls
-a .bat file that sets up environment variables (vcvarsall.bat). To build
-the whole engine from a single command outside the command prompt, the
-following should be called in a .bat file:
-
-::
-
-    C:\path_to_sdk\vcvarsall.bat && scons bin/godot.windows.tools.exe
+with an IDE is usually desirable.
 
-**NOTE:** It seems the latest Visual Studio does not include a desktop
-command prompt (No, Native tools for x86 is not it). The only way to
-build it seems to be by running:
+You can create a Visual Studio solution via SCons by running SCons with
+the vsproj=yes parameter, like this:
 
 ::
 
-    "C:\Program Files (x86)\Microsoft Visual Studio 12.0\VC\vcvarsall.bat" && c:\python27\scons p=windows
+   scons p=windows vsproj=yes
 
-(or however your VS and Scons are installed)
+You will be able to open Godot's source in a Visual Studio solution now
+but, currently, you can not build Godot via Visual Studio, as it does
+not work. It can be made to work manually if you are inclined to do so
+(.bat file called from NMake settings) but it is beyond the scope of
+this article.
 
-Cross-compiling
+Cross-compiling for Windows from other operating systems
 ---------------
 
 If you are a Linux or Mac user, you need to install mingw32 and
@@ -108,7 +289,7 @@ mingw-w64. Under Ubuntu or Debian, just run the following commands:
 
     apt-get install mingw32 mingw-w64
 
-If you are using another distro, scons will check for the following
+If you are using another distro, SCons will check for the following
 binaries:
 
 ::
@@ -138,21 +319,28 @@ Creating Windows export templates
 Windows export templates are created by compiling Godot as release, with
 the following flags:
 
--  (for 32 bits, using Mingw32 command prompt or Visual Studio command
-   prompt)
+-  (using Mingw32 command prompt, using the bits parameter)
 
 ::
 
     C:\godot> scons platform=windows tools=no target=release bits=32
     C:\godot> scons platform=windows tools=no target=release_debug bits=32
 
--  (for 64 bits, using Mingw-w64 or Visual Studio command prompt)
+-  (using Mingw-w64 command prompt, using the bits parameter)
 
 ::
 
     C:\godot> scons platform=windows tools=no target=release bits=64
     C:\godot> scons platform=windows tools=no target=release_debug bits=64
 
+-  (using the Visual Studio command prompts for the correct
+   architecture, notice the lack of bits parameter)
+
+::
+
+    C:\godot> scons platform=windows tools=no target=release
+    C:\godot> scons platform=windows tools=no target=release_debug
+
 If you plan on replacing the standard templates, copy these to:
 
 ::