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Merge pull request #291 from vnen/rename-winrt-uwp

Rename WinRT platform to UWP
Rémi Verschelde 8 years ago
parent
commit
c3437070e4

+ 1 - 1
contributing/bug_triage_guidelines.rst

@@ -88,7 +88,7 @@ unthinkable to see issues that fit two bills. The general idea is that
 there will be specialized contributors teams behind all topics, so they
 can focus on the issues labelled with their team topic.
 
-**Platforms:** *Android*, *HTML5*, *iOS*, *Linux*, *OS X*, *Windows*, *Winrt*
+**Platforms:** *Android*, *HTML5*, *iOS*, *Linux*, *OS X*, *Windows*, *UWP*
 
 By default, it is assumed that a given issue applies to all platforms. 
 If one of the platform labels is used, it is the exclusive and the

+ 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::
 
-    C:\godot>scons platform=winrt
+    C:\godot>scons platform=uwp
 
 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
 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.
 
 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).
 
 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``,
 ``x64`` or ``ARM``), get the ``libEGL.dll`` and the ``libGLESv2.dll``,
 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
 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
 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
 (Text) Editor". In the ``Package/Applications/Application`` element, replace
 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.
 
 Create a folder (*not* a filter) called ``game`` in your Visual Studio project

+ 1 - 1
reference/introduction_to_the_buildsystem.rst

@@ -215,6 +215,6 @@ create it's own template.
 
 If you are working for multiple platforms, OSX is definitely the best
 host platform for cross compilation, since you can cross-compile for
-almost every target (except for winrt). Linux and Windows come in second
+almost every target (except for UWP). Linux and Windows come in second
 place, but Linux has the advantage of being the easier platform to set
 this up.