compiling_for_uwp.rst 5.6 KB

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  1. .. _doc_compiling_for_uwp:
  2. Compiling for Universal Windows Platform
  3. ========================================
  4. .. highlight:: shell
  5. Requirements
  6. ------------
  7. - SCons (see :ref:`doc_compiling_for_windows` for more details).
  8. - Visual Studio 2015 Update 2. It may work with earlier versions. See
  9. :ref:`doc_compiling_for_windows` about the caveats of installing it
  10. and the various prompts.
  11. - Windows 10 SDK (can be selected in Visual Studio installation).
  12. - `ANGLE source <https://github.com/Microsoft/angle>`__. Use the
  13. ``ms_master`` (default) branch. Keep it in a path without spaces to
  14. avoid problems.
  15. .. seealso:: For a general overview of SCons usage for Godot, see
  16. :ref:`doc_introduction_to_the_buildsystem`.
  17. Compiling
  18. ---------
  19. You need to open a proper Visual Studio prompt for the target architecture
  20. you want to build. Check :ref:`doc_compiling_for_windows` to see how these
  21. prompts work.
  22. There are three target architectures for UWP: x86 (32-bits), x64 (64-bits)
  23. and ARM (32-bits). For the latter, you can run ``vcvarsall.bat`` with
  24. ``x86_arm`` or ``amd64_arm`` as argument to set the environment.
  25. Set the ``ANGLE_SRC_PATH`` to the directory where you downloaded the ANGLE
  26. source code. The build process will also build ANGLE to produce the
  27. required DLLs for the selected architecture.
  28. Once you're set, run the SCons command similarly to the other platforms::
  29. C:\godot>scons platform=uwp
  30. Creating UWP export templates
  31. -----------------------------
  32. To export using the editor you need to properly build package the templates.
  33. You need all three architectures with ``debug`` and ``release`` templates to
  34. be able to export.
  35. Open the command prompt for one architecture and run SCons twice (once for
  36. each target)::
  37. C:\godot>scons platform=uwp target=release_debug
  38. C:\godot>scons platform=uwp target=release
  39. Repeat for the other architectures.
  40. In the end your ``bin`` folder will have the ``.exe`` binaries with a name
  41. like ``godot.uwp.opt.debug.32.x86.exe`` (with variations for each
  42. target/arch).
  43. Copy one of these to ``misc/dist/uwp_template`` inside the Godot source
  44. folder and rename the binary to ``godot.uwp.exe``. From the ANGLE source,
  45. under ``winrt/10/src/Release_%arch%`` (where ``%arch%`` can be ``Win32``,
  46. ``x64`` or ``ARM``), get the ``libEGL.dll`` and the ``libGLESv2.dll``,
  47. putting them along with the executable.
  48. Add the files in the ``uwp_template`` folder to a ZIP. Rename the resulting
  49. Zip according to the target/architecture of the template::
  50. uwp_x86_debug.zip
  51. uwp_x86_release.zip
  52. uwp_x64_debug.zip
  53. uwp_x64_release.zip
  54. uwp_arm_debug.zip
  55. uwp_arm_release.zip
  56. Move those templates to the ``[versionstring]\templates`` folder in Godot
  57. settings path, where `versionstring` is the version of Godot you have compiled
  58. the export templates for - e.g. `3.0.alpha` for the alpha version of Godot 3.
  59. If you don't want to replace the templates, you can set the "Custom Package"
  60. property in the export window.
  61. Running UWP apps with Visual Studio
  62. -----------------------------------
  63. If you want to debug the UWP port or simply run your apps without packaging
  64. and signing, you can deploy and launch them using Visual Studio. It might be
  65. the easiest way if you are testing on a device such as a Windows Phone or an
  66. Xbox One.
  67. Within the ANGLE source folder, open ``templates`` and double-click the
  68. ``install.bat`` script file. This will install the Visual Studio project
  69. templates for ANGLE apps.
  70. If you have not built Godot yet, open the ``winrt/10/src/angle.sln`` solution
  71. from the ANGLE source and build it to Release/Win32 target. You may also need
  72. to build it for ARM if you plan to run on a device. You can also use MSBuild if
  73. you're comfortable with the command line.
  74. Create a new Windows App project using the "App for OpenGL ES
  75. (Windows Universal)" project template, which can be found under the
  76. ``Visual C++/Windows/Universal`` category.
  77. This is a base project with the ANGLE dependencies already set up. However, by
  78. default it picks the debug version of the DLLs which usually have poor
  79. performance. So in the "Binaries" filter, click in each of the DLLs there
  80. and in the "Properties" window and change the relative path from
  81. ``Debug_Win32`` to ``Release_Win32`` (or ``Release_ARM`` for devices).
  82. In the same "Binaries" filter, select "Add > Existing Item" and point to the
  83. Godot executable for UWP you have. In the "Properties" window, set "Content"
  84. to ``True`` so it's included in the project.
  85. Right-click the ``Package.appxmanifest`` file and select "Open With... > XML
  86. (Text) Editor". In the ``Package/Applications/Application`` element, replace
  87. the ``Executable`` attribute from ``$targetnametoken$.exe`` to
  88. ``godot.uwp.exe`` (or whatever your Godot executable is called). Also change
  89. the ``EntryPoint`` attribute to ``GodotUWP.App``. This will ensure that
  90. the Godot executable is correctly called when the app starts.
  91. Create a folder (*not* a filter) called ``game`` in your Visual Studio project
  92. folder and there you can put either a ``data.pck`` file or your Godot project
  93. files. After that, make sure to include it all with the "Add > Existing Item"
  94. command and set their "Content" property to ``True`` so they're copied to the
  95. app.
  96. To ease the workflow, you can open the "Solution Properties" and in the
  97. "Configuration" section untick the "Build" option for the app. You still have
  98. to build it at least once to generate some needed files, you can do so by
  99. right-clicking the project (*not* the solution) in the "Solution Explorer" and
  100. selecting "Build".
  101. Now you can just run the project and your app should open. You can use also
  102. the "Start Without Debugging" from the "Debug" menu (Ctrl+F5) to make it
  103. launch faster.