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Merge pull request #7720 from Calinou/uwp-non-functional
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Max Hilbrunner
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@@ -3,152 +3,10 @@
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Compiling for Universal Windows Platform
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========================================
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.. highlight:: shell
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.. important::
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.. seealso::
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Compiling UWP export templates is not implemented in Godot 4.
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Godot 3 has limited UWP support, but there are many
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`known issues <https://github.com/godotengine/godot/issues?q=is%3Aopen+is%3Aissue+label%3Aplatform%3Auwp>`__.
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This page describes how to compile UWP export template binaries from source.
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If you're looking to export your project to UWP instead, read :ref:`doc_exporting_for_uwp`.
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Requirements
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------------
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- `Python 3.6+ <https://www.python.org/downloads/windows/>`_.
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**Make sure to enable the option to add Python to the ``PATH`` in the installer.**
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- `SCons 3.0+ <https://scons.org/pages/download.html>`_ build system. Using the
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latest release is recommended, especially for proper support of recent Visual
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Studio releases.
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- Windows 10 SDK (can be selected in Visual Studio installation).
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- `ANGLE source <https://github.com/Microsoft/angle>`__. Use the
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``ms_master`` (default) branch. Keep it in a path without spaces to
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avoid problems.
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.. note:: The ANGLE repo by Microsoft has been discontinued and the
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``ms_master`` branch has been cleared out.
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As a temporary workaround however, it is still possible to
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download an older state of the source code via commit
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`c61d048 <https://github.com/microsoft/angle/tree/c61d0488abd9663e0d4d2450db7345baa2c0dfb6>`__.
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This page will eventually be updated in the future to reflect
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the new build instructions.
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.. seealso:: To get the Godot source code for compiling, see
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:ref:`doc_getting_source`.
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For a general overview of SCons usage for Godot, see
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:ref:`doc_introduction_to_the_buildsystem`.
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Compiling
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---------
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You need to open a proper Visual Studio prompt for the target architecture
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you want to build. Check :ref:`doc_compiling_for_windows` to see how these
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prompts work.
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There are three target architectures for UWP: x86 (32-bits), x64 (64-bits)
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and ARM (32-bits). For the latter, you can run ``vcvarsall.bat`` with
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``x86_arm`` or ``amd64_arm`` as argument to set the environment.
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Set the ``ANGLE_SRC_PATH`` to the directory where you downloaded the ANGLE
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source code. The build process will also build ANGLE to produce the
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required DLLs for the selected architecture.
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Once you're set, run the SCons command similarly to the other platforms::
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C:\godot>scons platform=uwp
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Creating UWP export templates
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-----------------------------
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To export using the editor you need to properly build package the templates.
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You need all three architectures with ``debug`` and ``release`` templates to
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be able to export.
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Open the command prompt for one architecture and run SCons twice (once for
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each target)::
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C:\godot>scons platform=uwp target=template_debug
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C:\godot>scons platform=uwp target=template_release
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Repeat for the other architectures.
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In the end your ``bin`` folder will have the ``.exe`` binaries with a name
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like ``godot.uwp.opt.debug.32.x86.exe`` (with variations for each
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target/arch).
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Copy one of these to ``misc/dist/uwp_template`` inside the Godot source
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folder and rename the binary to ``godot.uwp.exe``. From the ANGLE source,
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under ``winrt/10/src/Release_%arch%`` (where ``%arch%`` can be ``Win32``,
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``x64`` or ``ARM``), get the ``libEGL.dll`` and the ``libGLESv2.dll``,
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putting them along with the executable.
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Add the files in the ``uwp_template`` folder to a ZIP. Rename the resulting
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Zip according to the target/architecture of the template::
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uwp_x86_debug.zip
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uwp_x86_release.zip
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uwp_x64_debug.zip
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uwp_x64_release.zip
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uwp_arm_debug.zip
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uwp_arm_release.zip
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Move those templates to the ``[versionstring]\templates`` folder in Godot
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settings path, where `versionstring` is the version of Godot you have compiled
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the export templates for - e.g. `3.0.alpha` for the alpha version of Godot 3.
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If you don't want to replace the templates, you can set the "Custom Package"
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property in the export window.
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Running UWP apps with Visual Studio
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-----------------------------------
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If you want to debug the UWP port or simply run your apps without packaging
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and signing, you can deploy and launch them using Visual Studio. It might be
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the easiest way if you are testing on a device such as a Windows Phone or an
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Xbox One.
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Within the ANGLE source folder, open ``templates`` and double-click the
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``install.bat`` script file. This will install the Visual Studio project
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templates for ANGLE apps.
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If you have not built Godot yet, open the ``winrt/10/src/angle.sln`` solution
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from the ANGLE source and build it to Release/Win32 target. You may also need
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to build it for ARM if you plan to run on a device. You can also use MSBuild if
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you're comfortable with the command line.
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Create a new Windows App project using the "App for OpenGL ES
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(Windows Universal)" project template, which can be found under the
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``Visual C++/Windows/Universal`` category.
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This is a base project with the ANGLE dependencies already set up. However, by
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default it picks the debug version of the DLLs which usually have poor
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performance. So in the "Binaries" filter, click in each of the DLLs there
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and in the "Properties" window and change the relative path from
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``Debug_Win32`` to ``Release_Win32`` (or ``Release_ARM`` for devices).
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In the same "Binaries" filter, select "Add > Existing Item" and point to the
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Godot executable for UWP you have. In the "Properties" window, set "Content"
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to ``True`` so it's included in the project.
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Right-click the ``Package.appxmanifest`` file and select "Open With... > XML
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(Text) Editor". In the ``Package/Applications/Application`` element, replace
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the ``Executable`` attribute from ``$targetnametoken$.exe`` to
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``godot.uwp.exe`` (or whatever your Godot executable is called). Also change
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the ``EntryPoint`` attribute to ``GodotUWP.App``. This will ensure that
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the Godot executable is correctly called when the app starts.
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Create a folder (*not* a filter) called ``game`` in your Visual Studio project
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folder and there you can put either a ``data.pck`` file or your Godot project
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files. After that, make sure to include it all with the "Add > Existing Item"
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command and set their "Content" property to ``True`` so they're copied to the
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app.
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To ease the workflow, you can open the "Solution Properties" and in the
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"Configuration" section untick the "Build" option for the app. You still have
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to build it at least once to generate some needed files, you can do so by
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right-clicking the project (*not* the solution) in the "Solution Explorer" and
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selecting "Build".
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Now you can just run the project and your app should open. You can also use
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the "Start Without Debugging" option from the "Debug" menu (or press :kbd:`Ctrl + F5`) to make it
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launch faster.
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We recommend you use the :ref:`Win32 export <doc_exporting_for_windows>` instead.
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