152 lines
4.4 KiB
ReStructuredText
152 lines
4.4 KiB
ReStructuredText
Compiling for Windows
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=====================
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Requirements
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------------
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For compiling under Windows, the following is required:
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- \\\ `Visual C++\\ <http://www.microsoft.com/visualstudio>`__, Visual
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C++ Express compiler or Visual Studio Community (recommended) at
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least the 2010 version (10.0) up to 2015 (14.0). **Make sure you get
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a version that can compile for C++, Desktop**.
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- \\\ `Python 2.7+\\ <http://www.python.org/getit/releases/2.7/>`__
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(3.0 is untested as of now). Using the 32-bits installer is
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recommended.
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- \\\ `Pywin32 Python
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Extension\\ <http://sourceforge.net/projects/pywin32>`__ for parallel
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builds (which increase the build speed by a great factor).
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- \\\ `SCons\\ <http://www.scons.org>`__ build system.
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Setting up SCons
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----------------
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Python adds the interpreter (python.exe) to the path. It usually
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installs in C:\\\\Python (or C:\\\\Python[Version]). SCons installs
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inside the python install and provides a .bat file called
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\\"scons.bat\\". The location of this file can be added to the path or
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it can simply be copied to C:\\\\Python together with the interpreter
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executable.
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Compiling
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---------
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Start a Visual Studio command prompt (it sets up environment variables
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needed by SCons to locate the compiler and SDK), go to the root dir of
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the engine source code and type:
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::
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C:\\godot> scons platform=windows
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If all goes well, the resulting binary executable will be placed in
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C:\\\\godot\\\\bin\\\\godot.windows.tools.exe. This executable file
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contains the whole engine and runs without any dependencies. Executing
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it will bring up the project manager.
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Development in Visual Studio or other IDEs
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------------------------------------------
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For most projects, using only scripting is enough but when development
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in C++ is needed, for creating modules or extending the engine, working
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with an IDE is usually desirable. The visual studio command prompt calls
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a .bat file that sets up environment variables (vcvarsall.bat). To build
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the whole engine from a single command outside the command prompt, the
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following should be called in a .bat file:
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::
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C:\\path_to_sdk\\vcvarsall.bat && scons bin/godot.windows.tools.exe
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**NOTE:** It seems the latest Visual Studio does not include a desktop
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command prompt (No, Native tools for x86 is not it). The only way to
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build it seems to be by running:
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::
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\"C:\\Program Files (x86)\\Microsoft Visual Studio 12.0\\VC\\vcvarsall.bat\" && c:\\python27\\scons p=windows
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(or however your VS and Scons are installed)
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Cross compiling
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---------------
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If you are a Linux or Mac user, you need to install mingw32 and
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mingw-w64. Under Ubuntu or Debian, just run the following commands:
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::
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apt-get install mingw32 mingw-w64
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If you are using other distro, scons will check for the following
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binaries:
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::
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i586-mingw32msvc-gcc
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i686-w64-mingw32-gcc
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If the binaries are named or located somewhere else, export the
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following env variables:
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::
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export MINGW32_PREFIX=\"/path/to/i586-mingw32msvc-\"
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export MINGW64_PREFIX=\"/path/to/i686-w64-mingw32-\"
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To make sure you are doing things correctly, executing the following in
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the shell should result in a working compiler:
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::
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user@host:~$ ${MINGW32_PREFIX}gcc
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gcc: fatal error: no input files
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Creating Windows export templates
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---------------------------------
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Windows export templates are created by compiling Godot as release, with
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the following flags:
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(for 32 bits, using Mingw32 command prompt or Visual Studio command
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prompt)
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::
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C:\\godot> scons platform=windows tools=no target=release bits=32
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C:\\godot> scons platform=windows tools=no target=release_debug bits=32
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(for 64 bits, using Mingw-w64 or Visual Studio command prompt)
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::
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C:\\godot> scons platform=windows tools=no target=release bits=64
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C:\\godot> scons platform=windows tools=no target=release_debug bits=64
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If you plan on replacing the standard templates, copy these to:
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::
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C:\\USERS\\YOURUSER\\AppData\\Roaming\\Godot\\Templates
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With the following names:
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::
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windows_32_debug.exe
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windows_32_release.exe
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windows_64_debug.exe
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windows_64_release.exe
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However, if you are writing your custom modules or custom C++ code, you
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might instead want to configure your binaries as custom export templates
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here:
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.. image:: /img/wintemplates.png
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You don't even need to copy them, you can just reference the resulting
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files in the bin\\\\ directory of your Godot source folder, so the next
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time you build you automatically have the custom templates referenced.
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