mirror of
https://github.com/Relintai/pandemonium_engine_docs.git
synced 2025-01-08 15:09:50 +01:00
298 lines
12 KiB
ReStructuredText
298 lines
12 KiB
ReStructuredText
.. _doc_compiling_for_windows:
|
|
|
|
Compiling for Windows
|
|
=====================
|
|
|
|
.. highlight:: shell
|
|
|
|
.. seealso::
|
|
|
|
This page describes how to compile Windows editor and export template binaries from source.
|
|
If you're looking to export your project to Windows instead, read :ref:`doc_exporting_for_windows`.
|
|
|
|
Requirements
|
|
------------
|
|
|
|
For compiling under Windows, the following is required:
|
|
|
|
- `Visual Studio Community <https://www.visualstudio.com/vs/community/>`_,
|
|
version 2017 or later. VS 2019 is recommended.
|
|
**Make sure to read "Installing Visual Studio caveats" below or you
|
|
will have to run/download the installer again.**
|
|
- `MinGW-w64 <http://mingw-w64.org/>`__ with GCC can be used as an alternative to
|
|
Visual Studio. Be sure to install/configure it to use the ``posix`` thread model.
|
|
- `Python 3.5+ <https://www.python.org/downloads/windows/>`_.
|
|
**Make sure to enable the option to add Python to the ``PATH`` in the installer.**
|
|
- `SCons <https://www.scons.org/>`_ build system. Using the latest release is
|
|
recommended, especially for proper support of recent Visual Studio releases.
|
|
|
|
.. note:: If you have `Scoop <https://scoop.sh/>`_ installed, you can easily
|
|
install MinGW and other dependencies using the following command::
|
|
|
|
scoop install gcc python scons make
|
|
|
|
.. note:: If you have `MSYS2 <https://www.msys2.org/>`_ installed, you can easily
|
|
install MinGW and other dependencies using the following command::
|
|
|
|
pacman -S mingw-w64-x86_64-python3-pip mingw-w64-x86_64-gcc \
|
|
mingw-w64-i686-python3-pip mingw-w64-i686-gcc make
|
|
|
|
For each MSYS2 MinGW subsystem, you should then run
|
|
`pip3 install scons` in its shell.
|
|
|
|
.. seealso:: To get the Godot source code for compiling, see
|
|
:ref:`doc_getting_source`.
|
|
|
|
For a general overview of SCons usage for Godot, see
|
|
:ref:`doc_introduction_to_the_buildsystem`.
|
|
|
|
Setting up SCons
|
|
----------------
|
|
|
|
To install SCons, open the command prompt and run the following command::
|
|
|
|
python -m pip install scons
|
|
|
|
If you are prompted with the message
|
|
``Defaulting to user installation because normal site-packages is not
|
|
writeable``, you may have to run that command again using elevated
|
|
permissions. Open a new command prompt as an Administrator then run the command
|
|
again to ensure that SCons is available from the ``PATH``.
|
|
|
|
To check whether you have installed Python and SCons correctly, you can
|
|
type ``python --version`` and ``scons --version`` into a command prompt
|
|
(``cmd.exe``).
|
|
|
|
If the commands above don't work, make sure to add Python to your ``PATH``
|
|
environment variable after installing it, then check again.
|
|
You can do so by running the Python installer again and enabling the option
|
|
to add Python to the ``PATH``.
|
|
|
|
If SCons cannot detect your Visual Studio installation, it might be that your
|
|
SCons version is too old. Update it to the latest version with
|
|
``python -m pip install --upgrade scons``.
|
|
|
|
.. _doc_compiling_for_windows_install_vs:
|
|
|
|
Installing Visual Studio caveats
|
|
--------------------------------
|
|
|
|
If installing Visual Studio 2017 or 2019, make sure to enable **C++** in
|
|
the list of workflows to install.
|
|
|
|
If installing Visual Studio 2015, make sure to run a **Custom**
|
|
installation instead of **Typical** and select **C++** as a language there.
|
|
|
|
If you've already made the mistake of installing Visual Studio without
|
|
C++ support, run the installer again; it should present you a **Modify** button.
|
|
Running the installer from *Add/Remove Programs* will only give you
|
|
a **Repair** option, which won't let you install C++ tools.
|
|
|
|
Downloading Godot's source
|
|
--------------------------
|
|
|
|
Refer to :ref:`doc_getting_source` for detailed instructions.
|
|
|
|
The tutorial will assume from now on that you placed the source code in
|
|
``C:\godot``.
|
|
|
|
.. warning::
|
|
|
|
To prevent slowdowns caused by continuous virus scanning during compilation,
|
|
add the Godot source folder to the list of exceptions in your antivirus
|
|
software.
|
|
|
|
For Windows Defender, hit the :kbd:`Windows` key, type
|
|
"Windows Defender Settings" then hit :kbd:`Enter`.
|
|
Under **Virus & threat protection**, go to **Virus & threat protection setting**
|
|
and scroll down to **Exclusions**. Click **Add or remove exclusions** then
|
|
add the Godot source folder.
|
|
|
|
Compiling
|
|
---------
|
|
|
|
Selecting a compiler
|
|
~~~~~~~~~~~~~~~~~~~~
|
|
|
|
SCons will automatically find and use an existing Visual Studio installation.
|
|
If you do not have Visual Studio installed, it will attempt to use
|
|
MinGW instead. If you already have Visual Studio installed and want to
|
|
use MinGW, pass ``use_mingw=yes`` to the SCons command line. Note that MSVC
|
|
builds cannot be performed from the MSYS2 or MinGW shells. Use either
|
|
``cmd.exe`` or PowerShell instead.
|
|
|
|
During development, using the Visual Studio compiler is usually a better idea,
|
|
as it links the Godot binary much faster than MinGW. However, MinGW can
|
|
produce more optimized binaries using link-time optimization (see below),
|
|
making it a better choice for production use.
|
|
|
|
Running SCons
|
|
~~~~~~~~~~~~~
|
|
|
|
After opening a command prompt, change to the root directory of
|
|
the engine source code (using ``cd``) and type::
|
|
|
|
C:\godot> scons platform=windows
|
|
|
|
You can specify a number of CPU threads to use to speed up the build::
|
|
|
|
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. Feel free to add the ``-j``
|
|
option to any SCons command you see below.
|
|
|
|
.. note:: When compiling with multiple CPU threads, SCons may warn about
|
|
pywin32 being missing. You can safely ignore this warning.
|
|
|
|
If all goes well, the resulting binary executable will be placed in
|
|
``C:\godot\bin\`` with the name ``godot.windows.tools.32.exe`` or
|
|
``godot.windows.tools.64.exe``. By default, SCons will build a binary matching
|
|
your CPU architecture, but this can be overridden using ``bits=64`` or
|
|
``bits=32``.
|
|
|
|
This executable file contains the whole engine and runs without any
|
|
dependencies. Running it will bring up the Project Manager.
|
|
|
|
.. note:: If you are compiling Godot for production use, then you can
|
|
make the final executable smaller and faster by adding the
|
|
SCons option ``target=release_debug``.
|
|
|
|
If you are compiling Godot with MinGW, you can make the binary
|
|
even smaller and faster by adding the SCons option ``use_lto=yes``.
|
|
As link-time optimization is a memory-intensive process,
|
|
this will require about 7 GB of available RAM while compiling.
|
|
|
|
.. note:: If you want to use separate editor settings for your own Godot builds
|
|
and official releases, you can enable
|
|
:ref:`doc_data_paths_self_contained_mode` by creating a file called
|
|
``._sc_`` or ``_sc_`` in the ``bin/`` folder.
|
|
|
|
Development in Visual Studio
|
|
----------------------------
|
|
|
|
Using an IDE is not required to compile Godot, as SCons takes care of everything.
|
|
But if you intend to do engine development or debugging of the engine's C++ code,
|
|
you may be interested in configuring a code editor or an IDE.
|
|
|
|
Folder-based editors don't require any particular setup to start working with Godot's
|
|
codebase. To edit projects with Visual Studio they need to be set up as a solution.
|
|
|
|
You can create a Visual Studio solution via SCons by running SCons with
|
|
the ``vsproj=yes`` parameter, like this::
|
|
|
|
scons p=windows vsproj=yes
|
|
|
|
You will be able to open Godot's source in a Visual Studio solution now,
|
|
and able to build Godot using Visual Studio's **Build** button.
|
|
|
|
.. seealso:: See :ref:`doc_configuring_an_ide_vs` for further details.
|
|
|
|
Cross-compiling for Windows from other operating systems
|
|
--------------------------------------------------------
|
|
|
|
If you are a Linux or macOS user, you need to install
|
|
`MinGW-w64 <https://mingw-w64.org/doku.php>`__, which typically comes in 32-bit
|
|
and 64-bit variants. The package names may differ based on your distribution,
|
|
here are some known ones:
|
|
|
|
+----------------+--------------------------------------------------------------+
|
|
| **Arch Linux** | Install `mingw-w64-gcc from the AUR`_. |
|
|
+----------------+--------------------------------------------------------------+
|
|
| **Debian** / | :: |
|
|
| **Ubuntu** | |
|
|
| | apt install mingw-w64 |
|
|
+----------------+--------------------------------------------------------------+
|
|
| **Fedora** | :: |
|
|
| | |
|
|
| | dnf install mingw64-gcc-c++ mingw64-winpthreads-static \ |
|
|
| | mingw32-gcc-c++ mingw32-winpthreads-static |
|
|
+----------------+--------------------------------------------------------------+
|
|
| **macOS** | :: |
|
|
| | |
|
|
| | brew install mingw-w64 |
|
|
+----------------+--------------------------------------------------------------+
|
|
| **Mageia** | :: |
|
|
| | |
|
|
| | urpmi mingw64-gcc-c++ mingw64-winpthreads-static \ |
|
|
| | mingw32-gcc-c++ mingw32-winpthreads-static |
|
|
+----------------+--------------------------------------------------------------+
|
|
|
|
.. _mingw-w64-gcc from the AUR: https://aur.archlinux.org/packages/mingw-w64-gcc/
|
|
|
|
Before attempting the compilation, SCons will check for
|
|
the following binaries in your ``PATH`` environment variable::
|
|
|
|
i686-w64-mingw32-gcc
|
|
x86_64-w64-mingw32-gcc
|
|
|
|
If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``),
|
|
you can define the following environment variables to give a hint to
|
|
the build system::
|
|
|
|
export MINGW32_PREFIX="/path/to/i686-w64-mingw32-"
|
|
export MINGW64_PREFIX="/path/to/x86_64-w64-mingw32-"
|
|
|
|
To make sure you are doing things correctly, executing the following in
|
|
the shell should result in a working compiler (the version output may
|
|
differ based on your system)::
|
|
|
|
${MINGW32_PREFIX}gcc --version
|
|
# i686-w64-mingw32-gcc (GCC) 6.1.0 20160427 (Mageia MinGW 6.1.0-1.mga6)
|
|
|
|
Troubleshooting
|
|
~~~~~~~~~~~~~~~
|
|
|
|
Cross-compiling from some Ubuntu versions may lead to
|
|
`this bug <https://github.com/godotengine/godot/issues/9258>`_,
|
|
due to a default configuration lacking support for POSIX threading.
|
|
|
|
You can change that configuration following those instructions,
|
|
for 64-bit::
|
|
|
|
sudo update-alternatives --config x86_64-w64-mingw32-gcc
|
|
<choose x86_64-w64-mingw32-gcc-posix from the list>
|
|
sudo update-alternatives --config x86_64-w64-mingw32-g++
|
|
<choose x86_64-w64-mingw32-g++-posix from the list>
|
|
|
|
And for 32-bit::
|
|
|
|
sudo update-alternatives --config i686-w64-mingw32-gcc
|
|
<choose i686-w64-mingw32-gcc-posix from the list>
|
|
sudo update-alternatives --config i686-w64-mingw32-g++
|
|
<choose i686-w64-mingw32-g++-posix from the list>
|
|
|
|
Creating Windows export templates
|
|
---------------------------------
|
|
|
|
Windows export templates are created by compiling Godot without the editor,
|
|
with the following flags::
|
|
|
|
C:\godot> scons platform=windows tools=no target=release_debug bits=32
|
|
C:\godot> scons platform=windows tools=no target=release bits=32
|
|
C:\godot> scons platform=windows tools=no target=release_debug bits=64
|
|
C:\godot> scons platform=windows tools=no target=release bits=64
|
|
|
|
If you plan on replacing the standard export templates, copy these to the
|
|
following location, replacing ``<version>`` with the version identifier
|
|
(such as ``3.1.1.stable`` or ``3.2.dev``)::
|
|
|
|
%USERPROFILE%\AppData\Roaming\Godot\templates\<version>\
|
|
|
|
With the following names::
|
|
|
|
windows_32_debug.exe
|
|
windows_32_release.exe
|
|
windows_64_debug.exe
|
|
windows_64_release.exe
|
|
|
|
However, if you are using custom modules or custom engine code, you
|
|
may instead want to configure your binaries as custom export templates
|
|
here:
|
|
|
|
.. image:: img/wintemplates.png
|
|
|
|
You don't need to copy them in this case, just reference the resulting
|
|
files in the ``bin\`` directory of your Godot source folder, so the next
|
|
time you build, you will automatically have the custom templates referenced.
|