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This applies our existing style guide, and adds a new rule to that style guide for modular components such as platform ports and modules: Includes from the platform port or module should be included with relative paths (relative to the root folder of the modular component, e.g. `platform/linuxbsd/`), in their own section before Godot's "core" includes. The `api` and `export` subfolders also need to be handled as self-contained (and thus use relative paths for their "local" includes) as they are all compiled for each editor platform, without necessarily having the api/export matching platform folder in the include path. E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp` and those need to use relative includes for it to work. |
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.. | ||
doc_classes | ||
export | ||
console_wrapper_windows.cpp | ||
crash_handler_windows.cpp | ||
crash_handler_windows.h | ||
detect.py | ||
display_server_windows.cpp | ||
display_server_windows.h | ||
gl_manager_windows.cpp | ||
gl_manager_windows.h | ||
godot_console.ico | ||
godot_res_wrap.rc | ||
godot_res.rc | ||
godot_windows.cpp | ||
godot.ico | ||
godot.natvis | ||
joypad_windows.cpp | ||
joypad_windows.h | ||
key_mapping_windows.cpp | ||
key_mapping_windows.h | ||
lang_table.h | ||
logo.svg | ||
os_windows.cpp | ||
os_windows.h | ||
platform_config.h | ||
platform_windows_builders.py | ||
README.md | ||
run_icon.svg | ||
SCsub | ||
tts_windows.cpp | ||
tts_windows.h | ||
vulkan_context_win.cpp | ||
vulkan_context_win.h | ||
windows_terminal_logger.cpp | ||
windows_terminal_logger.h |
Windows platform port
This folder contains the C++ code for the Windows platform port.
See also misc/dist/windows
folder for additional files
used by this platform.
Documentation
- Compiling for Windows
- Instructions on building this platform port from source.
- Exporting for Windows
- Instructions on using the compiled export templates to export a project.
- Changing application icon for Windows
- Instructions on using a custom icon for the exported project executable.