- `_DEBUG` is MSVC specific so it didn't make much sense to define for Android and iOS builds. - iOS was the only platform to define `DEBUG`. We don't use it anywhere outside thirdparty code, which we usually don't intend to debug, so it seems better to be consistent with other platforms. - Consistently define `NDEBUG` to disable assert behavior in both `release` and `release_debug` targets. This used to be set for `release` for all platforms, and `release_debug` for Android and iOS only. - Due to the above, I removed the only use we made of `assert()` in Godot code, which was only implemented for Unix anyway, should have been `DEV_ENABLED`, and is in PoolAllocator which we don't actually use. - The denoise and recast modules keep defining `NDEBUG` even for the `debug` target as we don't want OIDN and Embree asserting all over the place. |
||
|---|---|---|
| .. | ||
| export | ||
| 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.ico | ||
| godot.natvis | ||
| godot_res.rc | ||
| godot_windows.cpp | ||
| joypad_windows.cpp | ||
| joypad_windows.h | ||
| key_mapping_windows.cpp | ||
| key_mapping_windows.h | ||
| lang_table.h | ||
| logo.png | ||
| os_windows.cpp | ||
| os_windows.h | ||
| platform_config.h | ||
| platform_windows_builders.py | ||
| README.md | ||
| 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.