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- .. _doc_changing_application_icon_for_windows:
- Changing application icon for Windows
- =====================================
- By default, the exported project's icon will be the Godot icon.
- You will most likely want to change that for your project. There are two types
- of icons that can be changed on Windows: the file icon and the taskbar icon.
- Creating an ICO file
- --------------------
- Windows does not use formats such as png or jpg for application icons. Instead,
- it uses a Windows-only format called ICO. You can create your application icon
- in any program but you will have to convert it to an ICO file using a program such
- as GIMP.
- `This video tutorial <https://www.youtube.com/watch?v=uqV3UfM-n5Y>`_ goes over how to
- export an ICO file with GIMP.
- It is also possible to convert a PNG image to an hiDPI-friendly ICO file
- using this `ImageMagick <https://www.imagemagick.org/>`_ command:
- .. code-block:: none
- magick convert icon.png -define icon:auto-resize=256,128,64,48,32,16 icon.ico
- Depending on which version of ImageMagick you installed, you might need to leave out the ``magick`` and run this command instead:
- .. code-block:: none
- convert icon.png -define icon:auto-resize=256,128,64,48,32,16 icon.ico
- .. warning::
- For the ICO file to effectively replace the default Godot icon, it must
- contain *all* the sizes included in the default Godot icon: 16×16, 32×32,
- 48×48, 64×64, 128×128, 256×256. If the ICO file does not contain all the sizes,
- the default Godot icon will be kept for the sizes that weren't overridden.
- The above ImageMagick command takes this into account.
- Changing the taskbar icon
- -------------------------
- The taskbar icon is the icon that shows up on the taskbar when your project
- is running.
- .. image:: img/icon_taskbar_icon.png
- To change the taskbar icon, go to
- **Project → Project Settings → Application → Config → Windows Native Icon**.
- Click on the folder icon and select your ICO file.
- .. image:: img/icon_project_settings.png
- This setting only changes the icon for your exported game on Windows.
- To set the icon for macOS, use ``Macos Native Icon``. And for any other platform,
- use the ``Icon`` setting.
- Changing the file icon
- ----------------------
- In Godot 3.5 and later, you can change the file icon without
- external tools using `godoticon <https://github.com/pkowal1982/godoticon>`__.
- Changing the file icon this way should work for executables containing
- an embedded PCK.
- .. warning::
- There are `known issues <https://github.com/godotengine/godot/issues/33466>`__
- when changing the application icon in executables that embed a PCK file.
- It's recommended to avoid using rcedit for now if you choose to enable the
- **Embed Pck** option for your Windows export preset in the Export dialog.
- The file icon is the icon of the executable that you click on to start
- the project.
- .. image:: img/icon_file_icon.png
- Before selecting it in the export options, you will need to install
- an extra tool called **rcedit**.
- You can download it `here <https://github.com/electron/rcedit/releases>`_.
- After downloading, you need to tell Godot the path to the rcedit executable
- on your computer.
- Go to **Editor → Editor Settings → Export → Windows**.
- Click on the folder icon for the **rcedit** entry.
- Navigate to and select the rcedit executable.
- .. note::
- Linux and macOS users will also need to install
- `WINE <https://www.winehq.org/>`_ to use rcedit.
- On macOS 10.15 (Catalina) or later, make sure to use a 64-bit version of
- both WINE and rcedit since 32-bit applications aren't supported anymore.
- .. image:: img/icon_rcedit.png
- You should now have everything in place to change the file icon.
- To do that, you will need to specify the icon when exporting.
- Go to **Project → Export**. Assuming you have already created
- a Windows Desktop preset, select your icon in ICO format in
- the **Application → Icon** field.
- .. warning::
- All the supplied metadata must be valid. Most importantly, the version
- identifiers **must** take the form ``major.minor.patch.revision`` where
- every component is required and is a positive integer. For instance,
- ``1.2.0.0`` is valid but ``1.2.0`` is not.
- If you provide invalid metadata in the export preset, the application icon
- won't change as rcedit will fail to change the executable's metadata.
- .. image:: img/icon_export_settings.png
- .. note::
- If rcedit fails to change the icon, you can instead
- :ref:`compile your own Windows export templates <doc_compiling_for_windows>`
- with the icon changed. To do so, replace
- `platform/windows/godot.ico <https://github.com/godotengine/godot/blob/master/platform/windows/godot.ico>`__
- with your own ICO file *before* compiling export templates.
- Once this is done, you can specify your export templates as custom export
- templates in your project's Windows export preset.
- Testing the result
- ------------------
- You can now export the project. If it worked correctly, you should see this:
- .. image:: img/icon_result.png
- .. note::
- If your icon isn't showing up properly, on Windows 10, try clearing the icon
- cache. To do so, open the **Run** dialog and enter ``ie4uinit.exe
- -ClearIconCache`` or ``ie4uinit.exe -show``.
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