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godot-docs-l10n/sphinx/templates/development/cpp/creating_android_modules.pot
2019-01-09 10:58:46 +01:00

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# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-01-09 10:56+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/cpp/creating_android_modules.rst:4
msgid "Creating Android modules"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:7
msgid "Introduction"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:9
msgid "Making video games portable is all fine and dandy, until mobile gaming monetization shows up."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:12
msgid "This area is complex, usually a mobile game that monetizes needs special connections to a server for things like:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:15
msgid "Analytics"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:16
msgid "In-app purchases"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:17
msgid "Receipt validation"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:18
msgid "Install tracking"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:19
msgid "Ads"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:20
msgid "Video ads"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:21
msgid "Cross-promotion"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:22
msgid "In-game soft & hard currencies"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:23
msgid "Promo codes"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:24
msgid "A/B testing"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:25
msgid "Login"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:26
msgid "Cloud saves"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:27
msgid "Leaderboards and scores"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:28
msgid "User support & feedback"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:29
msgid "Posting to Facebook, Twitter, etc."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:30
msgid "Push notifications"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:32
msgid "On iOS, you can write a C++ module and take advantage of the C++/ObjC intercommunication."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:35
msgid "On Android, interfacing with C++ through JNI (Java Native Interface) isn't as convenient."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:38
msgid "Maybe REST?"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:40
msgid "Most of these APIs allow communication via REST/JSON APIs. Godot has great support for HTTP, HTTPS and JSON, so consider this as an option that works on every platform. Only write the code once and you are set to go."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:46
msgid "Android module"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:48
msgid "Writing an Android module is similar to :ref:`doc_custom_modules_in_c++`, but needs a few more steps."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:51
msgid "Make sure you are familiar with building your own :ref:`Android export templates <doc_compiling_for_android>`, as well as creating :ref:`doc_custom_modules_in_c++`."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:55
msgid "config.py"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:57
msgid "In the config.py for the module, some extra functions are provided for convenience. First, it's often wise to detect if Android is the target platform being built for and only enable building in this case:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:66
msgid "If more than one platform can be built (typical if implementing the module also for iOS), check manually for Android in the configure functions for Android (or other platform-specific) code:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:80
msgid "Java singleton"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:82
msgid "An Android module will usually have a singleton class that will load it, this class inherits from ``Godot.SingletonBase``. Resource identifiers for any additional resources you have provided for the module will be in the ``com.godot.game.R`` class, so you'll likely want to import it."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:87
msgid "A singleton object template follows:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:153
msgid "Calling back to Godot from Java is a little more difficult. The instance ID of the script must be known first, this is obtained by calling ``get_instance_ID()`` on the script. This returns an integer that can be passed to Java."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:158
msgid "From Java, use the ``calldeferred`` function to communicate back with Godot. Java will most likely run in a separate thread, so calls are deferred:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:165
msgid "Add this singleton to the build of the project by adding the following to config.py:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:181
msgid "AndroidManifest"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:183
msgid "Some SDKs need custom values in AndroidManifest.xml. Permissions can be edited from the Godot exporter so there is no need to add those, but maybe other functionalities are needed."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:187
msgid "Create the custom chunk of android manifest and put it inside the module, add it like this:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:204
msgid "Resources"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:206
msgid "In order to provide additional resources with your module you have to add something like this:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:216
msgid "Now you can refer to those resources by their id (``R.string.my_string``, and the like) by importing the ``com.godot.game.R`` class in your Java code."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:220
msgid "Assets"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:222
msgid "Similarly, you can add any type of raw asset files to your app's asset directory like this:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:231
msgid "Assets don't have resource ids, but can be read with their file name as streams of bytes with the help of the Android AssetManager class."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:235
msgid "SDK library"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:237
msgid "So, finally it's time to add the SDK library. The library can come in two flavors, a JAR file or an Android project for ant. JAR is the easiest to integrate, put it in the module directory and add it:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:257
msgid "SDK project"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:259
msgid "When this is an Android project, things usually get more complex. Copy the project folder inside the module directory and configure it:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:266
msgid "As of this writing, Godot uses minsdk 18 and target sdk 27. If this ever changes, it should be reflected in the manifest template: `AndroidManifest.xml.template <https://github.com/godotengine/godot/blob/master/platform/android/AndroidManifest.xml.template>`__"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:270
msgid "Then, add the module folder to the project:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:286
msgid "Building"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:288
msgid "As you probably modify the contents of the module, and modify your .java inside the module, you need the module to be built with the rest of Godot, so compile android normally."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:296
msgid "This will cause your module to be included, the .jar will be copied to the java folder, the .java will be copied to the sources folder, etc. Each time you modify the .java, scons must be called."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:300
msgid "Afterwards, continue the steps for compiling android :ref:`doc_compiling_for_android`."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:303
msgid "Using the module"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:305
msgid "To use the module from GDScript, first enable the singleton by adding the following line to project.godot:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:314
msgid "More than one singleton module can be enabled by separating with commas:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:322
msgid "Then request the singleton Java object from Globals like this:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:335
msgid "Troubleshooting"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:338
msgid "Godot crashes upon load"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:340
msgid "Check ``adb logcat`` for possible problems, then:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:342
msgid "Make sure libgodot_android.so is in the ``libs/armeabi`` folder"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:343
msgid "Check that the methods used in the Java singleton only use simple Java datatypes, more complex ones are not supported."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:347
msgid "Future"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:349
msgid "Godot has an experimental Java API Wrapper that allows to use the entire Java API from GDScript."
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:352
msgid "It's simple to use and it's used like this:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:358
msgid "This is most likely not functional yet, if you want to test it and help us make it work, contact us through the `developer mailing list <https://groups.google.com/forum/#!forum/godot-engine>`__."
msgstr ""