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godot-docs-l10n/sphinx/templates/development/compiling/compiling_for_android.pot
2018-04-10 13:47:17 +02:00

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# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2018, 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: 2018-04-10 12:22+0200\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/compiling/compiling_for_android.rst:4
msgid "Compiling for Android"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:9
msgid "Note"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:11
msgid "For most cases, using the built-in deployer and export templates is good enough. Compiling the Android APK manually is mostly useful for custom builds or custom packages for the deployer."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:15
msgid "Also, you still need to do all the steps mentioned in the :ref:`doc_exporting_for_android` tutorial before attempting your custom export template."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:20
msgid "Requirements"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:22
msgid "For compiling under Windows, Linux or macOS, the following is required:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:24
msgid "Python 2.7+ or Python 3.5+"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:25
msgid "SCons build system"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:26
msgid "[Windows only] PyWin32 (optional, for parallel compilation)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:27
msgid "Android SDK version 23.0.3 [Note: Please install all tools and extras of the SDK Manager]"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:28
msgid "Android build tools version 19.1"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:29
msgid "Android NDK r13 or later"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:30
msgid "Gradle (will be downloaded and installed automatically if missing)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:31
msgid "JDK 6 or later (either OpenJDK or Oracle JDK) - JDK 9 is untested as of now"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:34
msgid "Setting up the buildsystem"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:36
msgid "Set the environment variable ANDROID_HOME to point to the Android SDK."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:39
msgid "Set the environment variable ANDROID_NDK_ROOT to point to the Android NDK."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:42
msgid "To set those environment variables on Windows, press Windows+R, type \"control system\", then click on **Advanced system settings** in the left pane, then click on **Environment variables** on the window that appears."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:47
msgid "To set those environment variables on Unix (e.g. Linux, macOS), use ``export ANDROID_HOME=/path/to/android-sdk`` and ``export ANDROID_NDK_ROOT=/path/to/android-ndk``. Where /path/to/android-sdk and /path/to/android-ndk is the path where Android SDK and Android NDK are placed on your PC."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:54
msgid "Toolchain"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:56
msgid "We usually try to keep the Godot Android build code up to date, but Google changes their toolchain versions very often, so if compilation fails due to wrong toolchain version, go to your NDK directory and check the current number, then set the following environment variable:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:66
msgid "Building the export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:68
msgid "Godot needs two export templates for Android: the optimized \"release\" template (`android_release.apk`) and the debug version (`android_debug.apk`). Compiling the standard export templates is done by calling scons with the following arguments:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:73
msgid "Release template (used when exporting with \"Debugging Enabled\" OFF)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:81
msgid "(on Linux or macOS, execute the `gradlew` script with `./gradlew build`)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:83
#: ../../docs/development/compiling/compiling_for_android.rst:97
msgid "The resulting APK is in:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:89
msgid "Debug template (used when exporting with \"Debugging Enabled\" ON)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:104
msgid "Faster compilation"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:106
msgid "If you are on Unix or installed PyWin32 on Windows and have multiple CPU cores available, you can speed up the compilation by adding the ``-jX`` argument to the SCons command, where ``X`` is the number of cores that you want to allocate to the compilation, e.g. ``scons -j4``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:113
msgid "Adding support for x86 devices"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:115
msgid "If you also want to include support for x86 devices, run the scons command a second time with the ``android_arch=x86`` argument before building the APK with Gradle. For example for the release template:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:127
msgid "This will create a fat binary that works in both platforms, but will add about 6 megabytes to the APK."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:131
#: ../../docs/development/compiling/compiling_for_android.rst:174
msgid "Troubleshooting"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:133
msgid "It might be necessary to clean the build cache between two APK compilations, as some users have reported issues when building the two export templates one after the other."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:138
msgid "Using the export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:140
msgid "As export templates for Android, Godot needs release and debug APKs that were compiled against the same version/commit as the editor. If you are using official binaries for the editor, make sure to install the matching export templates, or to build your own from the same version."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:145
msgid "When exporting your game, Godot opens the APK, changes a few things inside, adds your file and spits it back. It's really handy! (and required some reverse engineering of the format)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:150
msgid "Installing the templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:152
msgid "The newly-compiled templates (android_debug.apk and android_release.apk) must be copied to Godot's templates folder with their respective names. The templates folder can be located in:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:156
msgid "Windows: ``C:\\Users\\[username]\\AppData\\Roaming\\Godot\\templates``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:157
msgid "Linux: ``/home/[username]/.local/share/godot/templates/[gd-version]/``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:158
msgid "macOS: ``/users/[username]/.godot/templates``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:162
msgid "However, if you are writing your custom modules or custom C++ code, you might instead want to configure your APKs as custom export templates here:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:168
msgid "You don't even need to copy them, you can just reference the resulting file in the ``bin\\`` directory of your Godot source folder, so that the next time you build you will automatically have the custom templates referenced."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:177
msgid "Application not installed"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:179
msgid "Android might complain the application is not correctly installed. If so, check the following:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:182
msgid "Check that the debug keystore is properly generated."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:183
msgid "Check that jarsigner is from JDK 6, 7 or 8."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:185
msgid "If it still fails, open a command line and run logcat:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:191
msgid "And check the output while the application is installed. Reason for failure should be presented there."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:194
msgid "Seek assistance if you can't figure it out."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:197
msgid "Application exits immediately"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:199
msgid "If the application runs but exits immediately, there might be one of the following reasons:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:202
msgid "Make sure to use export templates that match your editor version; if you use a new Godot version, you *have* to update the templates too."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:204
msgid "libgodot_android.so is not in ``lib/armeabi-v7a`` or ``lib/armeabi``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:205
msgid "Device does not support armv7 (try compiling yourself for armv6)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:206
msgid "Device is Intel, and apk is compiled for ARM."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:208
msgid "In any case, ``adb logcat`` should also show the cause of the error."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:211
msgid "Compilation fails"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:213
msgid "On Linux systems with Kernel version 4.3 or newer, compilation may fail with the error \"pthread_create failed: Resource temporarily unavailable.\""
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:216
msgid "This is because of a change in the way Linux limits thread creation. But you can change those limits through the command line. Please read this section thoroughly before beginning."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:220
msgid "First open a terminal, then begin compilation as usual (it may be a good idea to run a --clean first). While compiling enter the following in your terminal:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:228
msgid "The output should list a scons process, with its PID as the first number in the output. For example the PID 1077 in the output shown below:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:236
msgid "Now you can use another command to increase the number of processes that scons is allowed to spawn. You can check its current limits with:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:243
msgid "You can increase those limits with the command:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:249
msgid "Obviously you should substitute the scons PID output by top and a limits that you think suitable. These are in the form --nproc=soft:hard where soft must be lesser than or equal to hard. See the man page for more information."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:254
msgid "If all went well, and you entered the prlimit command while scons was running, then your compilation should continue without the error."
msgstr ""