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86 lines
3.5 KiB
Plaintext
86 lines
3.5 KiB
Plaintext
# SOME DESCRIPTIVE TITLE.
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# Copyright (C) 2014-2021, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
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# This file is distributed under the same license as the Godot Engine package.
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# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
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#
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#, fuzzy
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msgid ""
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msgstr ""
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"Project-Id-Version: Godot Engine 3.4\n"
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"Report-Msgid-Bugs-To: \n"
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"POT-Creation-Date: 2021-12-21 17:14+0100\n"
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"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
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"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
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"Language-Team: LANGUAGE <LL@li.org>\n"
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"MIME-Version: 1.0\n"
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"Content-Type: text/plain; charset=UTF-8\n"
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"Content-Transfer-Encoding: 8bit\n"
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#: ../../docs/development/compiling/compiling_for_ios.rst:4
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msgid "Compiling for iOS"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_ios.rst:9
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msgid "Requirements"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_ios.rst:11
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msgid "SCons 3.0+ (you can install it via `Homebrew <https://brew.sh/>`_ or `MacPorts <https://www.macports.org/>`_, you should be able to run ``scons`` in a terminal when installed)."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_ios.rst:14
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msgid "Xcode 10.0 (or later) with the iOS (10.0) SDK and the command line tools."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_ios.rst:16
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msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_ios.rst:20
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msgid "Compiling"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_ios.rst:22
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msgid "Open a Terminal, go to the root dir of the engine source code and type:"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_ios.rst:28
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msgid "for a debug build, or:"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_ios.rst:34
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msgid "for a release build (check ``platform/iphone/detect.py`` for the compiler flags used for each configuration)."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_ios.rst:37
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msgid "Alternatively, you can run"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_ios.rst:43
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msgid "for a Simulator executable."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_ios.rst:45
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msgid "For recent devices, Apple requires 64-bit versions of application binaries when you are uploading to the Apple Store. The best way to provide these is to create a bundle in which there are both 32-bit and 64-bit binaries, so every device will be able to run the game."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_ios.rst:48
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msgid "It can be done in three steps: first compile the 32-bit version, then compile the 64-bit version and then use ``lipo`` to bundle them into one \"universal\" binary. All those steps can be performed with following commands:"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_ios.rst:59
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msgid "If you also want to provide a simulator build (reduces the chance of any linker errors with dependencies), you'll need to build and lipo the ``x86_64`` architecture as well."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_ios.rst:71
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msgid "Run"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_ios.rst:73
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msgid "To run on a device or simulator, follow these instructions: :ref:`doc_exporting_for_ios`."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_ios.rst:76
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msgid "Replace or add your executable to the Xcode project, and change the \"executable name\" property on Info.plist accordingly if you use an alternative build."
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msgstr ""
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