Files
godot-docs-l10n/sphinx/templates/development/compiling/compiling_for_osx.pot

174 lines
8.0 KiB
Plaintext

# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2021, 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 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-16 15:51+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/compiling/compiling_for_osx.rst:4
msgid "Compiling for macOS"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:9
msgid "Requirements"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:11
msgid "For compiling under macOS, the following is required:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:13
msgid "`Python 3.5+ <https://www.python.org>`_."
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:14
msgid "`SCons 3.0+ <https://www.scons.org>`_ build system."
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:15
msgid "`Xcode <https://apps.apple.com/us/app/xcode/id497799835>`_ (or the more lightweight Command Line Tools for Xcode)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:17
msgid "*Optional* - `yasm <https://yasm.tortall.net/>`_ (for WebM SIMD optimizations)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:19
msgid "If you have `Homebrew <https://brew.sh/>`_ installed, you can easily install SCons and yasm using the following command::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:24
msgid "Installing Homebrew will also fetch the Command Line Tools for Xcode automatically if you don't have them already."
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:27
msgid "Similarly, if you have `MacPorts <https://www.macports.org/>`_ installed, you can easily install SCons and yasm using the following command::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:33
msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`."
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:37
msgid "Compiling"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:39
msgid "Start a terminal, go to the root directory of the engine source code."
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:41
msgid "To compile for Intel (x86-64) powered Macs, use::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:45
msgid "To compile for Apple Silicon (ARM64) powered Macs, use::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:49
msgid "To support both architectures in a single \"Universal 2\" binary, run the above two commands and then use ``lipo`` to bundle them together::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:53
msgid "If all goes well, the resulting binary executable will be placed in the ``bin/`` subdirectory. This executable file contains the whole engine and runs without any dependencies. Executing it will bring up the project manager."
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:58
msgid "If you want to use separate editor settings for your own Godot builds and official releases, you can enable :ref:`doc_data_paths_self_contained_mode` by creating a file called ``._sc_`` or ``_sc_`` in the ``bin/`` folder."
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:63
msgid "To create an ``.app`` bundle like in the official builds, you need to use the template located in ``misc/dist/osx_tools.app``. Typically, for an optimized editor binary built with ``target=release_debug``::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:73
msgid "Compiling a headless/server build"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:75
msgid "To compile a *headless* build which provides editor functionality to export projects in an automated manner, use::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:80
msgid "To compile a debug *server* build which can be used with :ref:`remote debugging tools <doc_command_line_tutorial>`, use::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:85
msgid "To compile a release *server* build which is optimized to run dedicated game servers, use::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:91
msgid "Building export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:93
msgid "To build macOS export templates, you have to compile with ``tools=no`` (no editor) and respectively for ``target=release`` (release template) and ``target=release_debug``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:97
msgid "Official templates are universal binaries which support both Intel x86_64 and ARM64 architectures. You can also create export templates that support only one of those two architectures by leaving out the ``lipo`` step below."
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:101
msgid "For Intel x86_64::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:106
msgid "For ARM64 (Apple M1)::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:111
msgid "To support both architectures in a single \"Universal 2\" binary, run the above two commands blocks and then use ``lipo`` to bundle them together::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:117
msgid "To create an ``.app`` bundle like in the official builds, you need to use the template located in ``misc/dist/osx_template.app``. The release and debug builds should be placed in ``osx_template.app/Contents/MacOS`` with the names ``godot_osx_release.64`` and ``godot_osx_debug.64`` respectively. You can do so with the following commands (assuming a universal build, otherwise replace the ``.universal`` extension with the one of your arch-specific binaries)::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:130
msgid "You can then zip the ``osx_template.app`` folder to reproduce the ``osx.zip`` template from the official Godot distribution::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:136
msgid "Cross-compiling for macOS from Linux"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:138
msgid "It is possible to compile for macOS in a Linux environment (and maybe also in Windows using the Windows Subsystem for Linux). For that, you'll need to install `OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS as a target. First, follow the instructions to install it:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:143
msgid "Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__ somewhere on your machine (or download a ZIP file and extract it somewhere), e.g.::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:149
msgid "Follow the instructions to package the SDK: https://github.com/tpoechtrager/osxcross#packaging-the-sdk"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:151
msgid "Follow the instructions to install OSXCross: https://github.com/tpoechtrager/osxcross#installation"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:154
msgid "After that, you will need to define the ``OSXCROSS_ROOT`` as the path to the OSXCross installation (the same place where you cloned the repository/extracted the zip), e.g.::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:160
msgid "Now you can compile with SCons like you normally would::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_osx.rst:164
msgid "If you have an OSXCross SDK version different from the one expected by the SCons buildsystem, you can specify a custom one with the ``osxcross_sdk`` argument::"
msgstr ""