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godot-docs-l10n/sphinx/templates/development/compiling/compiling_for_windows.pot
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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: 2019-01-20 10:29+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_windows.rst:4
msgid "Compiling for Windows"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:9
msgid "Requirements"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:11
msgid "For compiling under Windows, the following is required:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:13
msgid "Visual C++, `Visual Studio Community <https://www.visualstudio.com/vs/community/>`__ (recommended), version 2013 (12.0) or later. **Make sure you read Installing Visual Studio caveats below or you will have to run/download the installer again.**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:18
msgid "`Python 2.7+ or Python 3.5+ <https://www.python.org/downloads/>`__."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:19
msgid "`Pywin32 Python Extension <https://github.com/mhammond/pywin32>`__ for parallel builds (which increase the build speed by a great factor)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:21
msgid "`SCons <https://www.scons.org>`__ build system."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:23
msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:27
msgid "Setting up SCons"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:29
msgid "Python adds the interpreter (python.exe) to the path. It usually installs in ``C:\\Python`` (or ``C:\\Python[Version]``). SCons installs inside the Python install (typically in the ``Scripts`` folder) and provides a batch file called ``scons.bat``. The location of this file can be added to the path or it can simply be copied to ``C:\\Python`` together with the interpreter executable."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:36
msgid "To check whether you have installed Python and SCons correctly, you can type ``python --version`` and ``scons --version`` into the Windows Command Prompt (``cmd.exe``)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:40
msgid "If commands above do not work, make sure you add Python to your PATH environment variable after installing it, and check again."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:44
msgid "Setting up Pywin32"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:46
msgid "Pywin32 is required for parallel builds using multiple CPU cores. If SCons is issuing a warning about Pywin32 after parsing SConstruct build instructions, when beginning to build, you need to install it properly from the correct installer executable for your Python version `located at Github. <https://github.com/mhammond/pywin32/releases>`__"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:52
msgid "For example, if you installed a 32-bit version of Python 2.7, you would want to install the latest version of Pywin32 that is built for the mentioned version of Python. That executable installer would be named ``pywin32-221.win32-py2.7.exe``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:56
msgid "The ``amd64`` version of Pywin32 is for a 64-bit version of Python ``pywin32-221.win-amd64-py2.7.exe``. Change the ``py`` number to install for your version of Python (check via ``python --version`` mentioned above)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:63
msgid "Installing Visual Studio caveats"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:65
msgid "If installing Visual Studio 2015 or later, make sure to run **Custom** installation, not **Typical** and select C++ as language there (and any other things you might need). The installer does not install C++ by default. C++ was the `only language made optional <https://blogs.msdn.microsoft.com/vcblog/2015/07/24/setup-changes-in-visual-studio-2015-affecting-c-developers/>`__ in Visual Studio 2015."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:71
msgid "If you have already made the mistake of installing a **Typical**, installation, rerun the executable installer you downloaded from internet, it will give you a **Modify** Button option. Running the install from Add/Remove programs will only give you the \"Repair\" option, which will do nothing for your problem."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:77
msgid "If you're using Express, make sure you get/have a version that can compile for ***C++, Desktop***."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:81
msgid "Downloading Godot's source"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:83
msgid "`Godot's <https://github.com/godotengine/godot>`__ source is hosted on GitHub. Downloading it (cloning) via `Git <https://git-scm.com/>`__ is recommended."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:86
msgid "The tutorial will presume from now on that you placed the source into ``C:\\godot``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:90
msgid "Compiling"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:92
msgid "SCons will not be able out of the box to compile from the Windows Command Prompt (``cmd.exe``) because SCons and Visual C++ compiler will not be able to locate environment variables and executables they need for compilation."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:97
msgid "Therefore, you need to start a Visual Studio command prompt. It sets up environment variables needed by SCons to locate the compiler. It should be called similar to one of the below names (for your respective version of Visual Studio):"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:102
msgid "\"Developer Command Prompt for VS2013\""
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:103
msgid "\"VS2013 x64 Native Tools Command Prompt\""
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:104
msgid "\"VS2013 x86 Native Tools Command Prompt\""
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:105
msgid "\"VS2013 x64 Cross Tools Command Prompt\""
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:106
msgid "\"VS2013 x86 Cross Tools Command Prompt\""
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:108
msgid "You should be able to find at least the Developer Command Prompt for your version of Visual Studio in your start menu."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:111
msgid "However Visual Studio sometimes seems to not install some of the above shortcuts, except the Developer Console at these locations that are automatically searched by the start menu search option:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:121
msgid "If you found the Developer Console, it will do for now to create a 32-bit version of Godot, but if you want the 64-bit version, you might need to setup the prompts manually for easy access."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:125
msgid "If you don't see some of the shortcuts, \"How the prompts actually work\" section below will explain how to setup these prompts if you need them."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:129
msgid "About the Developer/Tools Command Prompts and the Visual C++ compiler"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:131
msgid "There is a few things you need to know about these consoles and the Visual C++ compiler."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:134
msgid "Your Visual Studio installation will ship with several Visual C++ compilers, them being more or less identical, however each ``cl.exe`` (Visual C++ compiler) will compile Godot for a different architecture (32-bit x86 or 64-bit x86; the ARM compiler is not supported)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:139
msgid "The **Developer Command Prompt** will build a 32-bit version of Godot by using the 32-bit Visual C++ compiler."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:142
msgid "**Native Tools** Prompts (mentioned above) are used when you want the 32-bit cl.exe to compile a 32-bit executable (x86 Native Tools Command Prompt). For the 64-bit cl.exe, it will compile a 64-bit executable (x64 Native Tools Command Prompt)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:147
msgid "The **Cross Tools** are used when your Windows is using one architecture (32-bit, for example) and you need to compile to a different architecture (64-bit). As you might be familiar, 32-bit Windows can not run 64-bit executables, but you still might need to compile for them."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:152
msgid "For example:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:154
msgid "\"VS2013 x64 Cross Tools Command Prompt\" will use a 32-bit cl.exe that will compile a 64 bit application."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:157
msgid "\"VS2013 x86 Cross Tools Command Prompt\" will use a 64-bit cl.exe that will compile a 32-bit application. This one is useful if you are running a 32-bit Windows."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:161
msgid "On a 64-bit Windows, you can run any of above prompts and compilers (``cl.exe`` executables) because 64-bit Windows can run any 32-bit application. 32-bit Windows cannot run 64-bit executables, so the Visual Studio installer won't even install shortcuts for some of these prompts."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:167
msgid "Note that you need to choose the **Developer Console** or the correct **Tools Prompt** to build Godot for the correct architecture. Use only Native Prompts if you are not sure yet what exactly Cross Compile Prompts do."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:173
msgid "Running SCons"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:175
msgid "Once inside the **Developer Console/Tools Console Prompt**, go to the root directory of the engine source code and type:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:182
msgid "Tip: if you installed \"Pywin32 Python Extension\" you can append the -j command to instruct SCons to run parallel builds like this:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:189
msgid "In general, it is OK to have at least as many threads compiling Godot as you have cores in your CPU, if not one or two more. Feel free to add the -j option to any SCons command you see below if you setup the \"Pywin32 Python Extension\"."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:194
msgid "If all goes well, the resulting binary executable will be placed in ``C:\\godot\\bin\\`` with the name of ``godot.windows.tools.32.exe`` or ``godot.windows.tools.64.exe``. SCons will automatically detect what compiler architecture the environment (the prompt) is setup for and will build a corresponding executable."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:200
msgid "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_windows.rst:203
msgid "If you are compiling Godot for production use, then you can make the final executable smaller and faster by adding the SCons option ``target=release_debug``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:208
msgid "How the prompts actually work"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:210
msgid "The Visual Studio command prompts are just shortcuts that call the standard Command Prompt and have it run a batch file before giving you control. The batch file itself is called **vcvarsall.bat** and it sets up environment variables, including the PATH variable, so that the correct version of the compiler can be run. The Developer Command Prompt calls a different file called **VsDevCmd.bat** but none of the other tools that this batch file enables are needed by Godot/SCons."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:218
msgid "Since you are probably using Visual Studio 2013 or 2015, if you need to recreate them manually, use the below folders, or place them on the desktop/taskbar:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:227
msgid "Start the creation of the shortcut by pressing the ``right mouse button/New/Shortcut`` in an empty place in your desired location."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:230
msgid "Then copy one of these commands below for the corresponding tool you need into the \"Path\" and \"Name\" sections of the shortcut creation wizard, and fix the path to the batch file if needed."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:234
msgid "Visual Studio 2013 is in the \"Microsoft Visual Studio 12.0\" folder."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:235
msgid "Visual Studio 2015 is in the \"Microsoft Visual Studio 14.0\" folder."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:236
msgid "etc."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:255
msgid "After you create the shortcut, in the shortcut's properties, that you can access by right clicking with your mouse on the shortcut itself, you can choose the starting directory of the command prompt (\"Start in\" field)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:260
msgid "Some of these shortcuts (namely the 64-bit compilers) seem to not be available in the Express edition of Visual Studio or Visual C++. Before recreating the commands, make sure that ``cl.exe`` executables are present in one of these locations, they are the actual compilers for the architecture you want to build from the command prompt."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:281
msgid "In case you are wondering what these prompt shortcuts do, they call ``cmd.exe`` with the ``\\k`` option and have it run a Batch file."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:293
msgid "How to run an automated build of Godot"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:295
msgid "If you just need to run the compilation process via a Batch file or directly in the Windows Command Prompt you need to use the following command:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:303
msgid "with one of the following parameters:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:305
msgid "x86 (32-bit cl.exe to compile for the 32-bit architecture)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:306
msgid "amd64 (64-bit cl.exe to compile for the 64-bit architecture)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:307
msgid "x86_amd64 (32-bit cl.exe to compile for the 64-bit architecture)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:308
msgid "amd64_x86 (64-bit cl.exe to compile for the 32-bit architecture)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:310
msgid "and after that one, you can run SCons:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:316
msgid "or you can run them together:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:327
msgid "Development in Visual Studio or other IDEs"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:329
msgid "For most projects, using only scripting is enough but when development in C++ is needed, for creating modules or extending the engine, working with an IDE is usually desirable."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:333
msgid "You can create a Visual Studio solution via SCons by running SCons with the ``vsproj=yes`` parameter, like this:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:340
msgid "You will be able to open Godot's source in a Visual Studio solution now, and able to build Godot via the Visual Studio **Build** button. However, make sure that you have installed Pywin32 so that parallel (-j) builds work properly."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:345
msgid "If you need to edit the compilation commands, they are located in \"Godot\" project settings, NMAKE sheet. SCons is called at the end of the commands. If you make a mistake, copy the command from one of the other build configurations (debug, release_debug, release) or architectures (Win32/x64). They are equivalent."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:352
msgid "Cross-compiling for Windows from other operating systems"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:354
msgid "If you are a Linux or macOS user, you need to install `MinGW-w64 <https://mingw-w64.org/doku.php>`_, which typically comes in 32-bit and 64-bit variants. The package names may differ based on your distro, here are some known ones:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:359
msgid "**Arch**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:363
msgid "**Debian** / **Ubuntu**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:367
msgid "**Fedora**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:371
msgid "**macOS**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:375
msgid "**Mageia**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:380
msgid "Before allowing you to attempt the compilation, SCons will check for the following binaries in your ``$PATH``:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:388
msgid "If the binaries are not located in the ``$PATH`` (e.g. ``/usr/bin``), you can define the following environment variables to give a hint to the build system:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:397
msgid "To make sure you are doing things correctly, executing the following in the shell should result in a working compiler (the version output may differ based on your system):"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:407
msgid "Troubleshooting"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:409
msgid "Cross-compiling from some versions of Ubuntu may lead to `this bug <https://github.com/godotengine/godot/issues/9258>`_, due to a default configuration lacking support for POSIX threading."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:412
msgid "You can change that configuration following those instructions, for 32-bit:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:422
msgid "And for 64-bit:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:432
msgid "Creating Windows export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:434
msgid "Windows export templates are created by compiling Godot as release, with the following flags:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:437
msgid "(using Mingw32 command prompt, using the bits parameter)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:444
msgid "(using Mingw-w64 command prompt, using the bits parameter)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:451
msgid "(using the Visual Studio command prompts for the correct architecture, notice the lack of bits parameter)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:459
msgid "If you plan on replacing the standard templates, copy these to:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:465
msgid "With the following names:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:474
msgid "However, if you are writing your custom modules or custom C++ code, you might instead want to configure your binaries as custom export templates here:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:480
msgid "You don't even need to copy them, you can just reference the resulting files in the ``bin\\`` directory of your Godot source folder, so the next time you build you automatically have the custom templates referenced."
msgstr ""