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godot-docs-l10n/sphinx/templates/development/compiling/compiling_with_mono.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: 2020-01-20 15:59+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_with_mono.rst:4
msgid "Compiling with Mono"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:9
msgid "Requirements"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:11
msgid "Mono 5.12.0 or greater"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:12
msgid "MSBuild"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:13
msgid "NuGet"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:14
msgid "pkg-config"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:16
msgid "You may need to import necessary certificates for NuGet to perform HTTPS requests."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:19
msgid "The recommended method is to use **curl**'s CA (Certificate Autorities) certificate bundle."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:21
msgid "Run the following commands to download and import it. On Windows, you can run it from the Mono command line prompt (or the regular prompt if you added Mono's ``bin`` directory to your ``PATH`` environment variable)::"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:27
msgid "Alternatively, you can use the following command, though it's deprecated and may not work correctly::"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:32
msgid "Environment variables"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:34
msgid "By default, SCons will try to find Mono in the Windows Registry on Windows or via ``pkg-config`` on other platforms. You can specify a different installation directory by passing the ``mono_prefix`` command-line option to SCons; e.g. ``scons [...] mono_prefix=%ProgramFiles%/Mono``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:39
msgid "This is the directory that contains the subdirectories ``include`` and ``lib``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:42
msgid "Enable the Mono module"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:44
msgid "By default, the Mono module is disabled when building. To enable it, add the option ``module_mono_enabled=yes`` to the SCons command line."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:48
msgid "Generate the glue"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:50
msgid "Glue sources are the wrapper functions that will be called by managed methods. These source files must be generated before building your final binaries. In order to generate them, first, you must build a temporary Godot binary with the options ``tools=yes`` and ``mono_glue=no``::"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:57
msgid "After the build finishes, you need to run the compiled executable with the parameter ``--generate-mono-glue`` followed by the path to an output directory. This path must be ``modules/mono/glue`` in the Godot directory::"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:63
msgid "This command will tell Godot to generate the file ``modules/mono/glue/mono_glue.gen.cpp`` and the C# solution for the Godot API at ``modules/mono/glue/Managed/Generated``. Once these files are generated, you can build Godot for all the desired targets without having to repeat this process."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:68
msgid "``<godot_binary>`` refers to the tools binary you compiled above with the Mono module enabled. Its exact name will differ based on your system and configuration, but should be of the form ``bin/godot.<platform>.tools.<bits>.mono``, e.g. ``bin/godot.x11.tools.64.mono`` or ``bin/godot.windows.tools.64.exe``. Be especially aware of the **.mono** suffix! If you've previously compiled Godot without Mono support, you might have similarly named binaries without this suffix. These binaries can't be used to generate the Mono glue."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:78
msgid "Notes"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:79
msgid "**Do not build your final binaries with** ``mono_glue=no``. This disables C# scripting. This option must be used only for the temporary binary that will generate the glue. Godot will print a warning at startup if it was built without the glue sources."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:83
msgid "The glue sources must be regenerated every time the ClassDB-registered API changes. That is, for example, when a new method is registered to the scripting API or one of the parameters of such a method changes. Godot will print an error at startup if there is an API mismatch between ClassDB and the glue sources."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:91
msgid "Rebuild with Mono glue"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:93
msgid "Once you have generated the Mono glue, you can build the final binary with ``mono_glue=yes``. This is the default value for ``mono_glue``, so you can also omit it. To build a Mono-enabled editor::"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:99
msgid "And Mono-enabled export templates::"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:103
msgid "If everything went well, apart from the normal output, SCons should have created the following files in the ``bin`` directory:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:106
msgid "If you're not linking the Mono runtime statically, the build script will place the Mono runtime shared library (``monosgen-2.0``) next to the Godot binary in the output directory. Make sure to include this library when distributing Godot. When targeting Android, no extra steps are required as this library is automatically copied to ``#platform/android/java/libs`` and Gradle takes care of the rest."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:112
msgid "Unlike \"classical\" Godot builds, when building with the Mono module enabled (and depending on the target platform), a data directory may be created both for the editor and for export templates. This directory is important for proper functioning and must be distributed together with Godot. More details about this directory in :ref:`Data directory<compiling_with_mono_data_directory>`."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:120
msgid "Examples"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:123
msgid "Example (Windows)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:139
msgid "Example (X11)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:157
msgid "Data directory"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:159
msgid "The data directory is a dependency for Godot binaries built with the Mono module enabled. It contains important files for the correct functioning of Godot. It must be distributed together with the Godot executable."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:163
msgid "The information below doesn't apply to Android, as there is no data directory for that platform."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:167
msgid "Export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:169
msgid "The name of the data directory for an export template differs based on the configuration it was built with. The format is ``data.mono.<platform>.<bits>.<target>``, e.g. ``data.mono.x11.32.release_debug`` or ``data.mono.windows.64.release``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:174
msgid "This directory must be placed with its original name next to the Godot export templates. When exporting a project, Godot will also copy this directory with the game executable but the name will be changed to ``data_<APPNAME>``, where ``<APPNAME>`` is the application name as specified in the project setting ``application/config/name``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:180
msgid "In the case of macOS, where the export template is compressed as a ZIP archive, the contents of the data directory can be placed in the following locations inside the ZIP archive:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:185
#: ../../docs/development/compiling/compiling_with_mono.rst:207
msgid "``bin/data.mono.<platform>.<bits>.<target>/Mono/lib``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:185
msgid "``/osx_template.app/Contents/Frameworks/GodotSharp/Mono/lib``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:187
#: ../../docs/development/compiling/compiling_with_mono.rst:209
msgid "``bin/data.mono.<platform>.<bits>.<target>/Mono/etc``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:187
msgid "``/osx_template.app/Contents/Resources/GodotSharp/Mono/etc``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:191
msgid "Editor"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:193
msgid "The name of the data directory for the Godot editor will always be ``GodotSharp``. The contents of this directory are the following:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:196
msgid "``Api``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:197
msgid "``Mono`` (optional)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:198
msgid "``Tools``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:200
msgid "The ``Api`` subdirectory contains the Godot API assemblies. On macOS, if the Godot editor is distributed as a bundle, the contents of the data directory may be placed in the following locations:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:205
msgid "``bin/data.mono.<platform>.<bits>.<target>/Api``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:205
msgid "``<bundle_name>.app/Contents/Frameworks/GodotSharp/Api``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:207
msgid "``<bundle_name>.app/Contents/Frameworks/GodotSharp/Mono/lib``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:209
msgid "``<bundle_name>.app/Contents/Resources/GodotSharp/Mono/etc``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:211
msgid "``bin/data.mono.<platform>.<bits>.<target>/Tools``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:211
msgid "``<bundle_name>.app/Contents/Frameworks/GodotSharp/Tools``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:214
msgid "The ``Mono`` subdirectory is optional. It will be needed when distributing the editor, as issues can arise when the user-installed Mono version isn't identical to the one the Godot editor was built with. Pass ``copy_mono_root=yes`` to SCons when building the editor in order to create this folder and its contents."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:219
msgid "The ``Tools`` subdirectory contains tools required by the editor, like the ``GodotTools`` assemblies and its dependencies."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:223
msgid "Targeting Android"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:225
msgid "Compiling the Android export templates with Mono is a bit simpler than it is for the desktop platforms, as there are no additional steps required after building. There is no need to worry about run-time dependencies like a data directory or the shared library (when dynamically linking) as those are automatically added to the Gradle project."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:231
msgid "Before building Godot, you need to cross compile the Mono runtime for the target architectures. We recommend using these `build scripts <https://github.com/godotengine/godot-mono-builds>`_. They simplify this process but also include some patches needed for proper functioning with Godot. See the README on the link above for instructions on how to use the scripts."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:238
msgid "Once you've built Mono, you can proceed to build Godot with the instructions described in this page and the :ref:`Compiling for Android<doc_compiling_for_android>` page. Make sure to let SCons know about the location of the Mono runtime you've just built: ``scons [...] mono_prefix=\"$HOME/mono-installs/android-armeabi-v7a-release\"`` (This path may be different on your system, depending on the options you used to build Mono)."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:247
msgid "Command-line options"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:249
msgid "The following is the list of command-line options available when building with the Mono module:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:252
msgid "**module_mono_enabled**: Build Godot with the Mono module enabled (yes | **no**)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:255
msgid "**mono_glue**: Whether to include the glue source files in the build and define ``MONO_GLUE_DISABLED`` as a preprocessor macro (**yes** | no)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:258
msgid "**mono_prefix**: Path to the Mono installation directory for the target platform and architecture"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:261
msgid "**xbuild_fallback**: Whether to fallback to xbuild if MSBuild is not available (yes | **no**)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:264
msgid "**mono_static**: Whether to link the Mono runtime statically (yes | **no**)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:267
msgid "**copy_mono_root**: Whether to copy the Mono framework assemblies and configuration files required by the Godot editor (yes | **no**)"
msgstr ""