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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.
#
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msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2019-07-02 14:18+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"
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"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. You can do this with the following command (on Windows, you can run it from the Mono command line prompt):"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:24
msgid "Environment variables"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:26
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:30
msgid "This is the directory that contains the subdirectories ``include`` and ``lib``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:33
msgid "Enable the Mono module"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:35
msgid "By default, the mono module is disabled for builds. To enable it you can pass the option ``module_mono_enabled=yes`` to your SCons command."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:39
msgid "Generate the glue"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:41
msgid "The 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:49
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:57
msgid "This command will tell Godot to generate the file ``modules/mono/glue/mono_glue.gen.cpp``. Once this file is generated, you can build Godot for all the desired targets without the need to repeat this process."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:60
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 compiled Godot without Mono support previously, you might have similarly named binaries without this suffix which can't be used to generate the Mono glue."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:67
msgid "Notes"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:68
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:71
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 parameter 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:77
msgid "Rebuild with Mono glue"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:79
msgid "Once you have generated the Mono glue, you can build the final binary with ``mono_glue=yes``. It's the default value for ``mono_glue`` so you can also omit it. You can build the Mono-enabled editor:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:86
msgid "And Mono-enabled export templates:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:92
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:94
msgid "If you're not static linking the Mono runtime, the build script will place the Mono runtime shared library (``monosgen-2.0``) next 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 ``#platform/android/java/libs`` and gradle takes care of the rest."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:97
msgid "Unlike \"classical\" Godot builds, when building with the mono module enabled and depending of 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:103
msgid "Examples"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:106
msgid "Example (Windows)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:122
msgid "Example (X11)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:140
msgid "Data directory"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:142
msgid "The data directory is a dependency for Godot binaries built with the mono module enabled. It contains files that are important for the correct functioning of Godot. It must be distributed together with the Godot executable. There is no data directory when targeting ``Android`` so the following information does not apply to that platform."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:147
msgid "Export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:149
msgid "The name of the data directory for a 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.debug`` or ``data.mono.windows.64.release``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:152
msgid "In the case of export templates the data directory only contains Mono framework assemblies and configuration files, as well as some shared library dependencies like ``MonoPosixHelper``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:155
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:160
msgid "In the case of macOS, where the export template is compressed as a zip file, the contents of the data directory can be placed in the following locations inside the zip:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:164
#: ../../docs/development/compiling/compiling_with_mono.rst:231
msgid "``bin/data.mono.<platform>.<bits>.<target>/Mono/lib``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:164
msgid "``/osx_template.app/Contents/Frameworks/GodotSharp/Mono/lib``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:166
#: ../../docs/development/compiling/compiling_with_mono.rst:233
msgid "``bin/data.mono.<platform>.<bits>.<target>/Mono/etc``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:166
msgid "``/osx_template.app/Contents/Resources/GodotSharp/Mono/etc``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:170
msgid "Editor"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:172
msgid "The name of the data directory for the Godot editor will always be ``GodotSharp``. The main structure of this directory has the following subdirectories:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:175
msgid "``Api`` (optional)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:176
msgid "``Mono`` (optional)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:177
msgid "``Tools`` (required)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:179
msgid "The ``Tools`` subdirectory contains tools required by the editor, like the ``GodotSharpTools`` assembly."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:181
msgid "The ``Mono`` subdirectory is optional. It can be used to bundle the Mono framework assemblies and configuration files with the Godot editor, as well as some shared library dependencies like ``MonoPosixHelper``. This is important to avoid issues that might arise when the installed Mono version in the user's system may not be the same as the one the Godot editor was built with. You can make SCons copy these files to this subdirectory by passing the option ``copy_mono_root=yes`` when building the editor."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:187
msgid "The ``Api`` directory is also optional. Godot API assemblies are not bundled with the editor by default. Instead the Godot editor will generate and build them on the user's machine the first time they are required. This can be avoided by generating and building them manually and placing them in this subdirectory. If the editor can find them there, it will avoid the step of generating and building them again."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:192
msgid "The following is an example script for building and copying the Godot API assemblies:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:223
msgid "The script assumes it's being executed from the directory where SConstruct is located. ``<godot_binary>`` refers to the tools binary compiled with the Mono module enabled."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:226
msgid "In the case of 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:229
msgid "``bin/data.mono.<platform>.<bits>.<target>/Api``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:229
msgid "``<bundle_name>.app/Contents/Frameworks/GodotSharp/Api``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:231
msgid "``<bundle_name>.app/Contents/Frameworks/GodotSharp/Mono/lib``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:233
msgid "``<bundle_name>.app/Contents/Resources/GodotSharp/Mono/etc``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:235
msgid "``bin/data.mono.<platform>.<bits>.<target>/Tools``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:235
msgid "``<bundle_name>.app/Contents/Frameworks/GodotSharp/Tools``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:239
msgid "Targeting Android"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:241
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 any dependency like a data directory or the runtime shared library (when dynamically linking) as those are automatically added to the gradle project."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:246
msgid "**Important:** You need to manually specify the mono version with the ``MONO_VERSION`` environment variable."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:248
msgid "Before building Godot you do need to cross compile the Mono runtime for the target architectures. The easiest way to do this is to use the sdk Makefiles from the Mono repository. The following is an example bash script:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:251
msgid "*Note: We plan to distribute prebuilt packages of the Mono runtime in the future so you don't have to build it yourself.*"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:313
msgid "Command-line options"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:315
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:317
msgid "**module_mono_enabled**: Build Godot with the mono module enabled ( yes | **no** )"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:319
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:321
msgid "**mono_prefix**: Path to the Mono installation directory for the target platform and architecture"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:323
msgid "**xbuild_fallback**: Whether to fallback to xbuild if MSBuild is not available ( yes | **no** )"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:325
msgid "**mono_static**: Whether to link the mono runtime statically ( yes | **no** )"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:327
msgid "**copy_mono_root**: Whether to copy the Mono framework assemblies and configuration files required by the Godot editor ( yes | **no** )"
msgstr ""