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270 lines
12 KiB
Plaintext
270 lines
12 KiB
Plaintext
# SOME DESCRIPTIVE TITLE.
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# Copyright (C) 2014-2022, 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 3.5\n"
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"Report-Msgid-Bugs-To: \n"
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"POT-Creation-Date: 2022-09-09 16:03+0200\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_android.rst:4
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msgid "Compiling for Android"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:10
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msgid "This page describes how to compile Android export template binaries from source. If you're looking to export your project to Android instead, read :ref:`doc_exporting_for_android`."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:14
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msgid "Note"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:16
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msgid "In most cases, using the built-in deployer and export templates is good enough. Compiling the Android APK manually is mostly useful for custom builds or custom packages for the deployer."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:20
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msgid "Also, you still need to follow the steps mentioned in the :ref:`doc_exporting_for_android` tutorial before attempting to build a custom export template."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:25
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msgid "Requirements"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:27
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msgid "For compiling under Windows, Linux or macOS, the following is required:"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:29
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msgid "`Python 3.5+ <https://www.python.org/downloads/>`_."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:30
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msgid "`SCons 3.0+ <https://scons.org/pages/download.html>`_ build system."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:31
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msgid "`Android SDK <https://developer.android.com/studio/#command-tools>`_ (command-line tools are sufficient)."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:34
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msgid "Required SDK components will be automatically installed."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:35
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msgid "On Linux, **do not use an Android SDK provided by your distribution's repositories as it will often be outdated**."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:38
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msgid "Gradle (will be downloaded and installed automatically if missing)."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:39
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msgid "JDK 11 (either OpenJDK or Oracle JDK)."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:41
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msgid "You can download a build from `ojdkbuild <https://github.com/ojdkbuild/ojdkbuild>`_."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:43
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msgid "To get the Godot source code for compiling, see :ref:`doc_getting_source`."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:46
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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_android.rst:52
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msgid "Setting up the buildsystem"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:54
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msgid "Set the environment variable ``ANDROID_SDK_ROOT`` to point to the Android SDK. If you downloaded the Android command-line tools, this would be the folder where you extracted the contents of the ZIP archive."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:58
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msgid "Install the necessary SDK components in this folder:"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:60
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msgid "Accept the SDK component licenses by running the following command where ``android_sdk_path`` is the path to the Android SDK, then answering all the prompts with ``y``:"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:67
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msgid "Complete setup by running the following command where ``android_sdk_path`` is the path to the Android SDK."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:73
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msgid "To set the environment variable on Windows, press :kbd:`Windows + R`, type \"control system\", then click on **Advanced system settings** in the left pane, then click on **Environment variables** on the window that appears."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:77
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msgid "To set the environment variable on Linux or macOS, use ``export ANDROID_SDK_ROOT=/path/to/android-sdk`` where ``/path/to/android-sdk`` points to the root of the SDK directories."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:82
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msgid "Building the export templates"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:84
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msgid "Godot needs two export templates for Android: the optimized \"release\" template (``android_release.apk``) and the debug template (``android_debug.apk``). As Google will require all APKs to include ARMv8 (64-bit) libraries starting from August 2019, the commands below will build an APK containing both ARMv7 and ARMv8 libraries."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:90
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msgid "Compiling the standard export templates is done by calling SCons from the Godot root directory with the following arguments:"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:93
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msgid "Release template (used when exporting with **Debugging Enabled** unchecked)"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:106
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msgid "The resulting APK will be located at ``bin/android_release.apk``."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:108
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msgid "Debug template (used when exporting with **Debugging Enabled** checked)"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:121
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msgid "The resulting APK will be located at ``bin/android_debug.apk``."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:124
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msgid "Adding support for x86 devices"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:126
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msgid "If you also want to include support for x86 and x86-64 devices, run the SCons command a third and fourth time with the ``android_arch=x86``, and ``android_arch=x86_64`` arguments before building the APK with Gradle. For example, for the release template:"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:144
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msgid "This will create a fat binary that works on all platforms. The final APK size of exported projects will depend on the platforms you choose to support when exporting; in other words, unused platforms will be removed from the APK."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:150
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msgid "Cleaning the generated export templates"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:152
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msgid "You can use the following commands to remove the generated export templates:"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:164
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msgid "Using the export templates"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:166
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msgid "Godot needs release and debug APKs that were compiled against the same version/commit as the editor. If you are using official binaries for the editor, make sure to install the matching export templates, or build your own from the same version."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:171
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msgid "When exporting your game, Godot opens the APK, changes a few things inside and adds your files."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:175
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msgid "Installing the templates"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:177
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msgid "The newly-compiled templates (``android_debug.apk`` and ``android_release.apk``) must be copied to Godot's templates folder with their respective names. The templates folder can be located in:"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:181
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msgid "Windows: ``%APPDATA%\\Godot\\templates\\<version>\\``"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:182
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msgid "Linux: ``$HOME/.local/share/godot/templates/<version>/``"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:183
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msgid "macOS: ``$HOME/Library/Application Support/Godot/templates/<version>/``"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:185
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msgid "``<version>`` is of the form ``major.minor[.patch].status`` using values from ``version.py`` in your Godot source repository (e.g. ``3.0.5.stable`` or ``3.1.dev``). You also need to write this same version string to a ``version.txt`` file located next to your export templates."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:192
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msgid "However, if you are writing your custom modules or custom C++ code, you might instead want to configure your APKs as custom export templates here:"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:198
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msgid "You don't even need to copy them, you can just reference the resulting file in the ``bin\\`` directory of your Godot source folder, so that the next time you build you will automatically have the custom templates referenced."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:204
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msgid "Troubleshooting"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:207
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msgid "Platform doesn't appear in SCons"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:209
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msgid "Double-check that you've set the ``ANDROID_SDK_ROOT`` environment variable. This is required for the platform to appear in SCons' list of detected platforms. See :ref:`Setting up the buildsystem <doc_android_setting_up_the_buildsystem>` for more information."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:216
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msgid "Application not installed"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:218
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msgid "Android might complain the application is not correctly installed. If so:"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:221
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msgid "Check that the debug keystore is properly generated."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:222
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msgid "Check that the jarsigner executable is from JDK 8."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:224
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msgid "If it still fails, open a command line and run `logcat <https://developer.android.com/studio/command-line/logcat>`_:"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:230
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msgid "Then check the output while the application is installed; the error message should be presented there. Seek assistance if you can't figure it out."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:235
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msgid "Application exits immediately"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:237
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msgid "If the application runs but exits immediately, this might be due to one of the following reasons:"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:240
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msgid "Make sure to use export templates that match your editor version; if you use a new Godot version, you *have* to update the templates too."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:242
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msgid "``libgodot_android.so`` is not in ``libs/<android_arch>/`` where ``<android_arch>`` is the device's architecture."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:244
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msgid "The device's architecture does not match the exported one(s). Make sure your templates were built for that device's architecture, and that the export settings included support for that architecture."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_android.rst:248
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msgid "In any case, ``adb logcat`` should also show the cause of the error."
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msgstr ""
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#: ../../docs/<rst_epilog>:0
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msgid "Translation status"
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msgstr ""
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