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godot-docs-l10n/sphinx/templates/development/cpp/binding_to_external_libraries.pot
2022-09-09 16:05:06 +02:00

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# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2022, 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 ""
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#: ../../docs/development/cpp/binding_to_external_libraries.rst:4
msgid "Binding to external libraries"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:7
msgid "Modules"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:9
msgid "The Summator example in :ref:`doc_custom_modules_in_c++` is great for small, custom modules, but what if you want to use a larger, external library? Let's look at an example using `Festival <http://www.cstr.ed.ac.uk/projects/festival/>`_, a speech synthesis (text-to-speech) library written in C++."
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:14
msgid "To bind to an external library, set up a module directory similar to the Summator example:"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:20
msgid "Next, you will create a header file with a simple TTS class:"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:45
msgid "And then you'll add the cpp file."
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:70
msgid "Just as before, the new class needs to be registered somehow, so two more files need to be created:"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:79
msgid "These files must be in the top-level folder of your module (next to your ``SCsub`` and ``config.py`` files) for the module to be registered properly."
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:82
msgid "These files should contain the following:"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:109
msgid "Next, you need to create a ``SCsub`` file so the build system compiles this module:"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:121
msgid "You'll need to install the external library on your machine to get the .a library files. See the library's official documentation for specific instructions on how to do this for your operation system. We've included the installation commands for Linux below, for reference."
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:132
msgid "The voices that Festival uses (and any other potential external/3rd-party resource) all have varying licenses and terms of use; some (if not most) of them may be be problematic with Godot, even if the Festival Library itself is MIT License compatible. Please be sure to check the licenses and terms of use."
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:137
msgid "The external library will also need to be installed inside your module to make the source files accessible to the compiler, while also keeping the module code self-contained. The festival and speech_tools libraries can be installed from the modules/tts/ directory via git using the following commands:"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:147
msgid "If you don't want the external repository source files committed to your repository, you can link to them instead by adding them as submodules (from within the modules/tts/ directory), as seen below:"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:156
msgid "Please note that Git submodules are not used in the Godot repository. If you are developing a module to be merged into the main Godot repository, you should not use submodules. If your module doesn't get merged in, you can always try to implement the external library as a GDNative C++ plugin."
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:161
msgid "To add include directories for the compiler to look at you can append it to the environment's paths:"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:181
msgid "If you want to add custom compiler flags when building your module, you need to clone `env` first, so it won't add those flags to whole Godot build (which can cause errors). Example `SCsub` with custom flags:"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:199
msgid "The final module should look like this:"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:217
msgid "Using the module"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:219
msgid "You can now use your newly created module from any script:"
msgstr ""
#: ../../docs/development/cpp/binding_to_external_libraries.rst:228
msgid "And the output will be ``is_spoken: True`` if the text is spoken."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""