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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: 2019-07-15 18:11+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"
"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 Studio Community <https://www.visualstudio.com/vs/community/>`_, version 2015 (14.0) or later. **Make sure to read \"Installing Visual Studio caveats\" below or you will have to run/download the installer again.**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:17
msgid "MinGW-w64 can be used as an alternative to Visual Studio."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:18
msgid "`Python 3.5+ (recommended) or Python 2.7+. <https://www.python.org/downloads/windows/>`_"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:19
msgid "`SCons <https://www.scons.org>`_ build system."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:20
msgid "*Optional* - `yasm <https://yasm.tortall.net/>`_ (for WebM SIMD optimizations)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:22
msgid "If you have `Scoop <https://scoop.sh/>`_ installed, you can easily install MinGW and other dependencies using the following command::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:27
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:31
msgid "Setting up SCons"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:33
msgid "First, make sure to enable the option to add Python to the ``PATH`` in the Python installer. The SCons installer should then detect and use the existing Python installation."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:37
msgid "To check whether you have installed Python and SCons correctly, you can type ``python --version`` and ``scons --version`` into a command prompt (``cmd.exe``)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:41
msgid "If the commands above don't work, make sure to add Python to your ``PATH`` environment variable after installing it, then check again. You can do so by running the Python installer again and enabling the option to add Python to the ``PATH``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:49
msgid "Installing Visual Studio caveats"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:51
msgid "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the list of workflows to install."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:54
msgid "If installing Visual Studio 2015, make sure to run a **Custom** installation instead of **Typical** and select **C++** as a language there."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:57
msgid "If you've already made the mistake of installing Visual Studio without C++ support, run the installer again; it should present you a **Modify** button. Running the installer from *Add/Remove Programs* will only give you a **Repair** option, which won't let you install C++ tools."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:63
msgid "Downloading Godot's source"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:65
msgid "Godot's source code is `hosted on GitHub <https://github.com/godotengine/godot>`_. Downloading it (cloning) using `Git <https://git-scm.com/>`_ is recommended."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:68
msgid "The tutorial will assume from now on that you placed the source code in ``C:\\godot``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:72
msgid "Compiling"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:75
msgid "Selecting a compiler"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:77
msgid "SCons will automatically find and use an existing Visual Studio installation. If you do not have Visual Studio installed, it will attempt to use MinGW instead. If you already have Visual Studio installed and want to use MinGW, pass ``use_mingw=yes`` to the SCons command line."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:82
msgid "During development, using the Visual Studio compiler is usually a better idea, as it links the Godot binary much faster than MinGW. However, MinGW can produce more optimized binaries using link-time optimization (see below), making it a better choice for production use."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:88
msgid "Running SCons"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:90
msgid "After opening a command prompt, change to the root directory of the engine source code (using ``cd``) and type::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:95
msgid "You can specify a number of CPU threads to use to speed up the build::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:99
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."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:103
msgid "When compiling with multiple CPU threads, SCons may warn about pywin32 being missing. You can safely ignore this warning."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:106
msgid "If all goes well, the resulting binary executable will be placed in ``C:\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot.windows.tools.64.exe``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:110
msgid "By default, SCons will build a binary matching your CPU architecture, but this can be overriden using ``bits=64`` or ``bits=32``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:113
msgid "This executable file contains the whole engine and runs without any dependencies. Running it will bring up the Project Manager."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:116
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:120
msgid "If you are compiling Godot with MinGW, you can make the binary even smaller and faster by adding the SCons option ``use_lto=yes``. As link-time optimization is a memory-intensive process, this will require about 3 GB of available RAM while compiling."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:126
msgid "Development in Visual Studio or other IDEs"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:128
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:132
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:137
msgid "You will be able to open Godot's source in a Visual Studio solution now, and able to build Godot using Visual Studio's **Build** button."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:140
msgid "If you need to edit the build 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:147
msgid "Cross-compiling for Windows from other operating systems"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:149
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 distribution, here are some known ones:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:155
msgid "**Arch**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:159
msgid "**Debian** / **Ubuntu**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:163
msgid "**Fedora**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:168
msgid "**macOS**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:172
msgid "**Mageia**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:178
msgid "Before attempting the compilation, SCons will check for the following binaries in your ``PATH`` environment variable::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:184
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:191
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:199
msgid "Troubleshooting"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:201
msgid "Cross-compiling from some Ubuntu versions 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:205
msgid "You can change that configuration following those instructions, for 64-bit::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:213
msgid "And for 32-bit::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:221
msgid "Creating Windows export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:223
msgid "Windows export templates are created by compiling Godot without the editor, with the following flags::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:231
msgid "If you plan on replacing the standard export templates, copy these to the following location, replacing ``<version>`` with the version identifier (such as ``3.1.1.stable`` or ``3.2.dev``)::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:237
msgid "With the following names::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:244
msgid "However, if you are using custom modules or custom engine code, you may instead want to configure your binaries as custom export templates here:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:250
msgid "You don't need to copy them in this case, just reference the resulting files in the ``bin\\`` directory of your Godot source folder, so the next time you build, you will automatically have the custom templates referenced."
msgstr ""