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godot-docs-l10n/sphinx/templates/development/compiling/compiling_for_android.pot
2021-01-07 14:37:47 +01:00

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# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2020, 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 3.2\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-01-07 14:35+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_for_android.rst:4
msgid "Compiling for Android"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:9
msgid "Note"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:11
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."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:15
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."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:20
msgid "Requirements"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:22
msgid "For compiling under Windows, Linux or macOS, the following is required:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:24
msgid "`Python 3.5+ <https://www.python.org/downloads/>`_."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:25
msgid "`SCons 3.0+ <https://scons.org/pages/download.html>`_ build system."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:26
msgid "`Android SDK <https://developer.android.com/studio/#command-tools>`_ (command-line tools are sufficient)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:29
msgid "Required SDK components will be automatically installed by Gradle (except the NDK)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:31
msgid "`Android NDK <https://developer.android.com/ndk/downloads/>`_ r17 or later."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:32
msgid "Gradle (will be downloaded and installed automatically if missing)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:33
msgid "JDK 8 (either OpenJDK or Oracle JDK)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:35
msgid "JDK 9 or later are not currently supported."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:36
msgid "You can download a build from `ojdkbuild <https://github.com/ojdkbuild/ojdkbuild>`_."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:38
msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:44
msgid "Setting up the buildsystem"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:46
msgid "Set the environment variable ``ANDROID_HOME`` 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. Later on, ``gradlew`` will install necessary SDK components in this folder. However, you need to accept the SDK component licenses before they can be downloaded by Gradle. This can be done by running the following command from the root of the SDK directory, then answering all the prompts with ``y``:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:60
msgid "Set the environment variable ``ANDROID_NDK_ROOT`` to point to the Android NDK. You also might need to set the variable ``ANDROID_NDK_HOME`` to the same path, especially if you are using custom Android modules, since some Gradle plugins rely on the NDK and use this variable to determine its location."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:66
msgid "To set those environment variables 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."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:71
msgid "To set those environment variables on Linux or macOS, use ``export ANDROID_HOME=/path/to/android-sdk`` and ``export ANDROID_NDK_ROOT=/path/to/android-ndk`` where ``/path/to/android-sdk`` and ``/path/to/android-ndk`` point to the root of the SDK and NDK directories."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:78
msgid "Building the export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:80
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."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:86
msgid "Compiling the standard export templates is done by calling SCons from the Godot root directory with the following arguments:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:89
msgid "Release template (used when exporting with **Debugging Enabled** unchecked)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:102
msgid "The resulting APK will be located at ``bin/android_release.apk``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:104
msgid "Debug template (used when exporting with **Debugging Enabled** checked)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:117
msgid "The resulting APK will be located at ``bin/android_debug.apk``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:120
msgid "Adding support for x86 devices"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:122
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:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:140
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."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:146
msgid "Cleaning the generated export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:148
msgid "You can use the following commands to remove the generated export templates:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:160
msgid "Using the export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:162
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."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:167
msgid "When exporting your game, Godot opens the APK, changes a few things inside and adds your files."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:171
msgid "Installing the templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:173
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:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:177
msgid "Windows: ``%APPDATA%\\Godot\\templates\\<version>\\``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:178
msgid "Linux: ``$HOME/.local/share/godot/templates/<version>/``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:179
msgid "macOS: ``$HOME/Library/Application Support/Godot/templates/<version>/``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:181
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."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:188
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:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:194
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."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:200
msgid "Troubleshooting"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:203
msgid "Platform doesn't appear in SCons"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:205
msgid "Double-check that you've set both the ``ANDROID_HOME`` and ``ANDROID_NDK_ROOT`` environment variables. 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."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:212
msgid "Application not installed"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:214
msgid "Android might complain the application is not correctly installed. If so:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:217
msgid "Check that the debug keystore is properly generated."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:218
msgid "Check that the jarsigner executable is from JDK 8."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:220
msgid "If it still fails, open a command line and run `logcat <https://developer.android.com/studio/command-line/logcat>`_:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:226
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."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:231
msgid "Application exits immediately"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:233
msgid "If the application runs but exits immediately, this might be due to one of the following reasons:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:236
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."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:238
msgid "``libgodot_android.so`` is not in ``libs/<android_arch>/`` where ``<android_arch>`` is the device's architecture."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:240
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."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:244
msgid "In any case, ``adb logcat`` should also show the cause of the error."
msgstr ""