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godot-docs-l10n/sphinx/templates/development/compiling/compiling_for_ios.pot
2020-08-11 14:46:10 +02:00

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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 latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-08-11 13:45+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_ios.rst:4
msgid "Compiling for iOS"
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:9
msgid "Requirements"
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:11
msgid "SCons 3.0+ (you can install it via Homebrew or Macports, you should be able to run ``scons`` in a terminal when installed)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:13
msgid "Xcode 10.0 (or later) with the iOS (10.0) SDK and the command line tools."
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:15
msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`."
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:19
msgid "Compiling"
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:21
msgid "Open a Terminal, go to the root dir of the engine source code and type:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:27
msgid "for a debug build, or:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:33
msgid "for a release build (check ``platform/iphone/detect.py`` for the compiler flags used for each configuration)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:36
msgid "Alternatively, you can run"
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:42
msgid "for a Simulator executable."
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:44
msgid "For recent devices, Apple requires 64-bit versions of application binaries when you are uploading to the Apple Store. The best way to provide these is to create a bundle in which there are both 32-bit and 64-bit binaries, so every device will be able to run the game."
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:47
msgid "It can be done in three steps: first compile the 32-bit version, then compile the 64-bit version and then use ``lipo`` to bundle them into one \"universal\" binary. All those steps can be performed with following commands:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:58
msgid "If you also want to provide a simulator build (reduces the chance of any linker errors with dependencies), you'll need to build and lipo the ``x86_64`` architecture as well."
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:70
msgid "Run"
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:72
msgid "To run on a device or simulator, follow these instructions: :ref:`doc_exporting_for_ios`."
msgstr ""
#: ../../docs/development/compiling/compiling_for_ios.rst:75
msgid "Replace or add your executable to the Xcode project, and change the \"executable name\" property on Info.plist accordingly if you use an alternative build."
msgstr ""