Selaa lähdekoodia

Cross-reference compiling and exporting pages, rename OSX/Mac to macOS

There's a lot of confusion between compiling Godot and exporting projects.

This aims to resolve part of the confusion by cross-linking other pages
for each platform.

(cherry picked from commit 955c97bb1d1cd34c3b1eb474805850f902d32be7)
Hugo Locurcio 3 vuotta sitten
vanhempi
commit
003c8abd3f

+ 5 - 0
development/compiling/compiling_for_android.rst

@@ -5,6 +5,11 @@ Compiling for Android
 
 
 .. highlight:: shell
 .. highlight:: shell
 
 
+.. seealso::
+
+    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`.
+
 Note
 Note
 ----
 ----
 
 

+ 5 - 0
development/compiling/compiling_for_ios.rst

@@ -5,6 +5,11 @@ Compiling for iOS
 
 
 .. highlight:: shell
 .. highlight:: shell
 
 
+.. seealso::
+
+    This page describes how to compile iOS export template binaries from source.
+    If you're looking to export your project to iOS instead, read :ref:`doc_exporting_for_ios`.
+
 Requirements
 Requirements
 ------------
 ------------
 
 

+ 5 - 0
development/compiling/compiling_for_osx.rst

@@ -5,6 +5,11 @@ Compiling for macOS
 
 
 .. highlight:: shell
 .. highlight:: shell
 
 
+.. note::
+
+    This page describes how to compile macOS editor and export template binaries from source.
+    If you're looking to export your project to macOS instead, read :ref:`doc_exporting_for_macos`.
+
 Requirements
 Requirements
 ------------
 ------------
 
 

+ 5 - 0
development/compiling/compiling_for_uwp.rst

@@ -5,6 +5,11 @@ Compiling for Universal Windows Platform
 
 
 .. highlight:: shell
 .. highlight:: shell
 
 
+.. seealso::
+
+    This page describes how to compile UWP export template binaries from source.
+    If you're looking to export your project to UWP instead, read :ref:`doc_exporting_for_uwp`.
+
 Requirements
 Requirements
 ------------
 ------------
 
 

+ 5 - 0
development/compiling/compiling_for_web.rst

@@ -3,6 +3,11 @@
 Compiling for the Web
 Compiling for the Web
 =====================
 =====================
 
 
+.. seealso::
+
+    This page describes how to compile HTML5 editor and export template binaries from source.
+    If you're looking to export your project to HTML5 instead, read :ref:`doc_exporting_for_web`.
+
 .. highlight:: shell
 .. highlight:: shell
 
 
 Requirements
 Requirements

+ 5 - 0
development/compiling/compiling_for_windows.rst

@@ -5,6 +5,11 @@ Compiling for Windows
 
 
 .. highlight:: shell
 .. highlight:: shell
 
 
+.. seealso::
+
+    This page describes how to compile Windows editor and export template binaries from source.
+    If you're looking to export your project to Windows instead, read :ref:`doc_exporting_for_windows`.
+
 Requirements
 Requirements
 ------------
 ------------
 
 

+ 5 - 0
development/compiling/compiling_for_x11.rst

@@ -5,6 +5,11 @@ Compiling for X11 (Linux, \*BSD)
 
 
 .. highlight:: shell
 .. highlight:: shell
 
 
+.. seealso::
+
+    This page describes how to compile Linux editor and export template binaries from source.
+    If you're looking to export your project to Linux instead, read :ref:`doc_exporting_for_linux`.
+
 Requirements
 Requirements
 ------------
 ------------
 
 

+ 7 - 0
tutorials/export/exporting_for_android.rst

@@ -3,6 +3,13 @@
 Exporting for Android
 Exporting for Android
 =====================
 =====================
 
 
+
+.. seealso::
+
+    This page describes how to export a Godot project to Android.
+    If you're looking to compile export template binaries from source instead,
+    read :ref:`doc_compiling_for_android`.
+
 Exporting for Android has fewer requirements than compiling Godot for Android.
 Exporting for Android has fewer requirements than compiling Godot for Android.
 The following steps detail what is needed to set up the Android SDK and the engine.
 The following steps detail what is needed to set up the Android SDK and the engine.
 
 

+ 6 - 0
tutorials/export/exporting_for_ios.rst

@@ -3,6 +3,12 @@
 Exporting for iOS
 Exporting for iOS
 =================
 =================
 
 
+.. seealso::
+
+    This page describes how to export a Godot project to iOS.
+    If you're looking to compile export template binaries from source instead,
+    read :ref:`doc_compiling_for_ios`.
+
 These are the steps to load a Godot project in Xcode. This allows you to
 These are the steps to load a Godot project in Xcode. This allows you to
 build and deploy to an iOS device, build a release for the App Store, and
 build and deploy to an iOS device, build a release for the App Store, and
 do everything else you can normally do with Xcode.
 do everything else you can normally do with Xcode.

+ 6 - 0
tutorials/export/exporting_for_linux.rst

@@ -3,6 +3,12 @@
 Exporting for Linux
 Exporting for Linux
 ===================
 ===================
 
 
+.. seealso::
+
+    This page describes how to export a Godot project to Linux.
+    If you're looking to compile editor or export template binaries from source instead,
+    read :ref:`doc_compiling_for_x11`.
+
 The simplest way to distribute a game for PC is to copy the executable
 The simplest way to distribute a game for PC is to copy the executable
 (``godot``), compress the folder and send it to someone else. However, this is
 (``godot``), compress the folder and send it to someone else. However, this is
 often not desired.
 often not desired.

+ 9 - 3
tutorials/export/exporting_for_mac.rst → tutorials/export/exporting_for_macos.rst

@@ -1,8 +1,14 @@
-.. _doc_exporting_for_mac:
+.. _doc_exporting_for_macos:
 
 
 Exporting for macOS
 Exporting for macOS
 ===================
 ===================
 
 
+.. seealso::
+
+    This page describes how to export a Godot project to macOS.
+    If you're looking to compile editor or export template binaries from source instead,
+    read :ref:`doc_compiling_for_osx`.
+
 macOS apps are exported as an ``.app`` bundle, a folder with a specific structure which stores the executable, libraries and all the project files.
 macOS apps are exported as an ``.app`` bundle, a folder with a specific structure which stores the executable, libraries and all the project files.
 This bundle is packed in a ZIP archive or DMG disk image (only supported when exporting for macOS).
 This bundle is packed in a ZIP archive or DMG disk image (only supported when exporting for macOS).
 
 
@@ -14,12 +20,12 @@ Requirements
 
 
 .. warning::
 .. warning::
 
 
-    Projects exported without code signing and notarization will be blocked by Gatekeeper if they are downloaded from unknown sources, see the :ref:`Running Godot apps on macOS <doc_running_on_mac>` page for more info.
+    Projects exported without code signing and notarization will be blocked by Gatekeeper if they are downloaded from unknown sources, see the :ref:`Running Godot apps on macOS <doc_running_on_macos>` page for more information.
 
 
 Code signing and notarization
 Code signing and notarization
 -----------------------------
 -----------------------------
 
 
-By default, macOS will run only applications that are signed and notarized, if you use any other signing configuration see :ref:`Running Godot apps on macOS <doc_running_on_mac>` for workarounds.
+By default, macOS will run only applications that are signed and notarized, if you use any other signing configuration see :ref:`Running Godot apps on macOS <doc_running_on_macos>` for workarounds.
 
 
 To notarize an app you mast have a valid `Apple Developer ID Certificate <https://developer.apple.com/>`__.
 To notarize an app you mast have a valid `Apple Developer ID Certificate <https://developer.apple.com/>`__.
 
 

+ 6 - 0
tutorials/export/exporting_for_uwp.rst

@@ -3,6 +3,12 @@
 Exporting for Universal Windows Platform
 Exporting for Universal Windows Platform
 ========================================
 ========================================
 
 
+.. seealso::
+
+    This page describes how to export a Godot project to UWP.
+    If you're looking to compile export template binaries from source instead,
+    read :ref:`doc_compiling_for_uwp`.
+
 There's no extra requirement to export an ``.appx`` package that can be
 There's no extra requirement to export an ``.appx`` package that can be
 installed as a Windows App or submitted to the Windows Store. Exporting UWP
 installed as a Windows App or submitted to the Windows Store. Exporting UWP
 packages also works from any platform, not only from Windows.
 packages also works from any platform, not only from Windows.

+ 6 - 0
tutorials/export/exporting_for_web.rst

@@ -3,6 +3,12 @@
 Exporting for the Web
 Exporting for the Web
 =====================
 =====================
 
 
+.. seealso::
+
+    This page describes how to export a Godot project to HTML5.
+    If you're looking to compile editor or export template binaries from source instead,
+    read :ref:`doc_compiling_for_web`.
+
 HTML5 export allows publishing games made in Godot Engine to the browser.
 HTML5 export allows publishing games made in Godot Engine to the browser.
 This requires support for `WebAssembly
 This requires support for `WebAssembly
 <https://webassembly.org/>`__ and `WebGL <https://www.khronos.org/webgl/>`__
 <https://webassembly.org/>`__ and `WebGL <https://www.khronos.org/webgl/>`__

+ 6 - 0
tutorials/export/exporting_for_windows.rst

@@ -3,6 +3,12 @@
 Exporting for Windows
 Exporting for Windows
 =====================
 =====================
 
 
+.. seealso::
+
+    This page describes how to export a Godot project to Windows.
+    If you're looking to compile editor or export template binaries from source instead,
+    read :ref:`doc_compiling_for_windows`.
+
 The simplest way to distribute a game for PC is to copy the executable
 The simplest way to distribute a game for PC is to copy the executable
 (``godot.exe``), compress the folder and send it to someone else. However, this
 (``godot.exe``), compress the folder and send it to someone else. However, this
 is often not desired.
 is often not desired.

+ 2 - 2
tutorials/export/index.rst

@@ -10,8 +10,8 @@ Export
    exporting_pcks
    exporting_pcks
    feature_tags
    feature_tags
    exporting_for_linux
    exporting_for_linux
-   exporting_for_mac
-   running_on_mac
+   exporting_for_macos
+   running_on_macos
    exporting_for_windows
    exporting_for_windows
    changing_application_icon_for_windows
    changing_application_icon_for_windows
    exporting_for_uwp
    exporting_for_uwp

+ 6 - 1
tutorials/export/running_on_mac.rst → tutorials/export/running_on_macos.rst

@@ -1,8 +1,13 @@
-.. _doc_running_on_mac:
+.. _doc_running_on_macos:
 
 
 Running Godot apps on macOS
 Running Godot apps on macOS
 ===========================
 ===========================
 
 
+.. seealso::
+
+    This page covers running Godot projects on macOS.
+    If you haven't exported your project yet, read :ref:`doc_exporting_for_macos` first.
+
 By default, macOS will run only applications that are signed and notarized.
 By default, macOS will run only applications that are signed and notarized.
 
 
 Depending on the way a macOS app is signed and distributed, the following scenarios are possible:
 Depending on the way a macOS app is signed and distributed, the following scenarios are possible: