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Add AccessKit build instructions.

Pāvels Nadtočajevs há 1 mês atrás
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696e62a7df

+ 39 - 0
engine_details/development/compiling/compiling_for_linuxbsd.rst

@@ -297,6 +297,45 @@ Manager.
           :ref:`doc_data_paths_self_contained_mode` by creating a file called
           :ref:`doc_data_paths_self_contained_mode` by creating a file called
           ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
           ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
 
 
+Compiling with AccessKit support
+--------------------------------
+
+AccessKit provides support for screen readers.
+
+By default, Godot is built with AccessKit dynamically linked. You can use it by placing
+``accesskit.so`` alongside the executable.
+
+.. note:: You can use dynamically linked AccessKit with export templates as well, rename
+          the SO to ``accesskit.{architecture}.so``
+          and place them alongside the export template executables, and the libraries will
+          be automatically copied during the export process.
+
+To compile Godot with statically linked AccessKit:
+
+- Download the pre-built static libraries from `godot-accesskit-c-static library <https://github.com/godotengine/godot-accesskit-c-static/releases>`_, and unzip them.
+- When building Godot, add ``accesskit_sdk_path={path}`` to tell SCons where to look for the AccessKit libraries:
+
+    ::
+
+        scons platform=linuxbsd accesskit_sdk_path=<...>
+
+.. note:: You can optionally build the godot-angle-static libraries yourself with
+          the following steps:
+
+          1. Clone the `godot-accesskit-c-static <https://github.com/godotengine/godot-accesskit-c-static/>`_
+             directory and navigate to it.
+          2. Run the following command:
+
+          ::
+
+              cd accesskit-c
+              cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
+              cmake --build build
+              cmake --install build
+
+          The AccessKit static library should be built using the same compiler you are
+          using for building Godot.
+
 Running a headless/server build
 Running a headless/server build
 -------------------------------
 -------------------------------
 
 

+ 39 - 0
engine_details/development/compiling/compiling_for_macos.rst

@@ -84,6 +84,45 @@ Manager.
           :ref:`doc_data_paths_self_contained_mode` by creating a file called
           :ref:`doc_data_paths_self_contained_mode` by creating a file called
           ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
           ``._sc_`` or ``_sc_`` in the ``bin/`` folder.
 
 
+Compiling with AccessKit support
+--------------------------------
+
+AccessKit provides support for screen readers.
+
+By default, Godot is built with AccessKit dynamically linked. You can use it by placing
+``accesskit.dylib`` alongside the standalone executable or in the app bundle's ``Frameworks`` folder.
+
+.. note:: You can use dynamically linked AccessKit with export templates as well, rename
+          the DYLIB to ``accesskit.{architecture}.dylib``
+          and place them inside the export template app bundle ``Frameworks`` folder, and the
+          libraries will be automatically copied during the export process.
+
+To compile Godot with statically linked AccessKit:
+
+- Download the pre-built static libraries from `godot-accesskit-c-static library <https://github.com/godotengine/godot-accesskit-c-static/releases>`_, and unzip them.
+- When building Godot, add ``accesskit_sdk_path={path}`` to tell SCons where to look for the AccessKit libraries:
+
+    ::
+
+        scons platform=macos accesskit_sdk_path=<...>
+
+.. note:: You can optionally build the godot-angle-static libraries yourself with
+          the following steps:
+
+          1. Clone the `godot-accesskit-c-static <https://github.com/godotengine/godot-accesskit-c-static/>`_
+             directory and navigate to it.
+          2. Run the following command:
+
+          ::
+
+              cd accesskit-c
+              cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
+              cmake --build build
+              cmake --install build
+
+          The AccessKit static library should be built using the same compiler you are
+          using for building Godot.
+
 Automatic ``.app`` bundle creation
 Automatic ``.app`` bundle creation
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 

+ 63 - 23
engine_details/development/compiling/compiling_for_windows.rst

@@ -218,18 +218,18 @@ optional PIX and Agility SDK components).
               ./update_mesa.sh
               ./update_mesa.sh
               scons
               scons
 
 
-             If you are building with MinGW-w64, add ``use_mingw=yes`` to the ``scons``
-             command, you can also specify build architecture using ``arch={architecture}``.
-             If you are building with MinGW-LLVM, add both ``use_mingw=yes`` and
-             ``use_llvm=yes`` to the ``scons`` command.
+          If you are building with MinGW-w64, add ``use_mingw=yes`` to the ``scons``
+          command, you can also specify the build architecture using ``arch={architecture}``.
+          If you are building with MinGW-LLVM, add both ``use_mingw=yes`` and
+          ``use_llvm=yes`` to the ``scons`` command.
 
 
-             If you are building with MinGW and the binaries are not located in
-             the ``PATH``, add ``mingw_prefix="/path/to/mingw"`` to the ``scons``
-             command.
+          If you are building with MinGW and the binaries are not located in
+          the ``PATH``, add ``mingw_prefix="/path/to/mingw"`` to the ``scons``
+          command.
 
 
-             Mesa static library should be built using the same compiler and the
-             same CRT (if you are building with MinGW) you are using for building
-             Godot.
+          The Mesa static library should be built using the same compiler and the
+          same CRT (if you are building with MinGW) you are using for building
+          Godot.
 
 
 Optionally, you can compile with the following for additional features:
 Optionally, you can compile with the following for additional features:
 
 
@@ -282,6 +282,46 @@ Or, with all options enabled:
           multi-arch. DLLs will be copied to the appropriate ``bin/<arch>/``
           multi-arch. DLLs will be copied to the appropriate ``bin/<arch>/``
           subdirectories and at runtime the right one will be loaded.
           subdirectories and at runtime the right one will be loaded.
 
 
+Compiling with AccessKit support
+--------------------------------
+
+AccessKit provides support for screen readers.
+
+By default, Godot is built with AccessKit dynamically linked. You can use it by placing
+``accesskit.dll`` alongside the executable.
+
+.. note:: You can use dynamically linked AccessKit with export templates as well, rename
+          the DLL to ``accesskit.{architecture}.dll``
+          and place them alongside the export template executables, and the libraries will
+          be automatically copied during the export process.
+
+To compile Godot with statically linked AccessKit:
+
+- Download the pre-built static libraries from `godot-accesskit-c-static library <https://github.com/godotengine/godot-accesskit-c-static/releases>`_, and unzip them.
+- When building Godot, add ``accesskit_sdk_path={path}`` to tell SCons where to look for the AccessKit libraries:
+
+    ::
+
+        scons platform=windows accesskit_sdk_path=<...>
+
+.. note:: You can optionally build the godot-angle-static libraries yourself with
+          the following steps:
+
+          1. Clone the `godot-accesskit-c-static <https://github.com/godotengine/godot-accesskit-c-static/>`_
+             directory and navigate to it.
+          2. Run the following command:
+
+          ::
+
+              cd accesskit-c
+              cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
+              cmake --build build
+              cmake --install build
+
+          The AccessKit static library should be built using the same compiler and the
+          same CRT (if you are building with MinGW) you are using for building
+          Godot.
+
 Compiling with ANGLE support
 Compiling with ANGLE support
 ----------------------------
 ----------------------------
 
 
@@ -293,13 +333,13 @@ By default, Godot is built with dynamically linked ANGLE, you can use it by plac
 ``libEGL.dll`` and ``libGLESv2.dll`` alongside the executable.
 ``libEGL.dll`` and ``libGLESv2.dll`` alongside the executable.
 
 
 .. note:: You can use dynamically linked ANGLE with export templates as well, rename
 .. note:: You can use dynamically linked ANGLE with export templates as well, rename
-          aforementioned DLLs to ``libEGL.{architecture}.dll`` and ``libGLESv2.{architecture}.dll``
-          and place them alongside export template executables, and libraries will
+          the DLLs to ``libEGL.{architecture}.dll`` and ``libGLESv2.{architecture}.dll``
+          and place them alongside the export template executables, and the libraries will
           be automatically copied during the export process.
           be automatically copied during the export process.
 
 
 To compile Godot with statically linked ANGLE:
 To compile Godot with statically linked ANGLE:
 
 
-- Download pre-built static libraries from `godot-angle-static library <https://github.com/godotengine/godot-angle-static/releases>`_, and unzip them.
+- Download the pre-built static libraries from `godot-angle-static library <https://github.com/godotengine/godot-angle-static/releases>`_, and unzip them.
 - When building Godot, add ``angle_libs={path}`` to tell SCons where to look for the ANGLE libraries:
 - When building Godot, add ``angle_libs={path}`` to tell SCons where to look for the ANGLE libraries:
 
 
     ::
     ::
@@ -319,18 +359,18 @@ To compile Godot with statically linked ANGLE:
               ./update_angle.sh
               ./update_angle.sh
               scons
               scons
 
 
-             If you are buildng with MinGW, add ``use_mingw=yes`` to the command,
-             you can also specify build architecture using ``arch={architecture}``.
-             If you are building with MinGW-LLVM, add both ``use_mingw=yes`` and
-             ``use_llvm=yes`` to the ``scons`` command.
+          If you are buildng with MinGW, add ``use_mingw=yes`` to the command,
+          you can also specify the build architecture using ``arch={architecture}``.
+          If you are building with MinGW-LLVM, add both ``use_mingw=yes`` and
+          ``use_llvm=yes`` to the ``scons`` command.
 
 
-             If you are building with MinGW and the binaries are not located in
-             the ``PATH``, add ``mingw_prefix="/path/to/mingw"`` to the ``scons``
-             command.
+          If you are building with MinGW and the binaries are not located in
+          the ``PATH``, add ``mingw_prefix="/path/to/mingw"`` to the ``scons``
+          command.
 
 
-             ANGLE static library should be built using the same compiler and the
-             same CRT (if you are building with MinGW) you are using for building
-             Godot.
+          The ANGLE static library should be built using the same compiler and the
+          same CRT (if you are building with MinGW) you are using for building
+          Godot.
 
 
 Development in Visual Studio
 Development in Visual Studio
 ----------------------------
 ----------------------------