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Add AccessKit build instructions.
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engine_details/development/compiling/compiling_for_linuxbsd.rst

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

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

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

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