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@@ -96,23 +96,21 @@ clicking the "Apply Filter" button. A simple click on "Ok" and you're ready to c
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.. _doc_configuring_an_ide_kdevelop:
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.. _doc_configuring_an_ide_kdevelop:
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-Kdevelop
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+KDevelop
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--------
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--------
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-`Kdevelop <https://www.kdevelop.org>`_ is a free, open source IDE for all desktop platforms.
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+`KDevelop <https://www.kdevelop.org>`_ is a free, open source IDE for all desktop platforms.
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You can find a video tutorial `here <https://www.youtube.com/watch?v=yNVoWQi9TJA>`_.
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You can find a video tutorial `here <https://www.youtube.com/watch?v=yNVoWQi9TJA>`_.
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Or you may follow this text version tutorial.
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Or you may follow this text version tutorial.
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-Start by opening Kdevelop and choosing "open project".
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+Start by opening KDevelop and choosing "open project".
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.. image:: img/kdevelop_newproject.png
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.. image:: img/kdevelop_newproject.png
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Choose the directory where you cloned Godot.
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Choose the directory where you cloned Godot.
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-.. image:: img/kdevelop_openproject.png
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-
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-For the build system, choose "custom build system".
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+On the next screen, choose "Custom Build System" for the *Project manager*.
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.. image:: img/kdevelop_custombuild.png
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.. image:: img/kdevelop_custombuild.png
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@@ -128,25 +126,26 @@ Add the following includes/imports:
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core/
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core/
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core/os/
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core/os/
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core/math/
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core/math/
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- tools/
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drivers/
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drivers/
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platform/x11/ // make that platform/osx/ if you're using macOS
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platform/x11/ // make that platform/osx/ if you're using macOS
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.. image:: img/kdevelop_addincludes.png
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.. image:: img/kdevelop_addincludes.png
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-Apply the changes then switch to the "Custom Buildsystem" tab.
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-Leave the build directory blank. Enable build tools and add ``scons``
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-as the executable and add ``platform=x11 target=debug`` (``platform=osx``
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-if you're on macOS).
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+Apply the changes.
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+
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+Switch to the "Custom Build System" tab. Add a build configuration
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+and keep the build directory blank. Enable build tools and add ``scons``
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+as the executable then add ``platform=x11 target=debug`` (``platform=osx``
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+if you're on macOS) as the arguments.
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.. image:: img/kdevelop_buildconfig.png
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.. image:: img/kdevelop_buildconfig.png
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Next we need to tell KDevelop where to find the binary.
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Next we need to tell KDevelop where to find the binary.
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-From the "run" menu, choose "Configure Launches".
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+From the "Run" menu, choose "Configure Launches".
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.. image:: img/kdevelop_configlaunches.png
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.. image:: img/kdevelop_configlaunches.png
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-Click "Add new" if no launcher exists. Then add the path to your
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+Click "Add" if no launcher exists. Then add the path to your
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executable in the executable section. Your executable should be located
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executable in the executable section. Your executable should be located
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in the ``bin/`` sub-directory and should be named something like
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in the ``bin/`` sub-directory and should be named something like
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``godot.x11.tools.64`` (the name could be different depending on your
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``godot.x11.tools.64`` (the name could be different depending on your
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