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@@ -6,66 +6,16 @@ Configuring an IDE
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We assume that you already `cloned <https://github.com/godotengine/godot>`_
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and :ref:`compiled <toc-devel-compiling>` Godot.
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-Kdevelop
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---------
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-
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-It is a free, open source IDE (Integrated Development Environment)
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-for Linux, Solaris, FreeBSD, Mac OS X and other Unix flavors.
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-
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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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-
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-Start by opening Kdevelop and choosing "open project".
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-
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-.. image:: img/kdevelop_newproject.png
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-
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-Choose the directory where you cloned Godot.
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-
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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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-
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-.. image:: img/kdevelop_custombuild.png
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-
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-Now that the project has been imported, open the project configuration.
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-
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-.. image:: img/kdevelop_openconfig.png
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-
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-Add the following includes/imports:
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-
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-::
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-
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- . // a dot to indicate the root of the Godot project
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- core/
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- core/os/
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- core/math/
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- tools/
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- drivers/
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- platform/x11/ // make that platform/osx/ if you're using OS X
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+You can easily develop Godot with any text editor and by invoking ``scons``
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+on the command line, but if you want to work with an IDE (Integrated
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+Development Environment), here are setup instructions for some popular ones:
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-.. image:: img/kdevelop_addincludes.png
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+- :ref:`Qt Creator <doc_configuring_an_ide_qtcreator>` (all desktop platforms)
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+- :ref:`Kdevelop <doc_configuring_an_ide_kdevelop>` (all desktop platforms)
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+- :ref:`Xcode <doc_configuring_an_ide_xcode>` (macOS)
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+- :ref:`Visual Studio <doc_compiling_for_windows_install_vs>` (Windows)
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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 OS X).
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-
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-.. image:: img/kdevelop_buildconfig.png
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-
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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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-
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-.. image:: img/kdevelop_configlaunches.png
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-
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-Click "Add new" 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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-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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-platform and depending on your build options).
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-
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-.. image:: img/kdevelop_configlaunches2.png
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-
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-That's it! Now you should be good to go :)
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+It is possible to use other IDEs, but their setup is not documented yet.
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Qt Creator
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----------
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@@ -106,7 +56,9 @@ Build configuration:
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.. image:: img/qtcreator-add-custom-process-step.png
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-- Type ``scons`` in the *Command* field.
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+- Type ``scons`` in the *Command* field. If it fails with 'Could not start process "scons"',
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+ it can mean that ``scons`` is not in your ``PATH`` environment variable, so you may have to
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+ use the full path to the SCons binary.
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- Fill the *Arguments* field with your compilation options. (e.g.: ``p=x11 target=debug -j 4``)
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.. image:: img/qtcreator-set-scons-command.png
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@@ -140,6 +92,67 @@ clicking the "Apply Filter" button. A simple click on "Ok" and you're ready to c
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.. image:: img/qtcreator-edit-files-dialog.png
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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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+
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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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+Start by opening Kdevelop and choosing "open project".
|
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+
|
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+.. image:: img/kdevelop_newproject.png
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+
|
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+Choose the directory where you cloned Godot.
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+
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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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+
|
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+.. image:: img/kdevelop_custombuild.png
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+
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+Now that the project has been imported, open the project configuration.
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+
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+.. image:: img/kdevelop_openconfig.png
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+
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+Add the following includes/imports:
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+
|
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+::
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+
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+ . // a dot to indicate the root of the Godot project
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+ core/
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+ core/os/
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+ core/math/
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+ tools/
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+ drivers/
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+ platform/x11/ // make that platform/osx/ if you're using OS X
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+
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+.. image:: img/kdevelop_addincludes.png
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+
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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 OS X).
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+
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+.. image:: img/kdevelop_buildconfig.png
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+
|
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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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+
|
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+.. image:: img/kdevelop_configlaunches.png
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+
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+Click "Add new" 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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+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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+platform and depending on your build options).
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+
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+.. image:: img/kdevelop_configlaunches2.png
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+
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+That's it! Now you should be good to go :)
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+
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+
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Xcode
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-----
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