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Merge pull request #1531 from akien-mga/ide-config

Configuring an IDE: Add intro and details for scons path with Qt Creator
Max Hilbrunner 7 年之前
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2ac2be71b8
共有 2 個文件被更改,包括 74 次插入59 次删除
  1. 2 0
      development/compiling/compiling_for_windows.rst
  2. 72 59
      development/cpp/configuring_an_ide.rst

+ 2 - 0
development/compiling/compiling_for_windows.rst

@@ -54,6 +54,8 @@ The ``amd64`` version of Pywin32 is for a 64-bit version of Python
 ``pywin32-221.win-amd64-py2.7.exe``. Change the ``py`` number to install for
 your version of Python (check via ``python --version`` mentioned above).
 
+.. _doc_compiling_for_windows_install_vs:
+
 Installing Visual Studio caveats
 --------------------------------
 

+ 72 - 59
development/cpp/configuring_an_ide.rst

@@ -6,66 +6,16 @@ Configuring an IDE
 We assume that you already `cloned <https://github.com/godotengine/godot>`_
 and :ref:`compiled <toc-devel-compiling>` Godot.
 
-Kdevelop
---------
-
-It is a free, open source IDE (Integrated Development Environment)
-for Linux, Solaris, FreeBSD, Mac OS X and other Unix flavors.
-
-You can find a video tutorial `here <https://www.youtube.com/watch?v=yNVoWQi9TJA>`_.
-Or you may follow this text version tutorial.
-
-Start by opening Kdevelop and choosing "open project".
-
-.. image:: img/kdevelop_newproject.png
-
-Choose the directory where you cloned Godot.
-
-.. image:: img/kdevelop_openproject.png
-
-For the build system, choose "custom build system".
-
-.. image:: img/kdevelop_custombuild.png
-
-Now that the project has been imported, open the project configuration.
-
-.. image:: img/kdevelop_openconfig.png
-
-Add the following includes/imports:
-
-::
-
-    .  // a dot to indicate the root of the Godot project
-    core/
-    core/os/
-    core/math/
-    tools/
-    drivers/
-    platform/x11/  // make that platform/osx/ if you're using OS X
+You can easily develop Godot with any text editor and by invoking ``scons``
+on the command line, but if you want to work with an IDE (Integrated
+Development Environment), here are setup instructions for some popular ones:
 
-.. image:: img/kdevelop_addincludes.png
+- :ref:`Qt Creator <doc_configuring_an_ide_qtcreator>` (all desktop platforms)
+- :ref:`Kdevelop <doc_configuring_an_ide_kdevelop>` (all desktop platforms)
+- :ref:`Xcode <doc_configuring_an_ide_xcode>` (macOS)
+- :ref:`Visual Studio <doc_compiling_for_windows_install_vs>` (Windows)
 
-Apply the changes then switch to the "Custom Buildsystem" tab.
-Leave the build directory blank. Enable build tools and add ``scons``
-as the executable and add ``platform=x11 target=debug`` (``platform=osx``
-if you're on OS X).
-
-.. image:: img/kdevelop_buildconfig.png
-
-Next we need to tell KDevelop where to find the binary.
-From the "run" menu, choose "Configure Launches".
-
-.. image:: img/kdevelop_configlaunches.png
-
-Click "Add new" if no launcher exists. Then add the path to your
-executable in the executable section. Your executable should be located
-in the ``bin/`` sub-directory and should be named something like
-``godot.x11.tools.64`` (the name could be different depending on your
-platform and depending on your build options).
-
-.. image:: img/kdevelop_configlaunches2.png
-
-That's it! Now you should be good to go :)
+It is possible to use other IDEs, but their setup is not documented yet.
 
 Qt Creator
 ----------
@@ -106,7 +56,9 @@ Build configuration:
 
 .. image:: img/qtcreator-add-custom-process-step.png
 
--  Type ``scons`` in the *Command* field.
+-  Type ``scons`` in the *Command* field. If it fails with 'Could not start process "scons"',
+   it can mean that ``scons`` is not in your ``PATH`` environment variable, so you may have to
+   use the full path to the SCons binary.
 -  Fill the *Arguments* field with your compilation options. (e.g.: ``p=x11 target=debug -j 4``)
 
 .. image:: img/qtcreator-set-scons-command.png
@@ -140,6 +92,67 @@ clicking the "Apply Filter" button. A simple click on "Ok" and you're ready to c
 
 .. image:: img/qtcreator-edit-files-dialog.png
 
+Kdevelop
+--------
+
+`Kdevelop <https://www.kdevelop.org>`_ is a free, open source IDE for all desktop platforms.
+
+You can find a video tutorial `here <https://www.youtube.com/watch?v=yNVoWQi9TJA>`_.
+Or you may follow this text version tutorial.
+
+Start by opening Kdevelop and choosing "open project".
+
+.. image:: img/kdevelop_newproject.png
+
+Choose the directory where you cloned Godot.
+
+.. image:: img/kdevelop_openproject.png
+
+For the build system, choose "custom build system".
+
+.. image:: img/kdevelop_custombuild.png
+
+Now that the project has been imported, open the project configuration.
+
+.. image:: img/kdevelop_openconfig.png
+
+Add the following includes/imports:
+
+::
+
+    .  // a dot to indicate the root of the Godot project
+    core/
+    core/os/
+    core/math/
+    tools/
+    drivers/
+    platform/x11/  // make that platform/osx/ if you're using OS X
+
+.. image:: img/kdevelop_addincludes.png
+
+Apply the changes then switch to the "Custom Buildsystem" tab.
+Leave the build directory blank. Enable build tools and add ``scons``
+as the executable and add ``platform=x11 target=debug`` (``platform=osx``
+if you're on OS X).
+
+.. image:: img/kdevelop_buildconfig.png
+
+Next we need to tell KDevelop where to find the binary.
+From the "run" menu, choose "Configure Launches".
+
+.. image:: img/kdevelop_configlaunches.png
+
+Click "Add new" if no launcher exists. Then add the path to your
+executable in the executable section. Your executable should be located
+in the ``bin/`` sub-directory and should be named something like
+``godot.x11.tools.64`` (the name could be different depending on your
+platform and depending on your build options).
+
+.. image:: img/kdevelop_configlaunches2.png
+
+That's it! Now you should be good to go :)
+
+
 Xcode
 -----