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Added configuring ide for rider (#7420)

Co-authored-by: Max Hilbrunner <[email protected]>
br1trs 2 жил өмнө
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.gitignore

@@ -47,3 +47,6 @@ tmp-unused-images-history
 
 # User created Python virtual environement as described in the docs
 godot-docs-venv/
+
+# Jetbrains IDE files
+/.idea/

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contributing/development/configuring_an_ide/img/rider_attach_to_process.webp


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contributing/development/configuring_an_ide/img/rider_configurations.webp


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contributing/development/configuring_an_ide/img/rider_configurations_changed.webp


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contributing/development/configuring_an_ide/img/rider_run_debug.webp


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contributing/development/configuring_an_ide/index.rst

@@ -19,6 +19,7 @@ Development Environment), here are setup instructions for some popular ones:
    code_blocks
    kdevelop
    qt_creator
+   rider
    visual_studio
    visual_studio_code
    xcode

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contributing/development/configuring_an_ide/rider.rst

@@ -0,0 +1,69 @@
+.. _doc_configuring_an_ide_rider:
+
+Rider
+=====
+
+`Rider <https://www.jetbrains.com/rider/>`_ is a commercial
+`JetBrains <https://www.jetbrains.com/>`_ IDE for C# and C++ that uses the same solution system as Visual Studio.
+
+Importing the project
+---------------------
+
+.. tip:: If you already use Visual Studio as your main IDE, you can use the same solution file in Rider.
+         Rider and Visual Studio use the same solution format, so you can switch between the two IDEs without rebuilding the solution file.
+         Debug configurations need to be changed when going from one IDE to another.
+
+Rider requires a solution file to work on a project. While Godot does not come
+with the solution file, it can be generated using SCons.
+
+- Navigate to the Godot root folder and open a Command Prompt or PowerShell window.
+- Copy, paste and run the next command to generate the solution.
+
+::
+
+    scons platform=windows vsproj=yes dev_build=yes
+
+The ``vsproj`` parameter signals that you want Visual Studio solution generated.
+The ``dev_build`` parameter makes sure the debug symbols are included, allowing to e.g. step through code using breakpoints.
+
+- If you have Rider setup as your main IDE for .sln, you can now open the project by double-clicking on the ``godot.sln`` in the project root
+  or by using the **Open** option inside of Rider.
+
+.. note:: Rider could fail to build the first time you open the project.
+          If that is the case, you can close Rider and open the solution in Visual Studio, build it, close Visual Studio,
+          and open the solution in Rider again. You are now able to build the project from Rider.
+
+Compiling and debugging the project
+-----------------------------------
+Rider comes with a built-in debugger that can be used to debug the Godot project. You can launch the debugger
+by pressing the **Debug** icon at the top of the screen, this only works for the Project manager,
+if you want to debug the editor, you need to configure the debugger first.
+
+.. figure:: img/rider_run_debug.webp
+   :align: center
+
+- Click on the **Godot > Edit Configurations** option at the top of the screen.
+
+.. figure:: img/rider_configurations.webp
+   :align: center
+
+- Delete what is under **Program arguments** and paste the following line:
+
+::
+
+  --e --path <path to the Godot project>
+
+This will tell the executable to debug the specified project without using the project manager.
+Use the root path to the project folder, not ``project.godot`` file path.
+
+.. figure:: img/rider_configurations_changed.webp
+   :align: center
+
+- Finally click on apply and ok to save the changes.
+
+- You can now launch the debugger by pressing the **Debug** icon at the top of the screen and it will open the project to debug.
+
+Alternatively you can use **Run > Attach to Process** to attach the debugger to a running Godot instance.
+
+.. figure:: img/rider_attach_to_process.webp
+   :align: center