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Configuring an IDE: Add intro and details for scons path with Qt Creator

Also moved Qt Creator up as it's the IDE used by most core developers.
Some users saw Kdevelop first and expected it to be the recommended one.
Rémi Verschelde 7 år sedan
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2 ändrade filer med 74 tillägg och 59 borttagningar
  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
 -----