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Split general debugging and architecture diagram documentation

Co-authored-by: CalebJohn <[email protected]>
Yuri Sizov 2 anni fa
parent
commit
6c08ab05d2

+ 1 - 0
_tools/redirects/redirects.csv

@@ -25,6 +25,7 @@ source,destination
 /content/3d/making_trees.html,/tutorials/content/making_trees.html
 /contributing/_contributing.html,/community/contributing/
 /contributing/bug_triage_guidelines.html,/community/contributing/bug_triage_guidelines.html
+/contributing/development/core_and_modules/introduction_to_godot_development.html,/contributing/development/core_and_modules/index.html
 /contributing/doc_and_l10n_guidelines.html,/community/contributing/doc_and_l10n_guidelines.html
 /contributing/updating_the_class_reference.html,/community/contributing/updating_the_class_reference.html
 /development/compiling/compiling_for_android.html,/contributing/development/compiling/compiling_for_android.html

+ 2 - 0
contributing/development/configuring_an_ide/index.rst

@@ -1,3 +1,5 @@
+.. _doc_configuring_an_ide:
+
 Configuring an IDE
 ==================
 

+ 10 - 0
contributing/development/core_and_modules/godot_architecture_diagram.rst

@@ -0,0 +1,10 @@
+.. _doc_godot_architecture_diagram:
+
+Godot's architecture diagram
+============================
+
+The following diagram describes the architecture used by Godot, from the
+core components down to the abstracted drivers, via the scene
+structure and the servers.
+
+.. image:: img/architecture_diagram.jpg

+ 4 - 1
contributing/development/core_and_modules/index.rst

@@ -1,6 +1,9 @@
 Engine core and modules
 =======================
 
+The following pages are meant to introduce the global organization of Godot Engine's
+source code, and give useful tips for extending and fixing the engine on the C++ side.
+
 Getting started with Godot's source code
 ----------------------------------------
 
@@ -10,7 +13,7 @@ This section covers the basics that you will encounter in (almost) every source
    :maxdepth: 1
    :name: toc-devel-cpp-source-beginner
 
-   introduction_to_godot_development
+   godot_architecture_diagram
    common_engine_methods_and_macros
    core_types
    variant_class

+ 0 - 40
contributing/development/core_and_modules/introduction_to_godot_development.rst

@@ -1,40 +0,0 @@
-.. _doc_introduction_to_godot_development:
-
-Introduction to Godot development
-=================================
-
-This page is meant to introduce the global organization of Godot Engine's
-source code, and give useful tips for extending/fixing the engine on the
-C++ side.
-
-Architecture diagram
---------------------
-
-The following diagram describes the architecture used by Godot, from the
-core components down to the abstracted drivers, via the scene
-structure and the servers.
-
-.. image:: img/architecture_diagram.jpg
-
-Debugging the editor with gdb
------------------------------
-
-If you are writing or correcting bugs affecting Godot Engine's editor,
-remember that the binary will by default run the project manager first,
-and then only run the editor in another process once you've selected a
-project. To launch a project directly, you need to run the editor by
-passing the ``-e`` argument to Godot Engine's binary from within your
-project's folder. Typically:
-
-.. code-block:: none
-
-    $ cd ~/myproject
-    $ gdb godot
-    > run -e
-
-Or:
-
-.. code-block:: none
-
-    $ gdb godot
-    > run -e --path ~/myproject

+ 35 - 2
contributing/development/debugging/index.rst

@@ -1,12 +1,45 @@
 Debugging and profiling
 =======================
 
-This section is about finding spots to optimize in the engine code when you need it in your project.
+This section contains pages that provide guidance if you're looking at the
+engine code trying to find an underlying issue or an optimization possibility.
 
 .. toctree::
    :maxdepth: 1
    :name: toc-devel-cpp-debug-profiling
 
-   macos_debug
    using_cpp_profilers
+   macos_debug
    vulkan/index
+
+Debugging the editor
+--------------------
+
+When working on the Godot editor keep in mind that by default the executable
+will start in the project manager mode. Opening a project from the project
+manager spawns a new process, which stops the debugging session. To avoid that
+you should launch directly into the project using ``-e`` and ``--path`` launch
+options.
+
+For example, using ``gdb`` directly, you may do this:
+
+.. code-block:: none
+
+    $ gdb godot
+    > run -e --path ~/myproject
+
+You can also run the editor directly from your project's folder. In that case,
+only the ``-e`` option is required.
+
+.. code-block:: none
+
+    $ cd ~/myproject
+    $ gdb godot
+    > run -e
+
+You can learn more about these launch options and other command line arguments
+in the :ref:`command line tutorial <doc_command_line_tutorial>`.
+
+If you're using a code editor or an IDE to debug Godot, check out our
+:ref:`configuration guides <doc_configuring_an_ide>`, which cover the setup
+process for building and debugging with your particular editor.