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@@ -111,31 +111,47 @@ Xcode
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Project Setup
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Project Setup
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^^^^^^^^^^^^^
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^^^^^^^^^^^^^
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-- Create an |xcode external build| project anywhere
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+- Create an Xcode external build project anywhere
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+
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+.. image:: /img/xcode_1_create_external_build_project.png
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+
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- Set the *Build tool* to the path to scons
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- Set the *Build tool* to the path to scons
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-Modify Build Target's |xcode Info Tab|:
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+Modify Build Target's Xcode Info Tab:
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- Set *Arguments* to something like: platform=osx tools=yes bits=64 target=debug
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- Set *Arguments* to something like: platform=osx tools=yes bits=64 target=debug
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- Set *Directory* to the path to Godot's source folder. Keep it blank if project is already there.
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- Set *Directory* to the path to Godot's source folder. Keep it blank if project is already there.
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- You may uncheck *Pass build settings in environment*
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- You may uncheck *Pass build settings in environment*
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+.. image:: /img/xcode_2_configure_scons.png
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+
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Add a Command Line Target:
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Add a Command Line Target:
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-- Go to |xcode File > New > Target...| and add a new |xcode command line target|
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+- Go to Xcode File > New > Target... and add a new Xcode command line target
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+
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+.. image:: /img/xcode_3_add_new_target.png
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+
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+.. image:: /img/xcode_4_select_command_line_target.png
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+
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- Name it something so you know not to compile with this target
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- Name it something so you know not to compile with this target
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-- e.g. GodotXcodeIndex
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+- e.g. ``GodotXcodeIndex``
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- Goto the newly created target's *Build Settings* tab and search for *Header Search Paths*
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- Goto the newly created target's *Build Settings* tab and search for *Header Search Paths*
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- Set *Header Search Paths* to an absolute path to Godot's source folder
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- Set *Header Search Paths* to an absolute path to Godot's source folder
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- Make it recursive by adding two \*'s to the end of the path
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- Make it recursive by adding two \*'s to the end of the path
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-- e.g. /Users/me/repos/godot-source/\**
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+- e.g. ``/Users/me/repos/godot-source/\**``
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Add Godot Source to the Project:
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Add Godot Source to the Project:
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- Drag and drop godot source into project file browser.
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- Drag and drop godot source into project file browser.
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-- |xcode Uncheck| *Create External Build System*
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+- Uncheck *Create External Build System*
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+
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+.. image:: /img/xcode_5_after_add_godot_source_to_project.png
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+
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- Click Next
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- Click Next
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-- |xcode Select| *create groups*
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+- Select *create groups*
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+
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+.. image:: /img/xcode_6_after_add_godot_source_to_project_2.png
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+
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- Check off only your command line target in the *Add to targets* section
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- Check off only your command line target in the *Add to targets* section
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- Click finish. Xcode will now index the files.
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- Click finish. Xcode will now index the files.
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- Grab a cup of coffee... Maybe make something to eat, too
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- Grab a cup of coffee... Maybe make something to eat, too
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@@ -149,33 +165,31 @@ Edit Build Scheme of External Build Target:
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- Open scheme editor of external build target
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- Open scheme editor of external build target
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- Expand the *Build* menu
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- Expand the *Build* menu
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- Goto *Post Actions*
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- Goto *Post Actions*
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-- Add a new script |xcode run action|
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+- Add a new script run action, select your project in ``Provide build settings from`` as this allows you to use ``${PROJECT_DIR}`` variable.
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+
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+.. image:: /img/xcode_7_setup_build_post_action.png
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+
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- Write a script that gives the binary a name that Xcode will recognize
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- Write a script that gives the binary a name that Xcode will recognize
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-- e.g. ln -f "$SRCROOT"/bin/godot.osx.tools.64 "$SRCROOT"/bin/godot
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+- e.g. ``ln -f ${PROJECT_DIR}/godot/bin/godot.osx.tools.64 ${PROJECT_DIR}/godot/bin/godot``
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- Build the external build target
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- Build the external build target
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Edit Run Scheme of External Build Target:
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Edit Run Scheme of External Build Target:
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- Open the scheme editor again
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- Open the scheme editor again
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-- |xcode Click Run|
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+- Click Run
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+
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+.. image:: /img/xcode_8_setup_run_scheme.png
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+
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- Set the *Executable* to the file you linked in your post build action script
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- Set the *Executable* to the file you linked in your post build action script
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- Check *Debug executable* if it isn't already
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- Check *Debug executable* if it isn't already
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- You can go to *Arguments* tab and add an -e and a -path to a project to debug the editor
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- You can go to *Arguments* tab and add an -e and a -path to a project to debug the editor
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not the project selection screen
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not the project selection screen
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-Test It:
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+Test it:
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-- set a breakpoint in platform/osx/godot_main_osx.mm
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-- it should break at the point!
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+- Set a breakpoint in platform/osx/godot_main_osx.mm
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+- It should break at the point!
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-.. |xcode external build| replace:: :download:`external build </img/xcode_1_create_external_build_project.png>`
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-.. |xcode Info Tab| replace:: :download:`Info Tab </img/xcode_2_configure_scons.png>`
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-.. |xcode File > New > Target...| replace:: :download:`File > New > Target... </img/xcode_3_add_new_target.png>`
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-.. |xcode command line target| replace:: :download:`command line target </img/xcode_4_select_command_line_target.png>`
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-.. |xcode Uncheck| replace:: :download:`Uncheck </img/xcode_5_after_add_godot_source_to_project.png>`
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-.. |xcode Select| replace:: :download:`Select </img/xcode_6_after_add_godot_source_to_project_2.png>`
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-.. |xcode run action| replace:: :download:`run action </img/xcode_7_setup_build_post_action.png>`
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-.. |xcode Click Run| replace:: :download:`Click Run </img/xcode_8_setup_run_scheme.png>`
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Other editors (vim, emacs, Atom...)
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Other editors (vim, emacs, Atom...)
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-----------------------------------
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-----------------------------------
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