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@@ -3,7 +3,7 @@
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Configuring an IDE
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==================
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-We assume that you already `cloned <https://github.com/godotengine/godot>`_
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+We assume that you have already `cloned <https://github.com/godotengine/godot>`_
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and :ref:`compiled <toc-devel-compiling>` Godot.
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You can easily develop Godot with any text editor and by invoking ``scons``
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@@ -83,13 +83,13 @@ from the upstream git repository or a specific fork etc. However this
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brings a little problem with it: as the development continues, source files
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(and folders) are added or removed. These changes needs to be reflected in
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your project files for Qt Creator too, so you continue to have a nice
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-experience coding in it. A simple way to check these things, is to right click
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+experience coding in it. A simple way to check is to right click
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at your root folder in the "Projects View" and click on "Edit files..."
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.. image:: img/qtcreator-edit-files-menu.png
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Now a new dialog should appear that is similar in functionality to the one in the third step
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-of the "Importing the project" section. Here now you can check whether you want to add/remove
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+of the "Importing the project" section. Here you can check whether you want to add/remove
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specific files and/or folders. You can chose by clicking with your mouse or just simply by
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clicking the "Apply Filter" button. A simple click on "Ok" and you're ready to continue your work.
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@@ -270,22 +270,22 @@ Visual Studio Code
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- Now open cloned godot folder in VS Code (File > Open Folder...)
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-In order to build the project, we need configurations files: *launch.json* and *tasks.json*.
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+In order to build the project, we need two configuration files: *launch.json* and *tasks.json*.
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To create them:
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-- Open Debug view (Ctrl + Shift + D) and select cogwheel with orange dot:
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+- Open Debug view (Ctrl + Shift + D) and select cogwheel with an orange dot:
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.. image:: img/vscode_1_create_launch.json.png
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-- Select *C++ (GDB/LLDB)* (it might be slightly differently called on macOS or Windows)
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+- Select *C++ (GDB/LLDB)* (it might be named differently on macOS or Windows)
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- Update *launch.json* to match:
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.. image:: img/vscode_2_launch.json.png
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-(Note that *godot.x11.tools.64* in "program" value might be differently called on macOS or Windows)
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+(Note that *godot.x11.tools.64* in "program" value might be named differently on macOS or Windows)
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-- Create *tasks.json* by starting Debug process (F5). VS Code will show dialog with *Configure Task* button. Tap it and select *Create tasks.json file from template*, then select *Others*
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+- Create *tasks.json* by starting the Debug process (F5). VS Code will show a dialog with a *Configure Task* button. Tap it and select *Create tasks.json file from template*, then select *Others*
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- Update *tasks.json* to match:
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@@ -293,6 +293,6 @@ To create them:
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(Note that *platform=x11* will be different for macOX and Windows)
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-- You can now start Debug process again to test that everything works.
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+- You can now start the Debug process again to test that everything works.
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- If the build phase fails, check the console for hints. On Linux it's most likely that some dependencies are missing. Check :ref:`Compiling for X11 (Linux, \*BSD) <doc_compiling_for_x11>`
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