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Improve formatting slightly

Expanding on #8.
Rémi Verschelde 9 tahun lalu
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1 mengubah file dengan 29 tambahan dan 15 penghapusan
  1. 29 15
      reference/configure_your_ide.rst

+ 29 - 15
reference/configure_your_ide.rst

@@ -2,15 +2,19 @@
 
 Configure an IDE
 ================
-We assume you've already `cloned <https://github.com/godotengine/godot>`_ and `compiled <_compiling.rst>`_ Godot.
+
+We assume that you already `cloned <https://github.com/godotengine/godot>`_ and `:ref:compiled <toc-compiling>` Godot.
 
 Kdevelop
 --------
-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.
+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.
 
-Okay so start by openning Kdevelop and choosing open project.
+Start by opening Kdevelop and choosing "open project".
 
 .. image:: /img/kdevelop_newproject.png
 
@@ -18,7 +22,7 @@ Choose the directory where you cloned Godot.
 
 .. image:: /img/kdevelop_openproject.png
 
-For the build system, choose custom build system.
+For the build system, choose "custom build system".
 
 .. image:: /img/kdevelop_custombuild.png
 
@@ -28,25 +32,35 @@ Now that the project has been imported, open the project configuration.
 
 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/ is you're using OS X)
+::
+
+    .  // a dot to indicate the root of the Godot project
+    core/
+    core/os/
+    core/math/
+    tools/
+    drivers/
+    platform/x11/  // make that platform/osx/ is 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)
+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. so from the run menu choose Configure Launches.
+Next we need to tell KDevelop where to find the binary.
+From the "run" menu, choose "Configure Launches".
 
 .. image:: /img/kdevelop_configlaunches.png
 
-Add new if you none exists. And 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).
+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