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@@ -2,15 +2,19 @@
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Configure an IDE
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================
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-We assume you've already `cloned <https://github.com/godotengine/godot>`_ and `compiled <_compiling.rst>`_ Godot.
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+
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+We assume that you already `cloned <https://github.com/godotengine/godot>`_ and `:ref:compiled <toc-compiling>` Godot.
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Kdevelop
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--------
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-Is a free, open source IDE (Integrated Development Environment) for Linux, Solaris, FreeBSD, Mac OS X and other Unix flavors.
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-You can find a video tutorial `here <https://www.youtube.com/watch?v=yNVoWQi9TJA>`_. or you may follow this text version tutorial.
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+It is a free, open source IDE (Integrated Development Environment)
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+for Linux, Solaris, FreeBSD, Mac OS X and other Unix flavors.
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+
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+You can find a video tutorial `here <https://www.youtube.com/watch?v=yNVoWQi9TJA>`_.
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+Or you may follow this text version tutorial.
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-Okay so start by openning Kdevelop and choosing open project.
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+Start by opening Kdevelop and choosing "open project".
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.. image:: /img/kdevelop_newproject.png
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@@ -18,7 +22,7 @@ Choose the directory where you cloned Godot.
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.. image:: /img/kdevelop_openproject.png
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-For the build system, choose custom build system.
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+For the build system, choose "custom build system".
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.. image:: /img/kdevelop_custombuild.png
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@@ -28,25 +32,35 @@ Now that the project has been imported, open the project configuration.
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Add the following includes/imports:
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-* . (a dot to indicate the root of the Godot project)
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-* core/
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-* core/os/
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-* core/math/
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-* tools/
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-* drivers/
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-* platform/x11/ (Make that platform/osx/ is you're using OS X)
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+::
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+
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+ . // a dot to indicate the root of the Godot project
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+ core/
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+ core/os/
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+ core/math/
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+ tools/
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+ drivers/
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+ platform/x11/ // make that platform/osx/ is you're using OS X
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.. image:: /img/kdevelop_addincludes.png
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-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)
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+Apply the changes then switch to the "Custom Buildsystem" tab.
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+Leave the build directory blank. Enable build tools and add ``scons``
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+as the executable and add ``platform=x11 target=debug`` (``platform=osx``
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+if you're on OS X).
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.. image:: /img/kdevelop_buildconfig.png
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-Next we need to tell kdevelop where to find the binary. so from the run menu choose Configure Launches.
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+Next we need to tell KDevelop where to find the binary.
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+From the "run" menu, choose "Configure Launches".
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.. image:: /img/kdevelop_configlaunches.png
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-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).
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+Click "Add new" if no launcher exists. Then add the path to your
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+executable in the executable section. Your executable should be located
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+in the ``bin/`` sub-directory and should be named something like
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+``godot.x11.tools.64`` (the name could be different depending on your
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+platform and depending on your build options).
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.. image:: /img/kdevelop_configlaunches2.png
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