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added a guide to configure kdevelop as an IDE

Adham Zahran 9 tahun lalu
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9 mengubah file dengan 50 tambahan dan 0 penghapusan
  1. TEMPAT SAMPAH
      img/kdevelop_addincludes.png
  2. TEMPAT SAMPAH
      img/kdevelop_buildconfig.png
  3. TEMPAT SAMPAH
      img/kdevelop_configlaunches.png
  4. TEMPAT SAMPAH
      img/kdevelop_configlaunches2.png
  5. TEMPAT SAMPAH
      img/kdevelop_custombuild.png
  6. TEMPAT SAMPAH
      img/kdevelop_newproject.png
  7. TEMPAT SAMPAH
      img/kdevelop_openconfig.png
  8. TEMPAT SAMPAH
      img/kdevelop_openproject.png
  9. 50 0
      reference/configure_your_ide.rst

TEMPAT SAMPAH
img/kdevelop_addincludes.png


TEMPAT SAMPAH
img/kdevelop_buildconfig.png


TEMPAT SAMPAH
img/kdevelop_configlaunches.png


TEMPAT SAMPAH
img/kdevelop_configlaunches2.png


TEMPAT SAMPAH
img/kdevelop_custombuild.png


TEMPAT SAMPAH
img/kdevelop_newproject.png


TEMPAT SAMPAH
img/kdevelop_openconfig.png


TEMPAT SAMPAH
img/kdevelop_openproject.png


+ 50 - 0
reference/configure_your_ide.rst

@@ -2,6 +2,56 @@
 
 Configure an IDE
 ================
+We assume you've already `cloned <https://github.com/godotengine/godot>`_ and `compiled <_compiling.rst>`_ 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.
+
+Okay so start by openning Kdevelop and choosing open project.
+
+.. image:: /img/kdevelop_newproject.png
+
+Choose the directory where you cloned Godot.
+
+.. image:: /img/kdevelop_openproject.png
+
+For the build system, choose custom build system.
+
+.. image:: /img/kdevelop_custombuild.png
+
+Now that the project has been imported, open the project configuration.
+
+.. image:: /img/kdevelop_openconfig.png
+
+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)
+
+.. 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)
+
+.. image:: /img/kdevelop_buildconfig.png
+
+Next we need to tell kdevelop where to find the binary. so 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).
+
+.. image:: /img/kdevelop_configlaunches2.png
+
+That's it! Now you should be good to go :)
+
 
 Eclipse
 -------