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- .. _doc_configuring_an_ide_kdevelop:
- KDevelop
- ========
- `KDevelop <https://www.kdevelop.org>`_ is a free, open source IDE for all desktop platforms.
- Start by opening KDevelop and choosing **Open Project**.
- .. image:: img/kdevelop_newproject.png
- Choose the directory where you cloned Godot.
- On the next screen, choose **Custom Build System** for the **Project Manager**.
- .. 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:
- .. code-block:: none
- . // a dot to indicate the root of the Godot project
- core/
- core/os/
- core/math/
- drivers/
- platform/linuxbsd/ // make that platform/osx/ if you're using macOS
- .. image:: img/kdevelop_addincludes.png
- Apply the changes.
- Switch to the **Custom Build System** tab. Add a build configuration
- and keep the build directory blank. Enable build tools and add ``scons``
- as the executable then add ``platform=linuxbsd target=debug`` (``platform=osx``
- if you're on macOS) as the arguments.
- .. image:: img/kdevelop_buildconfig.png
- Next, we need to tell KDevelop where to find the binary.
- From the **Run** menu, choose **Configure Launches**.
- .. image:: img/kdevelop_configlaunches.png
- Click **Add** if no launcher exists. Then add the path to your
- executable in the executable section. Your executable should be located
- in the ``bin/`` subdirectory and should be named something like
- ``godot.linuxbsd.tools.64`` (the name could be different depending on your
- platform and build options).
- .. image:: img/kdevelop_configlaunches2.png
- If you run into any issues, ask for help in one of
- `Godot's community channels <https://godotengine.org/community>`__.
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