kdevelop.rst 1.7 KB

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  1. .. _doc_configuring_an_ide_kdevelop:
  2. KDevelop
  3. ========
  4. `KDevelop <https://www.kdevelop.org>`_ is a free, open source IDE for all desktop platforms.
  5. Start by opening KDevelop and choosing **Open Project**.
  6. .. image:: img/kdevelop_newproject.png
  7. Choose the directory where you cloned Godot.
  8. On the next screen, choose **Custom Build System** for the **Project Manager**.
  9. .. image:: img/kdevelop_custombuild.png
  10. Now that the project has been imported, open the project configuration.
  11. .. image:: img/kdevelop_openconfig.png
  12. Add the following includes/imports:
  13. .. code-block:: none
  14. . // a dot to indicate the root of the Godot project
  15. core/
  16. core/os/
  17. core/math/
  18. drivers/
  19. platform/linuxbsd/ // make that platform/osx/ if you're using macOS
  20. .. image:: img/kdevelop_addincludes.png
  21. Apply the changes.
  22. Switch to the **Custom Build System** tab. Add a build configuration
  23. and keep the build directory blank. Enable build tools and add ``scons``
  24. as the executable then add ``platform=linuxbsd target=debug`` (``platform=osx``
  25. if you're on macOS) as the arguments.
  26. .. image:: img/kdevelop_buildconfig.png
  27. Next, we need to tell KDevelop where to find the binary.
  28. From the **Run** menu, choose **Configure Launches**.
  29. .. image:: img/kdevelop_configlaunches.png
  30. Click **Add** if no launcher exists. Then add the path to your
  31. executable in the executable section. Your executable should be located
  32. in the ``bin/`` subdirectory and should be named something like
  33. ``godot.linuxbsd.tools.64`` (the name could be different depending on your
  34. platform and build options).
  35. .. image:: img/kdevelop_configlaunches2.png
  36. If you run into any issues, ask for help in one of
  37. `Godot's community channels <https://godotengine.org/community>`__.