configuring_an_ide.rst 5.9 KB

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  1. .. _doc_configuring_an_ide:
  2. Configuring an IDE
  3. ==================
  4. We assume that you already `cloned <https://github.com/godotengine/godot>`_
  5. and :ref:`compiled <toc-compiling>` Godot.
  6. Kdevelop
  7. --------
  8. It is a free, open source IDE (Integrated Development Environment)
  9. for Linux, Solaris, FreeBSD, Mac OS X and other Unix flavors.
  10. You can find a video tutorial `here <https://www.youtube.com/watch?v=yNVoWQi9TJA>`_.
  11. Or you may follow this text version tutorial.
  12. Start by opening Kdevelop and choosing "open project".
  13. .. image:: /img/kdevelop_newproject.png
  14. Choose the directory where you cloned Godot.
  15. .. image:: /img/kdevelop_openproject.png
  16. For the build system, choose "custom build system".
  17. .. image:: /img/kdevelop_custombuild.png
  18. Now that the project has been imported, open the project configuration.
  19. .. image:: /img/kdevelop_openconfig.png
  20. Add the following includes/imports:
  21. ::
  22. . // a dot to indicate the root of the Godot project
  23. core/
  24. core/os/
  25. core/math/
  26. tools/
  27. drivers/
  28. platform/x11/ // make that platform/osx/ is you're using OS X
  29. .. image:: /img/kdevelop_addincludes.png
  30. Apply the changes then switch to the "Custom Buildsystem" tab.
  31. Leave the build directory blank. Enable build tools and add ``scons``
  32. as the executable and add ``platform=x11 target=debug`` (``platform=osx``
  33. if you're on OS X).
  34. .. image:: /img/kdevelop_buildconfig.png
  35. Next we need to tell KDevelop where to find the binary.
  36. From the "run" menu, choose "Configure Launches".
  37. .. image:: /img/kdevelop_configlaunches.png
  38. Click "Add new" if no launcher exists. Then add the path to your
  39. executable in the executable section. Your executable should be located
  40. in the ``bin/`` sub-directory and should be named something like
  41. ``godot.x11.tools.64`` (the name could be different depending on your
  42. platform and depending on your build options).
  43. .. image:: /img/kdevelop_configlaunches2.png
  44. That's it! Now you should be good to go :)
  45. Eclipse
  46. -------
  47. TODO.
  48. QtCreator
  49. ---------
  50. Importing the project
  51. ^^^^^^^^^^^^^^^^^^^^^
  52. - Choose *New Project* -> *Import Project* -> *Import Existing Project*.
  53. - Set the path to your Godot root directory and enter the project name.
  54. - Here you can choose which folders and files will be visible to the project. C/C++ files
  55. are added automatically. Potentially useful additions: \*.py for buildsystem files, \*.java for Android development,
  56. \*.mm for OSX. Click "Next".
  57. - Click *Finish*.
  58. - Add a line containing ``.`` to *project_name.includes* to get working code completion.
  59. Build and run
  60. ^^^^^^^^^^^^^
  61. Build configuration:
  62. - Click on *Projects* and open the *Build* tab.
  63. - Delete the pre-defined ``make`` build step.
  64. - Click *Add Build Step* -> *Custom Process Step*.
  65. - Type ``scons`` in the *Command* field.
  66. - Fill the *Arguments* field with your compilation options. (e.g.: ``p=x11 target=debug -j 4``)
  67. Run configuration:
  68. - Open the *Run* tab.
  69. - Point the *Executable* to your compiled Godot binary (e.g: ``%{buildDir}\bin\godot.windows.tools.64.exe``)
  70. - If you want to run a specific game or project, point *Working directory* to the game directory.
  71. - If you want to run the editor, add ``-e`` to the *Command line arguments* field.
  72. Xcode
  73. -----
  74. Project Setup
  75. ^^^^^^^^^^^^^
  76. - Create an Xcode external build project anywhere
  77. .. image:: /img/xcode_1_create_external_build_project.png
  78. - Set the *Build tool* to the path to scons
  79. Modify Build Target's Xcode Info Tab:
  80. - Set *Arguments* to something like: platform=osx tools=yes bits=64 target=debug
  81. - Set *Directory* to the path to Godot's source folder. Keep it blank if project is already there.
  82. - You may uncheck *Pass build settings in environment*
  83. .. image:: /img/xcode_2_configure_scons.png
  84. Add a Command Line Target:
  85. - Go to Xcode File > New > Target... and add a new Xcode command line target
  86. .. image:: /img/xcode_3_add_new_target.png
  87. .. image:: /img/xcode_4_select_command_line_target.png
  88. - Name it something so you know not to compile with this target
  89. - e.g. ``GodotXcodeIndex``
  90. - Goto the newly created target's *Build Settings* tab and search for *Header Search Paths*
  91. - Set *Header Search Paths* to an absolute path to Godot's source folder
  92. - Make it recursive by adding two \*'s to the end of the path
  93. - e.g. ``/Users/me/repos/godot-source/\**``
  94. Add Godot Source to the Project:
  95. - Drag and drop godot source into project file browser.
  96. - Uncheck *Create External Build System*
  97. .. image:: /img/xcode_5_after_add_godot_source_to_project.png
  98. - Click Next
  99. - Select *create groups*
  100. .. image:: /img/xcode_6_after_add_godot_source_to_project_2.png
  101. - Check off only your command line target in the *Add to targets* section
  102. - Click finish. Xcode will now index the files.
  103. - Grab a cup of coffee... Maybe make something to eat, too
  104. - You should have jump to definition, auto completion, and full syntax highlighting when it is done.
  105. Scheme Setup
  106. ^^^^^^^^^^^^
  107. Edit Build Scheme of External Build Target:
  108. - Open scheme editor of external build target
  109. - Expand the *Build* menu
  110. - Goto *Post Actions*
  111. - Add a new script run action, select your project in ``Provide build settings from`` as this allows you to use ``${PROJECT_DIR}`` variable.
  112. .. image:: /img/xcode_7_setup_build_post_action.png
  113. - Write a script that gives the binary a name that Xcode will recognize
  114. - e.g. ``ln -f ${PROJECT_DIR}/godot/bin/godot.osx.tools.64 ${PROJECT_DIR}/godot/bin/godot``
  115. - Build the external build target
  116. Edit Run Scheme of External Build Target:
  117. - Open the scheme editor again
  118. - Click Run
  119. .. image:: /img/xcode_8_setup_run_scheme.png
  120. - Set the *Executable* to the file you linked in your post build action script
  121. - Check *Debug executable* if it isn't already
  122. - You can go to *Arguments* tab and add an -e and a -path to a project to debug the editor
  123. not the project selection screen
  124. Test it:
  125. - Set a breakpoint in platform/osx/godot_main_osx.mm
  126. - It should break at the point!
  127. Other editors (vim, emacs, Atom...)
  128. -----------------------------------
  129. TODO.