visual_studio_code.rst 5.6 KB

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  1. .. _doc_configuring_an_ide_vscode:
  2. Visual Studio Code
  3. ==================
  4. `Visual Studio Code <https://code.visualstudio.com>`_ is a free cross-platform code editor
  5. by `Microsoft <https://microsoft.com>`_ (not to be confused with :ref:`doc_configuring_an_ide_vs`).
  6. Importing the project
  7. ---------------------
  8. - Make sure the C/C++ extension is installed. You can find instructions in
  9. the `official documentation <https://code.visualstudio.com/docs/languages/cpp>`_.
  10. Alternatively, `clangd <https://open-vsx.org/extension/llvm-vs-code-extensions/vscode-clangd>`_
  11. can be used instead.
  12. - When using the clangd extension, run ``scons compiledb=yes``.
  13. - From the Visual Studio Code's main screen open the Godot root folder with
  14. **File > Open Folder...**.
  15. - Press :kbd:`Ctrl + Shift + P` to open the command prompt window and enter *Configure Task*.
  16. .. figure:: img/vscode_configure_task.png
  17. :align: center
  18. - Select the **Create tasks.json file from template** option.
  19. .. figure:: img/vscode_create_tasksjson.png
  20. :align: center
  21. - Then select **Others**.
  22. .. figure:: img/vscode_create_tasksjson_others.png
  23. :align: center
  24. - Within the ``tasks.json`` file find the ``"tasks"`` array and add a new section to it:
  25. .. tabs::
  26. .. code-tab:: js Linux/X11
  27. {
  28. "label": "build",
  29. "group": "build",
  30. "type": "shell",
  31. "command": "scons",
  32. "args": [
  33. "-j $(nproc)"
  34. ],
  35. "problemMatcher": "$msCompile"
  36. }
  37. .. code-tab:: js Windows
  38. {
  39. "label": "build",
  40. "group": "build",
  41. "type": "shell",
  42. "command": "scons",
  43. "args": [
  44. // Use this when your default shell is Command Prompt (cmd.exe).
  45. "-j %NUMBER_OF_PROCESSORS%",
  46. // Use this when your default shell is PowerShell.
  47. "-j $env:NUMBER_OF_PROCESSORS"
  48. ],
  49. "problemMatcher": "$msCompile"
  50. }
  51. .. figure:: img/vscode_3_tasks.json.png
  52. :figclass: figure-w480
  53. :align: center
  54. An example of a filled out ``tasks.json``.
  55. Arguments can be different based on your own setup and needs. See
  56. :ref:`doc_introduction_to_the_buildsystem` for a full list of arguments.
  57. Debugging the project
  58. ---------------------
  59. To run and debug the project you need to create a new configuration in the ``launch.json`` file.
  60. - Press :kbd:`Ctrl + Shift + D` to open the Run panel.
  61. - If ``launch.json`` file is missing you will be prompted to create a new one.
  62. .. figure:: img/vscode_1_create_launch.json.png
  63. :align: center
  64. - Select **C++ (GDB/LLDB)**. There may be another platform specific option here. If selected,
  65. adjust the configuration example provided accordingly.
  66. - Within the ``launch.json`` file find the ``"configurations"`` array and add a new section to it:
  67. .. tabs::
  68. .. code-tab:: js X11
  69. {
  70. "name": "Launch Project",
  71. "type": "lldb",
  72. "request": "launch",
  73. // Change to godot.x11.tools.64.llvm for llvm-based builds.
  74. "program": "${workspaceFolder}/bin/godot.x11.tools.64",
  75. // Change the arguments below for the project you want to test with.
  76. // To run the project instead of editing it, remove the "--editor" argument.
  77. "args": [ "--editor", "--path", "path-to-your-godot-project-folder" ],
  78. "stopAtEntry": false,
  79. "cwd": "${workspaceFolder}",
  80. "environment": [],
  81. "externalConsole": false,
  82. "preLaunchTask": "build"
  83. }
  84. .. code-tab:: js X11_gdb
  85. {
  86. "name": "Launch Project",
  87. "type": "cppdbg",
  88. "request": "launch",
  89. // Change to godot.x11.tools.64.llvm for llvm-based builds.
  90. "program": "${workspaceFolder}/bin/godot.x11.tools.64",
  91. // Change the arguments below for the project you want to test with.
  92. // To run the project instead of editing it, remove the "--editor" argument.
  93. "args": [ "--editor", "--path", "path-to-your-godot-project-folder" ],
  94. "stopAtEntry": false,
  95. "cwd": "${workspaceFolder}",
  96. "environment": [],
  97. "externalConsole": false,
  98. "setupCommands":
  99. [
  100. {
  101. "description": "Enable pretty-printing for gdb",
  102. "text": "-enable-pretty-printing",
  103. "ignoreFailures": true
  104. }
  105. ],
  106. "preLaunchTask": "build"
  107. }
  108. .. code-tab:: js Windows
  109. {
  110. "name": "Launch Project",
  111. "type": "cppvsdbg",
  112. "request": "launch",
  113. "program": "${workspaceFolder}/bin/godot.windows.tools.64.exe",
  114. // Change the arguments below for the project you want to test with.
  115. // To run the project instead of editing it, remove the "--editor" argument.
  116. "args": [ "--editor", "--path", "path-to-your-godot-project-folder" ],
  117. "stopAtEntry": false,
  118. "cwd": "${workspaceFolder}",
  119. "environment": [],
  120. "console": "internalConsole",
  121. "visualizerFile": "${workspaceFolder}/platform/windows/godot.natvis",
  122. "preLaunchTask": "build"
  123. }
  124. .. figure:: img/vscode_2_launch.json.png
  125. :figclass: figure-w480
  126. :align: center
  127. An example of a filled out ``launch.json``.
  128. .. note::
  129. Due to sporadic performance issues, it is recommended to use LLDB over GDB on Unix-based systems.
  130. Make sure that the `CodeLLDB extension <https://marketplace.visualstudio.com/items?itemName=vadimcn.vscode-lldb>`_
  131. is installed.
  132. If you encounter issues with lldb, you may consider using gdb (see the X11_gdb configuration).
  133. Do note that lldb may work better with llvm-based builds. See :ref:`doc_compiling_for_x11` for further information.
  134. The name under ``program`` depends on your build configuration,
  135. e.g. ``godot.x11.tools.64`` for 64-bit X11 platform with ``tools`` enabled.
  136. If you run into any issues, ask for help in one of
  137. `Godot's community channels <https://godotengine.org/community>`__.