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- .. _doc_configuring_an_ide_xcode:
- Xcode
- =====
- Xcode is a free macOS-only IDE. You can download it from the Mac App Store.
- Project setup
- -------------
- - Create an Xcode external build project anywhere.
- .. image:: img/xcode_1_create_external_build_project.png
- Go to the build target's **Info** tab, then:
- - Set **Build Tool** to the full path to SCons.
- - Set **Arguments** to something like
- ``platform=osx tools=yes bits=64 target=debug``.
- - Set **Directory** to the path to Godot's source folder.
- - You may uncheck **Pass build settings in environment**.
- .. image:: img/xcode_2_configure_scons.png
- Add a Command Line Tool target which will be used for indexing the project:
- - In Xcode's menu, choose **File > New > Target...** and add a new Xcode
- command line tool target.
- .. image:: img/xcode_3_add_new_target.png
- .. image:: img/xcode_4_select_command_line_target.png
- - Name it something so you know not to compile with this target (e.g. ``GodotXcodeIndex``).
- - Goto the newly created target's **Build Settings** tab and look for **Header Search Paths**.
- - Set **Header Search Paths** to the absolute path to Godot's source folder.
- - Make it recursive by adding two asterisks (``**``) to the end of the path,
- e.g. ``/Users/me/repos/godot-source/**``.
- Add the Godot source to the project:
- - Drag and drop Godot source into the project file browser.
- - Uncheck **Create external build system project**.
- .. image:: img/xcode_5_after_add_godot_source_to_project.png
- - Click **Next**.
- - Select **Create groups**.
- .. image:: img/xcode_6_after_add_godot_source_to_project_2.png
- - Check *only* your command line indexing target in the
- **Add to targets** section.
- - Click finish. Xcode will now index the files. This may take a few minutes.
- - Once Xcode is done indexing, you should have jump-to-definition,
- autocompletion, and full syntax highlighting.
- Scheme setup
- ------------
- To enable debugging support, edit the external build target's build scheme:
- - Open the scheme editor of the external build target.
- - Expand the **Build** menu.
- - Goto **Post Actions**.
- - Add a new script run action, select your project in **Provide build settings from**
- as this allows you to use the``${PROJECT_DIR}`` variable.
- .. image:: img/xcode_7_setup_build_post_action.png
- - Write a script that gives the binary a name that Xcode will recognize, such as:
- ``ln -f ${PROJECT_DIR}/godot/bin/godot.osx.tools.64 ${PROJECT_DIR}/godot/bin/godot``
- - Build the external build target.
- Edit the external build target's Run scheme:
- - Open the scheme editor again.
- - Click **Run**.
- .. image:: img/xcode_8_setup_run_scheme.png
- - Set the **Executable** to the file you linked in your post-build action script.
- - Check **Debug executable** if it isn't checked already.
- - You can go to **Arguments** tab and specify the full path to a
- ``project.godot`` file to debug the editor instead of the project manager.
- Alternatively, use ``--path`` to point to a project *folder* which will be
- run directly (instead of opening the editor).
- Test the Run scheme:
- - Set a breakpoint in ``platform/osx/godot_main_osx.mm``.
- - If all goes well, it should break at the specified breakpoint.
- If you run into any issues, ask for help in one of
- `Godot's community channels <https://godotengine.org/community>`__.
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