configuring_an_ide.rst 3.2 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.files* 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.
  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. Other editors (vim, emacs, Atom...)
  73. -----------------------------------
  74. TODO.