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- .. _doc_configuring_an_ide:
- Configuring an IDE
- ==================
- We assume that you already `cloned <https://github.com/godotengine/godot>`_
- and :ref:`compiled <toc-compiling>` Godot.
- Kdevelop
- --------
- It is a free, open source IDE (Integrated Development Environment)
- for Linux, Solaris, FreeBSD, Mac OS X and other Unix flavors.
- You can find a video tutorial `here <https://www.youtube.com/watch?v=yNVoWQi9TJA>`_.
- Or you may follow this text version tutorial.
- Start by opening Kdevelop and choosing "open project".
- .. image:: /img/kdevelop_newproject.png
- Choose the directory where you cloned Godot.
- .. image:: /img/kdevelop_openproject.png
- For the build system, choose "custom build system".
- .. image:: /img/kdevelop_custombuild.png
- Now that the project has been imported, open the project configuration.
- .. image:: /img/kdevelop_openconfig.png
- Add the following includes/imports:
- ::
- . // a dot to indicate the root of the Godot project
- core/
- core/os/
- core/math/
- tools/
- drivers/
- platform/x11/ // make that platform/osx/ is you're using OS X
- .. image:: /img/kdevelop_addincludes.png
- Apply the changes then switch to the "Custom Buildsystem" tab.
- Leave the build directory blank. Enable build tools and add ``scons``
- as the executable and add ``platform=x11 target=debug`` (``platform=osx``
- if you're on OS X).
- .. image:: /img/kdevelop_buildconfig.png
- Next we need to tell KDevelop where to find the binary.
- From the "run" menu, choose "Configure Launches".
- .. image:: /img/kdevelop_configlaunches.png
- Click "Add new" if no launcher exists. Then add the path to your
- executable in the executable section. Your executable should be located
- in the ``bin/`` sub-directory and should be named something like
- ``godot.x11.tools.64`` (the name could be different depending on your
- platform and depending on your build options).
- .. image:: /img/kdevelop_configlaunches2.png
- That's it! Now you should be good to go :)
- Eclipse
- -------
- TODO.
- QtCreator
- ---------
- Importing the project
- ^^^^^^^^^^^^^^^^^^^^^
- - Choose *New Project* -> *Import Project* -> *Import Existing Project*.
- - Set the path to your Godot root directory and enter the project name.
- - Here you can choose which folders and files will be visible to the project. C/C++ files
- are added automatically. Potentially useful additions: \*.py for buildsystem files, \*.java for Android development,
- \*.mm for OSX. Click "Next".
- - Click *Finish*.
- - Add a line containing ``.`` to *project_name.files* to get working code completion.
- Build and run
- ^^^^^^^^^^^^^
- Build configuration:
- - Click on *Projects* and open the *Build* tab.
- - Delete the pre-defined ``make`` build step.
- - Click *Add Build Step* -> *Custom Process Step*.
- - Type ``scons`` in the *Command* field.
- - Fill the *Arguments* field with your compilation options. (e.g.: ``p=x11 target=debug -j 4``)
- Run configuration:
- - Open the *Run* tab.
- - Point the *Executable* to your compiled Godot binary.
- - If you want to run a specific game or project, point *Working directory* to the game directory.
- - If you want to run the editor, add ``-e`` to the *Command line arguments* field.
- Xcode
- -----
- Here is an `image album <https://imgur.com/a/NU9y9>` of the steps as well.
- Project Setup
- ^^^^^^^^^^^^^
- - Create an external build project anywhere
- - Set the *Build tool* to the path to scons
- - In the external build target's info panel that should now be open
- - Set *Arguments* to something like: platform=osx tools=yes bits=64 target=debug
- - Set *Directory* to the path to Godot's source folder. Keep it blank if project is already there.
- - You may uncheck *Pass build settings in environment*
- - Go to File > New > Target... and add a new command line target
- - Name it something so you know not to compile with this target
- - e.g. GodotXcodeIndex
- - Drag and drop godot source into project file browser
- - Uncheck *Create External Build System*
- - Click Next
- - Select create groups
- - Check off only your command line target in the *Add to targets* section
- - Click finish. Xcode will now index the files.
- - Grab a cup of coffee... Maybe make something to eat, too
- - You should have jump to definition, auto completion, and full syntax highlighting when it is done.
- Scheme Setup
- ^^^^^^^^^^^^
- - Open scheme editor of external build target
- - Expand the *Build* menu
- - Goto *Post Actions*
- - Add a new script run action
- - Write a script that gives the binary a name that xcode will recognize
- - e.g. ln -f "$SRCROOT"/bin/godot.osx.tools.64 godot
- - Build the external build target
- - Open the scheme editor again
- - Click *Run*
- - Set the *Executable* to the file you linked in your post build action script
- - Check if *Debug executable* if it isn't already
- - Test it
- - set a breakpoint in platform/osx/godot_main_osx.mm
- - it should break at the point!
- Other editors (vim, emacs, Atom...)
- -----------------------------------
- TODO.
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