reformatted how to config Xcode text and added supplementary images

This commit is contained in:
Indica Inkwell 2016-05-26 23:07:08 -07:00
parent 0b6f7c690a
commit d3acdf17bc
9 changed files with 52 additions and 31 deletions

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@ -108,47 +108,68 @@ Run configuration:
Xcode
-----
Here is an `image album <https://imgur.com/a/NU9y9>` of the steps as well.
Project Setup
^^^^^^^^^^^^^
- Create an external build project anywhere
- Create an |xcode 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.
Modify Build Target's |xcode Info Tab|:
- 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*
Add a Command Line Target:
- Go to |xcode File > New > Target...| and add a new |xcode command line target|
- Name it something so you know not to compile with this target
- e.g. GodotXcodeIndex
Add Godot Source to the Project:
- Drag and drop godot source into project file browser.
- |xcode Uncheck| *Create External Build System*
- Click Next
- |xcode 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.
- 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 "$SRCROOT"/bin/godot.osx.tools.64 godot
- Build the external build target
- Open the scheme editor again
- Click *Run*
- Set the *Executable* to the file you linked in your post build action script
- Check if *Debug executable* if it isn't already
- Test it
- set a breakpoint in platform/osx/godot_main_osx.mm
- it should break at the point!
Edit Build Scheme of External Build Target:
- Open scheme editor of external build target
- Expand the *Build* menu
- Goto *Post Actions*
- Add a new script |xcode run action|
- Write a script that gives the binary a name that Xcode will recognize
- e.g. ln -f "$SRCROOT"/bin/godot.osx.tools.64 godot
- Build the external build target
Edit Run Scheme of External Build Target:
- Open the scheme editor again
- |xcode Click Run|
- Set the *Executable* to the file you linked in your post build action script
- Check *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!
.. |xcode external build| replace:: :download:`external build </img/xcode_1_create_external_build_project.png>`
.. |xcode Info Tab| replace:: :download:`Info Tab </img/xcode_2_configure_scons.png>`
.. |xcode File > New > Target...| replace:: :download:`File > New > Target... </img/xcode_3_add_new_target.png>`
.. |xcode command line target| replace:: :download:`command line target </img/xcode_4_select_command_line_target.png>`
.. |xcode Uncheck| replace:: :download:`Uncheck </img/xcode_5_after_add_godot_source_to_project.png>`
.. |xcode Select| replace:: :download:`Select </img/xcode_6_after_add_godot_source_to_project_2.png>`
.. |xcode run action| replace:: :download:`run action </img/xcode_7_setup_build_post_action.png>`
.. |xcode Click Run| replace:: :download:`Click Run </img/xcode_8_setup_run_scheme.png>`
Other editors (vim, emacs, Atom...)
-----------------------------------