112 lines
3.2 KiB
ReStructuredText
112 lines
3.2 KiB
ReStructuredText
.. _doc_configuring_an_ide:
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Configuring an IDE
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==================
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We assume that you already `cloned <https://github.com/godotengine/godot>`_
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and :ref:`compiled <toc-compiling>` Godot.
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Kdevelop
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--------
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It is a free, open source IDE (Integrated Development Environment)
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for Linux, Solaris, FreeBSD, Mac OS X and other Unix flavors.
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You can find a video tutorial `here <https://www.youtube.com/watch?v=yNVoWQi9TJA>`_.
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Or you may follow this text version tutorial.
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Start by opening Kdevelop and choosing "open project".
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.. image:: /img/kdevelop_newproject.png
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Choose the directory where you cloned Godot.
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.. image:: /img/kdevelop_openproject.png
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For the build system, choose "custom build system".
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.. image:: /img/kdevelop_custombuild.png
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Now that the project has been imported, open the project configuration.
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.. image:: /img/kdevelop_openconfig.png
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Add the following includes/imports:
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::
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. // a dot to indicate the root of the Godot project
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core/
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core/os/
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core/math/
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tools/
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drivers/
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platform/x11/ // make that platform/osx/ is you're using OS X
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.. image:: /img/kdevelop_addincludes.png
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Apply the changes then switch to the "Custom Buildsystem" tab.
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Leave the build directory blank. Enable build tools and add ``scons``
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as the executable and add ``platform=x11 target=debug`` (``platform=osx``
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if you're on OS X).
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.. image:: /img/kdevelop_buildconfig.png
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Next we need to tell KDevelop where to find the binary.
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From the "run" menu, choose "Configure Launches".
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.. image:: /img/kdevelop_configlaunches.png
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Click "Add new" if no launcher exists. Then add the path to your
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executable in the executable section. Your executable should be located
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in the ``bin/`` sub-directory and should be named something like
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``godot.x11.tools.64`` (the name could be different depending on your
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platform and depending on your build options).
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.. image:: /img/kdevelop_configlaunches2.png
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That's it! Now you should be good to go :)
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Eclipse
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-------
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TODO.
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QtCreator
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---------
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Importing the project
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^^^^^^^^^^^^^^^^^^^^^
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- Choose *New Project* -> *Import Project* -> *Import Existing Project*.
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- Set the path to your Godot root directory and enter the project name.
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- Here you can choose which folders and files will be visible to the project. C/C++ files
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are added automatically. Potentially useful additions: \*.py for buildsystem files, \*.java for Android development,
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\*.mm for OSX. Click "Next".
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- Click *Finish*.
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- Add a line containing ``.`` to *project_name.files* to get working code completion.
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Build and run
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^^^^^^^^^^^^^
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Build configuration:
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- Click on *Projects* and open the *Build* tab.
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- Delete the pre-defined ``make`` build step.
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- Click *Add Build Step* -> *Custom Process Step*.
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- Type ``scons`` in the *Command* field.
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- Fill the *Arguments* field with your compilation options. (e.g.: ``p=x11 target=debug -j 4``)
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Run configuration:
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- Open the *Run* tab.
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- Point the *Executable* to your compiled Godot binary.
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- If you want to run a specific game or project, point *Working directory* to the game directory.
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- If you want to run the editor, add ``-e`` to the *Command line arguments* field.
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Other editors (vim, emacs, Atom...)
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-----------------------------------
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TODO.
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