pandemonium_engine_docs/development/cpp/configuring_an_ide/xcode.md

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Xcode
=====
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`Xcode ( https://developer.apple.com/xcode )` is a free macOS-only IDE. You can
download it from the Mac App Store.
Importing the project
---------------------
- From Xcode's main screen create a new project using the **Other > External Build System** template.
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.. figure:: img/xcode_1_create_external_build_project.png)
:figclass: figure-w480
:align: center
- Open your build targets from the **Targets** section and select the **Info** tab.
- Fill out the form with the following settings:
+------------+------------------------------------------------------------------------------+
| Build Tool | A full path to the **scons** executable, e.g. **/usr/local/bin/scons** |
+------------+------------------------------------------------------------------------------+
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| Arguments | See `doc_introduction_to_the_buildsystem` for a full list of arguments. |
+------------+------------------------------------------------------------------------------+
| Directory | A full path to the Godot root folder |
+------------+------------------------------------------------------------------------------+
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.. figure:: img/xcode_2_configure_scons.png)
:figclass: figure-w480
:align: center
- Add a Command Line Tool target which will be used for indexing the project by
choosing **File > New > Target...**.
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.. figure:: img/xcode_3_add_new_target.png)
:figclass: figure-w480
:align: center
- Select **OS X > Application > Command Line Tool**.
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.. figure:: img/xcode_4_select_command_line_target.png)
:figclass: figure-w480
:align: center
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Note:
Name it something so you know not to compile with this target (e.g. `GodotXcodeIndex`).
- For this target open the **Build Settings** tab and look for **Header Search Paths**.
- Set **Header Search Paths** to the absolute path to the Godot root folder. You need to
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include subdirectories as well. To achieve that, add two two asterisks (`**`) to the
end of the path, e.g. `/Users/me/repos/godot-source/**`.
- Add the Godot source to the project by dragging and dropping it into the project file browser.
- Uncheck **Create external build system project**.
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.. figure:: img/xcode_5_after_add_godot_source_to_project.png)
:figclass: figure-w480
:align: center
- Next select **Create groups** for the **Added folders** option and check *only*
your command line indexing target in the **Add to targets** section.
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.. figure:: img/xcode_6_after_add_godot_source_to_project_2.png)
:figclass: figure-w480
:align: center
- 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.
Debugging the project
---------------------
To enable debugging support you need to edit the external build target's build and run schemes.
- Open the scheme editor of the external build target.
- Locate the **Build > Post Actions** section.
- Add a new script run action
- Under **Provide build settings from** select your project. This allows to reference
the project directory within the script.
- Create a script that will give the binary a name that Xcode can recognize, e.g.:
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```
ln -f ${PROJECT_DIR}/godot/bin/godot.osx.tools.64 ${PROJECT_DIR}/godot/bin/godot
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```
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.. figure:: img/xcode_7_setup_build_post_action.png)
:figclass: figure-w480
:align: center
- Build the external build target.
- Open the scheme editor again and select **Run**.
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.. figure:: img/xcode_8_setup_run_scheme.png)
:figclass: figure-w480
:align: center
- Set the **Executable** to the file you linked in your post-build action script.
- Check **Debug executable**.
- You can add two arguments on the **Arguments** tab:
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the `-e` flag opens the editor instead of the project manager, and the `--path` argument
tells the executable to open the specified project (must be provided as an *absolute* path
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to the project root, not the `project.godot` file).
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To check that everything is working, put a breakpoint in `platform/osx/godot_main_osx.mm` and
run the project.
If you run into any issues, ask for help in one of
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`Godot's community channels ( https://godotengine.org/community )`.