pandemonium_engine_docs/development/cpp/configuring_an_ide/code_blocks.md

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Code::Blocks
============
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`Code::Blocks ( https://codeblocks.org/ )` is a free, open source, cross platform IDE.
Creating a new project
----------------------
From Code::Blocks' main screen, click **Create a new project** or select **File > New > Project...**.
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.. figure:: img/code_blocks_file_new_project.png)
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In the **New from template** window, from **Projects**, select **Empty project**, and click **Go**.
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.. figure:: img/code_blocks_new_empty_project.png)
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Click Next, to pass the welcome to the new empty project wizard.
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.. figure:: img/code_blocks_wizard_welcome.png)
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The project file should be created in the root of the cloned project folder. To achieve this, first, ensure that the **Project title** is the same as the folder name that Godot was cloned into. Unless you cloned the project into a folder with a different name, this will be `godot`.
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Second, ensure that the **Folder to create project in** is the folder you ran the Git clone command from, not the `godot` project folder. Confirm that the **Resulting filename** field will create the project file in the root of the cloned project folder.
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.. figure:: img/code_blocks_project_title_and_location.png)
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The compiler and configuration settings are managed through **SCons** and will be configured later. However, it's worth deselecting the **Create "Release" configuration** option; so only a single build target is created before clicking **Finish**.
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.. figure:: img/code_blocks_compiler_and_configuration.png)
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Configuring the build
---------------------
The first step is to change the project properties. Right-click on the new project and select **Properties...**.
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.. figure:: img/code_blocks_open_properties.png)
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Check the **This is a custom Makefile** property. Click OK to save the changes.
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.. figure:: img/code_blocks_project_properties.png)
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The next step is to change the build options. Right-click on the new project and select **Build Options...**.
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.. figure:: img/code_blocks_open_build_options.png)
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Select the **"Make" commands** tab and remove all the existing commands for all the build targets. For each build target enter the **SCons** command for creating the desired build in the **Build project/target** field. The minimum is `scons`. For details on the **SCons** build options, see `doc_introduction_to_the_buildsystem`. It's also useful to add the `scons --clean` command in the **Clean project/target** field to the project's default commmands.
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If you're using Windows, all the commands need to be preceded with `cmd /c` to iniitalize the command interpreter.
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.. figure:: img/code_blocks_scons_minimum.png)
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.. figure:: img/code_blocks_scons_clean.png)
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Windows example:
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.. figure:: img/code_blocks_scons_windows.png)
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Code::Blocks should now be configured to build Godot; so either select **Build > Build**, click the gear button, or press :kbd:`Ctrl + F9`.
Configuring the run
-------------------
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Once **SCons** has successfully built the desired target, reopen the project **Properties...** and select the **Build targets** tab. In the **Output filename** field, browse to the `bin` folder and select the compiled file.
Deselect the **Auto-generate filename prefix** and **Auto-generate filename extension** options.
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.. figure:: img/code_blocks_build_targets.png)
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Code::Blocks should now be configured to run your compiled Godot executable; so either select **Build > Run**, click the green arrow button, or press :kbd:`Ctrl + F10`.
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There are two additional points worth noting. First, if required, the **Execution working dir** field can be used to test specific projects, by setting it to the folder containing the `project.godot` file. Second, the **Build targets** tab can be used to add and remove build targets for working with and creating different builds.
Adding files to the project
---------------------------
To add all the Godot code files to the project, right-click on the new project and select **Add files recursively...**.
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.. figure:: img/code_blocks_add_files_recursively.png)
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It should automatically select the project folder; so simply click **Open**. By default, all code files are included, so simply click **OK**.
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.. figure:: img/code_blocks_select_files.png)
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Code style configuration
------------------------
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Before editing any files, remember that all code needs to comply with the `doc_code_style_guidelines`. One important difference with Godot is the use of tabs for indents. Therefore, the key default editor setting that needs to be changed in Code::Blocks is to enable tabs for indents. This setting can be found by selecting **Settings > Editor**.
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.. figure:: img/code_blocks_update_editor_settings.png)
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Under **General Settings**, on the **Editor Settings** tab, under **Tab Options** check **Use TAB character**.
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.. figure:: img/code_block_use_tab_character.png)
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That's it. You're ready to start contributing to Godot using the Code::Blocks IDE. Remember to save the project file and the **Workspace**. If you run into any issues, ask for help in one of `Godot's community channels ( https://godotengine.org/community )`.