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97 lines
5.9 KiB
Plaintext
97 lines
5.9 KiB
Plaintext
# SOME DESCRIPTIVE TITLE.
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# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
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# This file is distributed under the same license as the Godot Engine package.
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# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
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#
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#, fuzzy
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msgid ""
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msgstr ""
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"Project-Id-Version: Godot Engine 4.3\n"
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"Report-Msgid-Bugs-To: \n"
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"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
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"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
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"Language-Team: LANGUAGE <LL@li.org>\n"
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"MIME-Version: 1.0\n"
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"Content-Type: text/plain; charset=UTF-8\n"
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"Content-Transfer-Encoding: 8bit\n"
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#: ../../docs/contributing/development/configuring_an_ide/clion.rst:4
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msgid "CLion"
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msgstr ""
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#: ../../docs/contributing/development/configuring_an_ide/clion.rst:6
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msgid "`CLion <https://www.jetbrains.com/clion/>`_ is a commercial `JetBrains <https://www.jetbrains.com/>`_ IDE for C++."
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msgstr ""
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#: ../../docs/contributing/development/configuring_an_ide/clion.rst:10
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msgid "Importing the project"
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msgstr ""
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#: ../../docs/contributing/development/configuring_an_ide/clion.rst:12
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msgid "CLion can import a project's `compilation database file <https://clang.llvm.org/docs/JSONCompilationDatabase.html>`_, commonly named ``compile_commands.json``. To generate the compilation database file, open the terminal, change to the Godot root directory, and run:"
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msgstr ""
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#: ../../docs/contributing/development/configuring_an_ide/clion.rst:18
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msgid "Then, open the Godot root directory with CLion. CLion will import the compilation database, index the codebase, and provide autocompletion and other advanced code navigation and refactoring functionality."
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msgstr ""
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#: ../../docs/contributing/development/configuring_an_ide/clion.rst:21
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msgid "Compiling and debugging the project"
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msgstr ""
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#: ../../docs/contributing/development/configuring_an_ide/clion.rst:23
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msgid "CLion does not support compiling and debugging Godot via SCons out of the box. This can be achieved by creating a custom build target and run configuration in CLion. Before creating a custom build target, you must :ref:`compile Godot <toc-devel-compiling>` once on the command line, to generate the Godot executable. Open the terminal, change into the Godot root directory, and execute:"
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msgstr ""
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#: ../../docs/contributing/development/configuring_an_ide/clion.rst:29
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msgid "To add a custom build target that invokes SCons for compilation:"
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msgstr ""
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#: ../../docs/contributing/development/configuring_an_ide/clion.rst:31
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msgid "Open CLion and navigate to **Preferences > Build, Execution, Deployment > Custom Build Targets**"
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msgstr ""
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#: ../../docs/contributing/development/configuring_an_ide/clion.rst:36
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msgid "Click **Add target** and give the target a name, e.g. ``Godot debug``."
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msgstr ""
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#: ../../docs/contributing/development/configuring_an_ide/clion.rst:41
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msgid "Click **...** next to the **Build:** selectbox, then click the **+** button in the **External Tools** dialog to add a new external tool."
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msgstr ""
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#: ../../docs/contributing/development/configuring_an_ide/clion.rst:46
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msgid "Give the tool a name, e.g. ``Build Godot debug``, set **Program** to ``scons``, set **Arguments** to the compilation settings you want (see :ref:`compiling Godot <toc-devel-compiling>`), and set the **Working directory** to ``$ProjectFileDir$``, which equals the Godot root directory. Click **OK** to create the tool."
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msgstr ""
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#: ../../docs/contributing/development/configuring_an_ide/clion.rst:48
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msgid "CLion does not expand shell commands like ``scons -j$(nproc)``. Use concrete values instead, e.g. ``scons -j8``."
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msgstr ""
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#: ../../docs/contributing/development/configuring_an_ide/clion.rst:53
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msgid "Back in the **External Tools** dialog, click the **+** again to add a second external tool for cleaning the Godot build via SCons. Give the tool a name, e.g. ``Clean Godot debug``, set **Program** to ``scons``, set **Arguments** to ``-c`` (which will clean the build), and set the **Working directory** to ``$ProjectFileDir$``. Click **OK** to create the tool."
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msgstr ""
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#: ../../docs/contributing/development/configuring_an_ide/clion.rst:58
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msgid "Close the **External Tools** dialog. In the **Custom Build Target** dialog for the custom ``Godot debug`` build target, select the **Build Godot debug** tool from the **Build** select box, and select the **Clean Godot debug** tool from the **Clean** select box. Click **OK** to create the custom build target."
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msgstr ""
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#: ../../docs/contributing/development/configuring_an_ide/clion.rst:63
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msgid "In the main IDE window, click **Add Configuration**."
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msgstr ""
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#: ../../docs/contributing/development/configuring_an_ide/clion.rst:68
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msgid "In the **Run/Debug Configuration** dialog, click **Add new...**, then select **Custom Build Application** to create a new custom run/debug configuration."
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msgstr ""
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#: ../../docs/contributing/development/configuring_an_ide/clion.rst:73
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msgid "Give the run/debug configuration a name, e.g. ``Godot debug``, select the ``Godot debug`` custom build target as the **Target**. Select the Godot executable in the ``bin/`` folder as the **Executable**, and set the **Program arguments** to ``--editor --path path-to-your-project/``, where ``path-to-your-project/`` should be a path pointing to an existing Godot project. If you omit the ``--path`` argument, you will only be able to debug the Godot Project Manager window. Click **OK** to create the run/debug configuration."
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msgstr ""
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#: ../../docs/contributing/development/configuring_an_ide/clion.rst:78
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msgid "You can now build, run, debug, profile, and Valgrind check the Godot editor via the run configuration."
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msgstr ""
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#: ../../docs/contributing/development/configuring_an_ide/clion.rst:83
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msgid "When playing a scene, the Godot editor will spawn a separate process. You can debug this process in CLion by going to **Run > Attach to process...**, typing ``godot``, and selecting the Godot process with the highest **pid** (process ID), which will usually be the running project."
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msgstr ""
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