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godot-docs-l10n/sphinx/templates/development/cpp/configuring_an_ide.pot
2019-02-18 09:50:44 +01:00

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# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2019, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-02-18 09:48+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/cpp/configuring_an_ide.rst:4
msgid "Configuring an IDE"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:6
msgid "We assume that you already `cloned <https://github.com/godotengine/godot>`_ and :ref:`compiled <toc-devel-compiling>` Godot."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:9
msgid "You can easily develop Godot with any text editor and by invoking ``scons`` on the command line, but if you want to work with an IDE (Integrated Development Environment), here are setup instructions for some popular ones:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:13
msgid ":ref:`Qt Creator <doc_configuring_an_ide_qtcreator>` (all desktop platforms)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:14
msgid ":ref:`Kdevelop <doc_configuring_an_ide_kdevelop>` (all desktop platforms)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:15
msgid ":ref:`Xcode <doc_configuring_an_ide_xcode>` (macOS)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:16
msgid ":ref:`Visual Studio <doc_compiling_for_windows_install_vs>` (Windows)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:17
msgid ":ref:`Visual Studio Code<doc_configuring_an_ide_vscode>` (all desktop platforms)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:19
msgid "It is possible to use other IDEs, but their setup is not documented yet."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:24
msgid "Qt Creator"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:27
msgid "Importing the project"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:29
msgid "Choose *New Project* -> *Import Project* -> *Import Existing Project*."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:33
msgid "Set the path to your Godot root directory and enter the project name."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:37
msgid "Here you can choose which folders and files will be visible to the project. C/C++ files are added automatically. Potentially useful additions: \\*.py for buildsystem files, \\*.java for Android development, \\*.mm for macOS. Click \"Next\"."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:43
msgid "Click *Finish*."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:44
msgid "Add a line containing ``.`` to *project_name.includes* to get working code completion."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:49
msgid "Build and run"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:51
msgid "Build configuration:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:53
msgid "Click on *Projects* and open the *Build* tab."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:54
msgid "Delete the pre-defined ``make`` build step."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:58
msgid "Click *Add Build Step* -> *Custom Process Step*."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:62
msgid "Type ``scons`` in the *Command* field. If it fails with 'Could not start process \"scons\"', it can mean that ``scons`` is not in your ``PATH`` environment variable, so you may have to use the full path to the SCons binary."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:65
msgid "Fill the *Arguments* field with your compilation options. (e.g.: ``p=x11 target=debug -j 4``)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:69
msgid "Run configuration:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:71
msgid "Open the *Run* tab."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:72
msgid "Point the *Executable* to your compiled Godot binary (e.g: ``%{buildDir}/bin/godot.x11.opt.tools.64``)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:73
msgid "If you want to run a specific game or project, point *Working directory* to the game directory."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:74
msgid "If you want to run the editor, add ``-e`` to the *Command line arguments* field."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:79
msgid "Updating sources after pulling latest commits"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:81
msgid "As a developer you usually want to frequently pull the latest commits from the upstream git repository or a specific fork etc. However this brings a little problem with it: as the development continues, source files (and folders) are added or removed. These changes needs to be reflected in your project files for Qt Creator too, so you continue to have a nice experience coding in it. A simple way to check these things, is to right click at your root folder in the \"Projects View\" and click on \"Edit files...\""
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:91
msgid "Now a new dialog should appear that is similar in functionality to the one in the third step of the \"Importing the project\" section. Here now you can check whether you want to add/remove specific files and/or folders. You can chose by clicking with your mouse or just simply by clicking the \"Apply Filter\" button. A simple click on \"Ok\" and you're ready to continue your work."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:99
msgid "Code style configuration"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:101
msgid "Developers must follow the project's :ref:`code style <doc_code_style_guidelines>` and IDE should help them to do it. By default, Qt Creator does use spaces for indentation which is incorrect for Godot project. You can change this behavior by changing the \"Code Style\" in *Options* -> *C++*."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:108
msgid "Click on *Edit* to change the current settings, then click on *Copy Built-in Code Style* button to set a new code style. Set a name for it (e.g. Godot) and change the Tab policy to be *Tabs Only*."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:117
msgid "KDevelop"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:119
msgid "`KDevelop <https://www.kdevelop.org>`_ is a free, open source IDE for all desktop platforms."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:121
msgid "You can find a video tutorial `here <https://www.youtube.com/watch?v=yNVoWQi9TJA>`_. Or you may follow this text version tutorial."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:124
msgid "Start by opening KDevelop and choosing \"open project\"."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:128
msgid "Choose the directory where you cloned Godot."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:130
msgid "On the next screen, choose \"Custom Build System\" for the *Project manager*."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:134
msgid "Now that the project has been imported, open the project configuration."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:138
msgid "Add the following includes/imports:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:151
msgid "Apply the changes."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:153
msgid "Switch to the \"Custom Build System\" tab. Add a build configuration and keep the build directory blank. Enable build tools and add ``scons`` as the executable then add ``platform=x11 target=debug`` (``platform=osx`` if you're on macOS) as the arguments."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:160
msgid "Next we need to tell KDevelop where to find the binary. From the \"Run\" menu, choose \"Configure Launches\"."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:165
msgid "Click \"Add\" if no launcher exists. Then add the path to your executable in the executable section. Your executable should be located in the ``bin/`` sub-directory and should be named something like ``godot.x11.tools.64`` (the name could be different depending on your platform and depending on your build options)."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:173
msgid "That's it! Now you should be good to go :)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:179
msgid "Xcode"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:182
msgid "Project setup"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:184
msgid "Create an Xcode external build project anywhere"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:188
msgid "Set the *Build tool* to the path to scons"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:190
msgid "Modify Build Target's Xcode Info Tab:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:192
msgid "Set *Arguments* to something like: platform=osx tools=yes bits=64 target=debug"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:193
msgid "Set *Directory* to the path to Godot's source folder. Keep it blank if project is already there."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:194
msgid "You may uncheck *Pass build settings in environment*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:198
msgid "Add a Command Line Target:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:200
msgid "Go to Xcode File > New > Target... and add a new Xcode command line target"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:206
msgid "Name it something so you know not to compile with this target"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:207
msgid "e.g. ``GodotXcodeIndex``"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:208
msgid "Goto the newly created target's *Build Settings* tab and search for *Header Search Paths*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:209
msgid "Set *Header Search Paths* to an absolute path to Godot's source folder"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:210
msgid "Make it recursive by adding two \\*'s to the end of the path"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:211
msgid "e.g. ``/Users/me/repos/godot-source/\\**``"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:213
msgid "Add Godot Source to the Project:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:215
msgid "Drag and drop Godot source into project file browser."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:216
msgid "Uncheck *Create External Build System*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:220
msgid "Click Next"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:221
msgid "Select *create groups*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:225
msgid "Check off only your command line target in the *Add to targets* section"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:226
msgid "Click finish. Xcode will now index the files."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:227
msgid "Grab a cup of coffee... Maybe make something to eat, too"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:228
msgid "You should have jump to definition, auto completion, and full syntax highlighting when it is done."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:231
msgid "Scheme setup"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:233
msgid "Edit Build Scheme of External Build Target:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:235
msgid "Open scheme editor of external build target"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:236
msgid "Expand the *Build* menu"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:237
msgid "Goto *Post Actions*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:238
msgid "Add a new script run action, select your project in ``Provide build settings from`` as this allows you to use ``${PROJECT_DIR}`` variable."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:242
msgid "Write a script that gives the binary a name that Xcode will recognize"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:243
msgid "e.g. ``ln -f ${PROJECT_DIR}/godot/bin/godot.osx.tools.64 ${PROJECT_DIR}/godot/bin/godot``"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:244
msgid "Build the external build target"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:246
msgid "Edit Run Scheme of External Build Target:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:248
msgid "Open the scheme editor again"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:249
msgid "Click Run"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:253
msgid "Set the *Executable* to the file you linked in your post build action script"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:254
msgid "Check *Debug executable* if it isn't already"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:255
msgid "You can go to *Arguments* tab and add an -e and a -path to a project to debug the editor not the project selection screen"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:258
msgid "Test it:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:260
msgid "Set a breakpoint in platform/osx/godot_main_osx.mm"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:261
msgid "It should break at the point!"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:267
msgid "Visual Studio Code"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:269
msgid "Ensure that C/C++ extension is installed. You can find instructions in `docs <https://code.visualstudio.com/docs/languages/cpp>`_."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:271
msgid "Now open cloned godot folder in VS Code (File > Open Folder...)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:273
msgid "In order to build the project, we need configurations files: *launch.json* and *tasks.json*. To create them:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:276
msgid "Open Debug view (Ctrl + Shift + D) and select cogwheel with orange dot:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:280
msgid "Select *C++ (GDB/LLDB)* (it might be slightly differently called on macOS or Windows)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:282
msgid "Update *launch.json* to match:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:286
msgid "(Note that *godot.x11.tools.64* in \"program\" value might be differently called on macOS or Windows)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:288
msgid "Create *tasks.json* by starting Debug process (F5). VS Code will show dialog with *Configure Task* button. Tap it and select *Create tasks.json file from template*, then select *Others*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:290
msgid "Update *tasks.json* to match:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:294
msgid "(Note that *platform=x11* will be different for macOX and Windows)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:296
msgid "You can now start Debug process again to test that everything works."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:298
msgid "If the build phase fails, check console for hints. On Linux it's most likely that some dependencies are missing. Check :ref:`Compiling for X11 (Linux, \\*BSD) <doc_compiling_for_x11>`"
msgstr ""