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godot-docs-l10n/sphinx/templates/development/cpp/configuring_an_ide/code_blocks.pot
2021-12-21 17:16:54 +01:00

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# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-2021, 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 3.4\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2021-12-21 17:14+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/code_blocks.rst:4
msgid "Code::Blocks"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:6
msgid "`Code::Blocks <https://codeblocks.org/>`_ is a free, open source, cross platform IDE."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:9
msgid "Creating a new project"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:11
msgid "From Code::Blocks' main screen, click **Create a new project** or select **File > New > Project...**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:17
msgid "In the **New from template** window, from **Projects**, select **Empty project**, and click **Go**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:23
msgid "Click Next, to pass the welcome to the new empty project wizard."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:29
msgid "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``."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:31
msgid "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."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:37
msgid "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**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:44
msgid "Configuring the build"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:46
msgid "The first step is to change the project properties. Right-click on the new project and select **Properties...**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:52
msgid "Check the **This is a custom Makefile** property. Click OK to save the changes."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:58
msgid "The next step is to change the build options. Right-click on the new project and select **Build Options...**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:64
msgid "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 :ref:`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."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:66
msgid "If you're using Windows, all the commands need to be preceded with ``cmd /c`` to iniitalize the command interpreter."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:76
msgid "Windows example:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:82
msgid "Code::Blocks should now be configured to build Godot; so either select **Build > Build**, click the gear button, or press :kbd:`Ctrl + F9`."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:85
msgid "Configuring the run"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:87
msgid "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."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:89
msgid "Deselect the **Auto-generate filename prefix** and **Auto-generate filename extension** options."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:95
msgid "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`."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:97
msgid "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."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:100
msgid "Adding files to the project"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:102
msgid "To add all the Godot code files to the project, right-click on the new project and select **Add files recursively...**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:108
msgid "It should automatically select the project folder; so simply click **Open**. By default, all code files are included, so simply click **OK**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:115
msgid "Code style configuration"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:117
msgid "Before editing any files, remember that all code needs to comply with the :ref:`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**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:123
msgid "Under **General Settings**, on the **Editor Settings** tab, under **Tab Options** check **Use TAB character**."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:129
msgid "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>`__."
msgstr ""