Files
godot-docs-l10n/sphinx/templates/development/cpp/configuring_an_ide.pot
2019-12-21 12:27:58 +01:00

460 lines
18 KiB
Plaintext

# 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: 2019-12-21 12:27+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 have 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:18
msgid ":ref:`Android Studio<doc_configuring_an_ide_android_studio>` (all desktop platforms)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:20
msgid "It is possible to use other IDEs, but their setup is not documented yet."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:25
msgid "Qt Creator"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:28
msgid "Importing the project"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:30
msgid "Choose *New Project* -> *Import Project* -> *Import Existing Project*."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:34
msgid "Set the path to your Godot root directory and enter the project name."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:38
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:44
msgid "Click *Finish*."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:45
msgid "Add a line containing ``.`` to *project_name.includes* to get working code completion."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:50
msgid "Build and run"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:52
msgid "Build configuration:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:54
msgid "Click on *Projects* and open the *Build* tab."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:55
msgid "Delete the pre-defined ``make`` build step."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:59
msgid "Click *Add Build Step* -> *Custom Process Step*."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:63
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:66
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:70
msgid "Run configuration:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:72
msgid "Open the *Run* tab."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:73
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:74
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:75
msgid "If you want to run the editor, add ``-e`` to the *Command line arguments* field."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:80
msgid "Updating sources after pulling latest commits"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:82
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 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:92
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 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:100
msgid "Code style configuration"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:102
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:109
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:118
msgid "KDevelop"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:120
msgid "`KDevelop <https://www.kdevelop.org>`_ is a free, open source IDE for all desktop platforms."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:122
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:125
msgid "Start by opening KDevelop and choosing \"open project\"."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:129
msgid "Choose the directory where you cloned Godot."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:131
msgid "On the next screen, choose \"Custom Build System\" for the *Project manager*."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:135
msgid "Now that the project has been imported, open the project configuration."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:139
msgid "Add the following includes/imports:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:152
msgid "Apply the changes."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:154
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:161
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:166
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:174
msgid "That's it! Now you should be good to go :)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:180
msgid "Xcode"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:183
#: ../../docs/development/cpp/configuring_an_ide.rst:310
msgid "Project setup"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:185
msgid "Create an Xcode external build project anywhere"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:189
msgid "Set the *Build tool* to the path to scons"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:191
msgid "Modify Build Target's Xcode Info Tab:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:193
msgid "Set *Arguments* to something like: platform=osx tools=yes bits=64 target=debug"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:194
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:195
msgid "You may uncheck *Pass build settings in environment*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:199
msgid "Add a Command Line Target:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:201
msgid "Go to Xcode File > New > Target... and add a new Xcode command line target"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:207
msgid "Name it something so you know not to compile with this target"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:208
msgid "e.g. ``GodotXcodeIndex``"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:209
msgid "Goto the newly created target's *Build Settings* tab and search for *Header Search Paths*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:210
msgid "Set *Header Search Paths* to an absolute path to Godot's source folder"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:211
msgid "Make it recursive by adding two \\*'s to the end of the path"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:212
msgid "e.g. ``/Users/me/repos/godot-source/\\**``"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:214
msgid "Add Godot Source to the Project:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:216
msgid "Drag and drop Godot source into project file browser."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:217
msgid "Uncheck *Create External Build System*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:221
msgid "Click Next"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:222
msgid "Select *create groups*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:226
msgid "Check off only your command line target in the *Add to targets* section"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:227
msgid "Click finish. Xcode will now index the files."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:228
msgid "Grab a cup of coffee... Maybe make something to eat, too"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:229
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:232
msgid "Scheme setup"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:234
msgid "Edit Build Scheme of External Build Target:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:236
msgid "Open scheme editor of external build target"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:237
msgid "Expand the *Build* menu"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:238
msgid "Goto *Post Actions*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:239
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:243
msgid "Write a script that gives the binary a name that Xcode will recognize"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:244
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:245
msgid "Build the external build target"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:247
msgid "Edit Run Scheme of External Build Target:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:249
msgid "Open the scheme editor again"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:250
msgid "Click Run"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:254
msgid "Set the *Executable* to the file you linked in your post build action script"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:255
msgid "Check *Debug executable* if it isn't already"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:256
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:259
msgid "Test it:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:261
msgid "Set a breakpoint in platform/osx/godot_main_osx.mm"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:262
msgid "It should break at the point!"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:268
msgid "Visual Studio Code"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:270
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:272
msgid "Now open cloned godot folder in VS Code (File > Open Folder...)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:274
msgid "In order to build the project, we need two configuration files: *launch.json* and *tasks.json*. To create them:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:277
msgid "Open Debug view (Ctrl + Shift + D) and select cogwheel with an orange dot:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:281
msgid "Select *C++ (GDB/LLDB)* (it might be named differently on macOS or Windows)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:283
msgid "Update *launch.json* to match:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:287
msgid "(Note that *godot.x11.tools.64* in \"program\" value might be named differently on macOS or Windows)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:289
msgid "Create *tasks.json* by starting the Debug process (F5). VS Code will show a dialog with a *Configure Task* button. Tap it and select *Create tasks.json file from template*, then select *Others*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:291
msgid "Update *tasks.json* to match:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:295
msgid "(Note that *platform=x11* will be different for macOX and Windows)"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:297
msgid "You can now start the Debug process again to test that everything works."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:299
msgid "If the build phase fails, check the 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 ""
#: ../../docs/development/cpp/configuring_an_ide.rst:305
msgid "Android Studio"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:307
msgid "`Android Studio <https://developer.android.com/studio>`_ is a `Jetbrain <https://www.jetbrains.com/>`_ IDE for Android development. It has a feature-rich editor which supports Java and C/C++, so it can be used for development of the Godot core engine, and Android platform codebases."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:312
msgid "From the Android Studio *Welcome to Android Studio* window, select *Open an existing Android Studio project*"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:316
msgid "Navigate to ``<godot root directory>/platform/android/java`` and select the ``settings.gradle`` gradle file."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:317
msgid "Android Studio will import and index the project."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide.rst:318
msgid "To build the project, follow the :ref:`compiling instructions <toc-devel-compiling>`."
msgstr ""