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https://github.com/godotengine/godot-docs.git
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Remove trailing space characters (#5251)
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@@ -17,7 +17,7 @@ Importing the project
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.. figure:: img/android_studio_setup_project_1.png
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:figclass: figure-w480
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:align: center
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Android Studio's welcome window.
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- Navigate to ``<Godot root directory>/platform/android/java`` and select the ``settings.gradle`` file.
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@@ -23,7 +23,7 @@ Importing the project
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:figclass: figure-w480
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:align: center
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- After the project has been imported, open the project configuration by right-clicking
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- After the project has been imported, open the project configuration by right-clicking
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on it in the **Projects** panel and selecting **Open Configuration..** option.
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.. figure:: img/kdevelop_openconfig.png
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@@ -39,7 +39,7 @@ Importing the project
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core/os/
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core/math/
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drivers/
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platform/<your_platform>/ // Replace <your_platform> with a folder
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platform/<your_platform>/ // Replace <your_platform> with a folder
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corresponding to your current platform
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.. figure:: img/kdevelop_addincludes.png
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@@ -75,7 +75,7 @@ Debugging the project
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:align: center
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- Click **Add** to create a new launch configuration.
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- Select **Executable** option and specify the path to your executable located in
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- Select **Executable** option and specify the path to your executable located in
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the ``<Godot root directory>/bin`` folder. The name depends on your build configuration,
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e.g. ``godot.linuxbsd.tools.64`` for 64-bit LinuxBSD platform with ``tools`` enabled.
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@@ -52,7 +52,7 @@ Importing the project
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:figclass: figure-w480
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:align: center
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- Click **Add Build Step > Custom Process Step** to add a new build step
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- Click **Add Build Step > Custom Process Step** to add a new build step
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with the following settings:
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+-----------+------------------------------------------------------------------------------+
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@@ -65,7 +65,7 @@ Importing the project
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:figclass: figure-w480
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:align: center
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.. note:: If the build fails with ``Could not start process "scons"``, it can mean that ``scons``
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.. note:: If the build fails with ``Could not start process "scons"``, it can mean that ``scons``
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is not in your ``PATH`` environment variable. In this case, you'll have to specify the
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full path to the SCons binary.
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@@ -73,7 +73,7 @@ Debugging the project
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---------------------
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- From the left-side menu select **Projects** and open the **Run** tab.
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- Under **Executable** specify the path to your executable located in
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- Under **Executable** specify the path to your executable located in
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the ``<Godot root directory>/bin`` folder. The name depends on your build configuration,
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e.g. ``godot.linuxbsd.tools.64`` for 64-bit LinuxBSD platform with ``tools`` enabled.
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You can use ``%{buildDir}`` to reference the project root, e.g: ``%{buildDir}/bin/godot.linuxbsd.opt.tools.64``.
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@@ -3,7 +3,7 @@
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Visual Studio
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=============
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`Visual Studio Community <https://visualstudio.microsoft.com>`__ is a Windows-only IDE
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`Visual Studio Community <https://visualstudio.microsoft.com>`__ is a Windows-only IDE
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by `Microsoft <https://microsoft.com>`_ that's free for non-commercial use.
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It has many useful features, such as memory view, performance view, source
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control and more.
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@@ -35,7 +35,7 @@ and make live changes to the codebase.
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You can launch the project with the debugger attached using the **Debug > Start Debugging**
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option from the top menu. However, unless you want to debug the project manager specifically,
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you'd need to configure debugging options first. This is due to the fact that when the Godot
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you'd need to configure debugging options first. This is due to the fact that when the Godot
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project manager opens a project, the initial process is terminated and the debugger gets detached.
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- To configure the launch options to use with the debugger use **Project > Properties**
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@@ -44,9 +44,9 @@ project manager opens a project, the initial process is terminated and the debug
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.. figure:: img/vs_2_project_properties.png
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:align: center
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- Open the **Debugging** section and under **Command Arguments** add two new arguments:
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- Open the **Debugging** section and under **Command Arguments** add two new arguments:
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the ``-e`` flag opens the editor instead of the project manager, and the ``--path`` argument
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tells the executable to open the specified project (must be provided as an *absolute* path
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tells the executable to open the specified project (must be provided as an *absolute* path
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to the project root, not the ``project.godot`` file).
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.. figure:: img/vs_3_debug_command_line.png
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@@ -109,7 +109,7 @@ To run and debug the project you need to create a new configuration in the ``lau
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"type": "cppdbg",
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"request": "launch",
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// Change to godot.linuxbsd.tools.64.llvm for llvm-based builds.
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"program": "${workspaceFolder}/bin/godot.linuxbsd.tools.64",
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"program": "${workspaceFolder}/bin/godot.linuxbsd.tools.64",
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// Change the arguments below for the project you want to test with.
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// To run the project instead of editing it, remove the "--editor" argument.
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"args": [ "--editor", "--path", "path-to-your-godot-project-folder" ],
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@@ -117,7 +117,7 @@ To run and debug the project you need to create a new configuration in the ``lau
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"cwd": "${workspaceFolder}",
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"environment": [],
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"externalConsole": false,
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"setupCommands":
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"setupCommands":
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[
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{
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"description": "Enable pretty-printing for gdb",
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@@ -3,7 +3,7 @@
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Xcode
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=====
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`Xcode <https://developer.apple.com/xcode>`_ is a free macOS-only IDE. You can
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`Xcode <https://developer.apple.com/xcode>`_ is a free macOS-only IDE. You can
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download it from the Mac App Store.
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Importing the project
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@@ -47,7 +47,7 @@ Importing the project
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- For this target open the **Build Settings** tab and look for **Header Search Paths**.
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- Set **Header Search Paths** to the absolute path to the Godot root folder. You need to
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include subdirectories as well. To achieve that, add two two asterisks (``**``) to the
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include subdirectories as well. To achieve that, add two two asterisks (``**``) to the
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end of the path, e.g. ``/Users/me/repos/godot-source/**``.
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- Add the Godot source to the project by dragging and dropping it into the project file browser.
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@@ -57,7 +57,7 @@ Importing the project
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:figclass: figure-w480
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:align: center
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- Next select **Create groups** for the **Added folders** option and check *only*
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- Next select **Create groups** for the **Added folders** option and check *only*
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your command line indexing target in the **Add to targets** section.
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.. figure:: img/xcode_6_after_add_godot_source_to_project_2.png
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@@ -76,7 +76,7 @@ To enable debugging support you need to edit the external build target's build a
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- Open the scheme editor of the external build target.
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- Locate the **Build > Post Actions** section.
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- Add a new script run action
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- Under **Provide build settings from** select your project. This allows to reference
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- Under **Provide build settings from** select your project. This allows to reference
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the project directory within the script.
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- Create a script that will give the binary a name that Xcode can recognize, e.g.:
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@@ -100,7 +100,7 @@ To enable debugging support you need to edit the external build target's build a
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- Check **Debug executable**.
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- You can add two arguments on the **Arguments** tab:
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the ``-e`` flag opens the editor instead of the project manager, and the ``--path`` argument
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tells the executable to open the specified project (must be provided as an *absolute* path
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tells the executable to open the specified project (must be provided as an *absolute* path
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to the project root, not the ``project.godot`` file).
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To check that everything is working, put a breakpoint in ``platform/osx/godot_main_osx.mm`` and
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@@ -310,7 +310,7 @@ Therefore, the process of writing integration tests for GDScript is the followin
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The test should not have any dependency unless it's part of the test too.
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Global classes (using ``class_name``) are registered before the runner
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starts, so those should work if needed.
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Here's an example test script:
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::
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@@ -331,7 +331,7 @@ Therefore, the process of writing integration tests for GDScript is the followin
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./bin/<godot_binary> --test --test-suite="*GDScript*"
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If no errors are printed and everything goes well, you're done!
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If no errors are printed and everything goes well, you're done!
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.. warning::
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@@ -341,7 +341,7 @@ If no errors are printed and everything goes well, you're done!
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only commit ``*.out`` files for new tests.
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.. note::
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The GDScript test runner is meant for testing the GDScript implementation,
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not for testing user scripts nor testing the engine using scripts. We
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recommend writing new tests for already resolved
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