diff --git a/development/cpp/configuring_an_ide.rst b/development/cpp/configuring_an_ide.rst index 7c11701c1..879f485de 100644 --- a/development/cpp/configuring_an_ide.rst +++ b/development/cpp/configuring_an_ide.rst @@ -96,23 +96,21 @@ clicking the "Apply Filter" button. A simple click on "Ok" and you're ready to c .. _doc_configuring_an_ide_kdevelop: -Kdevelop +KDevelop -------- -`Kdevelop `_ is a free, open source IDE for all desktop platforms. +`KDevelop `_ is a free, open source IDE for all desktop platforms. You can find a video tutorial `here `_. Or you may follow this text version tutorial. -Start by opening Kdevelop and choosing "open project". +Start by opening KDevelop and choosing "open project". .. image:: img/kdevelop_newproject.png Choose the directory where you cloned Godot. -.. image:: img/kdevelop_openproject.png - -For the build system, choose "custom build system". +On the next screen, choose "Custom Build System" for the *Project manager*. .. image:: img/kdevelop_custombuild.png @@ -128,25 +126,26 @@ Add the following includes/imports: core/ core/os/ core/math/ - tools/ drivers/ platform/x11/ // make that platform/osx/ if you're using macOS .. image:: img/kdevelop_addincludes.png -Apply the changes then switch to the "Custom Buildsystem" tab. -Leave the build directory blank. Enable build tools and add ``scons`` -as the executable and add ``platform=x11 target=debug`` (``platform=osx`` -if you're on macOS). +Apply the changes. + +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. .. image:: img/kdevelop_buildconfig.png Next we need to tell KDevelop where to find the binary. -From the "run" menu, choose "Configure Launches". +From the "Run" menu, choose "Configure Launches". .. image:: img/kdevelop_configlaunches.png -Click "Add new" if no launcher exists. Then add the path to your +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