Fixes and improvement to the KDevelop documentation

This commit is contained in:
Alexandre LittleWhite Laurent
2018-10-16 22:16:13 +02:00
parent 12d589e0c7
commit 430f6ef871

View File

@@ -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 <https://www.kdevelop.org>`_ is a free, open source IDE for all desktop platforms.
`KDevelop <https://www.kdevelop.org>`_ is a free, open source IDE for all desktop platforms.
You can find a video tutorial `here <https://www.youtube.com/watch?v=yNVoWQi9TJA>`_.
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