Move images to subfolders next to each doc page
@@ -163,7 +163,7 @@ However, if you are writing your custom modules or custom C++ code, you
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might instead want to configure your APKs as custom export templates
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here:
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.. image:: /img/andtemplates.png
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.. image:: img/andtemplates.png
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You don't even need to copy them, you can just reference the resulting
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file in the ``bin\`` directory of your Godot source folder, so that the
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@@ -423,7 +423,7 @@ However, if you are writing your custom modules or custom C++ code, you
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might instead want to configure your binaries as custom export templates
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here:
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.. image:: /img/wintemplates.png
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.. image:: img/wintemplates.png
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You don't even need to copy them, you can just reference the resulting
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files in the ``bin\`` directory of your Godot source folder, so the next
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@@ -141,7 +141,7 @@ However, if you are writing your custom modules or custom C++ code, you
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might instead want to configure your binaries as custom export templates
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here:
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.. image:: /img/lintemplates.png
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.. image:: img/lintemplates.png
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You don't even need to copy them, you can just reference the resulting
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files in the bin/ directory of your Godot source folder, so the next
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BIN
development/compiling/img/andtemplates.png
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After Width: | Height: | Size: 21 KiB |
BIN
development/compiling/img/lintemplates.png
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After Width: | Height: | Size: 18 KiB |
BIN
development/compiling/img/wintemplates.png
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@@ -17,19 +17,19 @@ Or you may follow this text version tutorial.
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Start by opening Kdevelop and choosing "open project".
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.. image:: /img/kdevelop_newproject.png
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.. image:: img/kdevelop_newproject.png
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Choose the directory where you cloned Godot.
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.. image:: /img/kdevelop_openproject.png
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.. image:: img/kdevelop_openproject.png
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For the build system, choose "custom build system".
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.. image:: /img/kdevelop_custombuild.png
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.. image:: img/kdevelop_custombuild.png
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Now that the project has been imported, open the project configuration.
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.. image:: /img/kdevelop_openconfig.png
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.. image:: img/kdevelop_openconfig.png
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Add the following includes/imports:
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@@ -43,19 +43,19 @@ Add the following includes/imports:
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drivers/
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platform/x11/ // make that platform/osx/ is you're using OS X
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.. image:: /img/kdevelop_addincludes.png
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.. image:: img/kdevelop_addincludes.png
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Apply the changes then switch to the "Custom Buildsystem" tab.
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Leave the build directory blank. Enable build tools and add ``scons``
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as the executable and add ``platform=x11 target=debug`` (``platform=osx``
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if you're on OS X).
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.. image:: /img/kdevelop_buildconfig.png
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.. image:: img/kdevelop_buildconfig.png
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Next we need to tell KDevelop where to find the binary.
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From the "run" menu, choose "Configure Launches".
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.. image:: /img/kdevelop_configlaunches.png
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.. image:: img/kdevelop_configlaunches.png
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Click "Add new" if no launcher exists. Then add the path to your
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executable in the executable section. Your executable should be located
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@@ -63,7 +63,7 @@ in the ``bin/`` sub-directory and should be named something like
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``godot.x11.tools.64`` (the name could be different depending on your
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platform and depending on your build options).
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.. image:: /img/kdevelop_configlaunches2.png
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.. image:: img/kdevelop_configlaunches2.png
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That's it! Now you should be good to go :)
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@@ -113,7 +113,7 @@ Project Setup
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- Create an Xcode external build project anywhere
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.. image:: /img/xcode_1_create_external_build_project.png
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.. image:: img/xcode_1_create_external_build_project.png
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- Set the *Build tool* to the path to scons
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@@ -123,15 +123,15 @@ Modify Build Target's Xcode Info Tab:
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- Set *Directory* to the path to Godot's source folder. Keep it blank if project is already there.
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- You may uncheck *Pass build settings in environment*
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.. image:: /img/xcode_2_configure_scons.png
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.. image:: img/xcode_2_configure_scons.png
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Add a Command Line Target:
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- Go to Xcode File > New > Target... and add a new Xcode command line target
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.. image:: /img/xcode_3_add_new_target.png
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.. image:: img/xcode_3_add_new_target.png
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.. image:: /img/xcode_4_select_command_line_target.png
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.. image:: img/xcode_4_select_command_line_target.png
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- Name it something so you know not to compile with this target
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- e.g. ``GodotXcodeIndex``
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@@ -145,12 +145,12 @@ Add Godot Source to the Project:
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- Drag and drop godot source into project file browser.
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- Uncheck *Create External Build System*
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.. image:: /img/xcode_5_after_add_godot_source_to_project.png
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.. image:: img/xcode_5_after_add_godot_source_to_project.png
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- Click Next
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- Select *create groups*
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.. image:: /img/xcode_6_after_add_godot_source_to_project_2.png
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.. image:: img/xcode_6_after_add_godot_source_to_project_2.png
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- Check off only your command line target in the *Add to targets* section
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- Click finish. Xcode will now index the files.
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@@ -167,7 +167,7 @@ Edit Build Scheme of External Build Target:
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- Goto *Post Actions*
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- Add a new script run action, select your project in ``Provide build settings from`` as this allows you to use ``${PROJECT_DIR}`` variable.
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.. image:: /img/xcode_7_setup_build_post_action.png
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.. image:: img/xcode_7_setup_build_post_action.png
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- Write a script that gives the binary a name that Xcode will recognize
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- e.g. ``ln -f ${PROJECT_DIR}/godot/bin/godot.osx.tools.64 ${PROJECT_DIR}/godot/bin/godot``
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@@ -178,7 +178,7 @@ Edit Run Scheme of External Build Target:
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- Open the scheme editor again
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- Click Run
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.. image:: /img/xcode_8_setup_run_scheme.png
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.. image:: img/xcode_8_setup_run_scheme.png
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- Set the *Executable* to the file you linked in your post build action script
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- Check *Debug executable* if it isn't already
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BIN
development/cpp/img/Control.png
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BIN
development/cpp/img/Node2D.png
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development/cpp/img/Object.png
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After Width: | Height: | Size: 62 KiB |
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development/cpp/img/Reference.png
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After Width: | Height: | Size: 92 KiB |
BIN
development/cpp/img/Spatial.png
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After Width: | Height: | Size: 44 KiB |
BIN
development/cpp/img/kdevelop_addincludes.png
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After Width: | Height: | Size: 68 KiB |
BIN
development/cpp/img/kdevelop_buildconfig.png
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After Width: | Height: | Size: 79 KiB |
BIN
development/cpp/img/kdevelop_configlaunches.png
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After Width: | Height: | Size: 144 KiB |
BIN
development/cpp/img/kdevelop_configlaunches2.png
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After Width: | Height: | Size: 33 KiB |
BIN
development/cpp/img/kdevelop_custombuild.png
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After Width: | Height: | Size: 23 KiB |
BIN
development/cpp/img/kdevelop_newproject.png
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After Width: | Height: | Size: 76 KiB |
BIN
development/cpp/img/kdevelop_openconfig.png
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After Width: | Height: | Size: 244 KiB |
BIN
development/cpp/img/kdevelop_openproject.png
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After Width: | Height: | Size: 75 KiB |
BIN
development/cpp/img/xcode_1_create_external_build_project.png
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After Width: | Height: | Size: 16 KiB |
BIN
development/cpp/img/xcode_2_configure_scons.png
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After Width: | Height: | Size: 9.2 KiB |
BIN
development/cpp/img/xcode_3_add_new_target.png
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After Width: | Height: | Size: 41 KiB |
BIN
development/cpp/img/xcode_4_select_command_line_target.png
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After Width: | Height: | Size: 16 KiB |
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After Width: | Height: | Size: 9.0 KiB |
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After Width: | Height: | Size: 7.0 KiB |
BIN
development/cpp/img/xcode_7_setup_build_post_action.png
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After Width: | Height: | Size: 16 KiB |
BIN
development/cpp/img/xcode_8_setup_run_scheme.png
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After Width: | Height: | Size: 12 KiB |
@@ -4,26 +4,26 @@ Inheritance class tree
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Object
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------
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.. image:: /img/Object.png
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.. image:: img/Object.png
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Reference
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---------
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.. image:: /img/Reference.png
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.. image:: img/Reference.png
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Control
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-------
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.. image:: /img/Control.png
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.. image:: img/Control.png
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Node2D
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------
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.. image:: /img/Node2D.png
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.. image:: img/Node2D.png
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Spatial
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-------
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.. image:: /img/Spatial.png
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.. image:: img/Spatial.png
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Source files: :download:`class_tree.zip </files/class_tree.zip>`.
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BIN
development/plugins/img/making_plugins-custom_dock.png
Normal file
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After Width: | Height: | Size: 4.0 KiB |
BIN
development/plugins/img/making_plugins-custom_node_console.png
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After Width: | Height: | Size: 2.1 KiB |
BIN
development/plugins/img/making_plugins-custom_node_create.png
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|
After Width: | Height: | Size: 6.5 KiB |
BIN
development/plugins/img/making_plugins-custom_node_icon.png
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After Width: | Height: | Size: 143 B |
BIN
development/plugins/img/making_plugins-my_custom_dock_scene.png
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|
After Width: | Height: | Size: 16 KiB |
BIN
development/plugins/img/making_plugins-my_custom_mode_folder.png
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After Width: | Height: | Size: 4.8 KiB |
BIN
development/plugins/img/making_plugins-project_settings.png
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After Width: | Height: | Size: 12 KiB |
@@ -37,7 +37,7 @@ Plugins have a standard path like ``addons/plugin_name`` inside the project
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folder. So create the folder ``my_custom_node`` inside ``addons``. So you'll
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have a directory structure like this:
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.. image:: /img/making_plugins-my_custom_mode_folder.png
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.. image:: img/making_plugins-my_custom_mode_folder.png
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To make the ``plugin.cfg`` file, open your favorite text editor with a blank
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file. Godot is not able (yet) to open text files besides scripts, so this must
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@@ -125,7 +125,7 @@ That's it for our basic button. You can save this as ``button.gd`` inside the
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plugin folder. You'll also need a 16x16 icon to show in the scene tree. If you
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don't have one, you can grab the default one from the engine:
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.. image:: /img/making_plugins-custom_node_icon.png
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.. image:: img/making_plugins-custom_node_icon.png
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Now we need to add it as a custom type so it shows on the Create New Node
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||||
dialog. For that, change the ``custom_node.gd`` script to the following::
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@@ -146,13 +146,13 @@ dialog. For that, change the ``custom_node.gd`` script to the following::
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||||
With that done, the plugin should already be available in the plugin list at
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Project Settings. So activate it and try to add a new node to see the result:
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||||
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||||
.. image:: /img/making_plugins-custom_node_create.png
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||||
.. image:: img/making_plugins-custom_node_create.png
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||||
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||||
When you add the node, you can see that it already have the script you created
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||||
attached to it. Set a text to the button, save and run the scene. When you
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click the button, you can see a text in the console:
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||||
|
||||
.. image:: /img/making_plugins-custom_node_console.png
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||||
.. image:: img/making_plugins-custom_node_console.png
|
||||
|
||||
|
||||
A custom dock
|
||||
@@ -188,7 +188,7 @@ you can make a single button. The name of the root node will also be the name
|
||||
that appears on the dock tab, so be sure to put a descriptive but short one.
|
||||
Don't forget to add a text to your button.
|
||||
|
||||
.. image:: /img/making_plugins-my_custom_dock_scene.png
|
||||
.. image:: img/making_plugins-my_custom_dock_scene.png
|
||||
|
||||
Save this scene as ``my_dock.tscn``.
|
||||
|
||||
@@ -233,14 +233,14 @@ Settings* and click on the *Plugins* tab. Your plugin should be the only on
|
||||
the list. If it is not showing, click on the *Update* button at the top right
|
||||
corner.
|
||||
|
||||
.. image:: /img/making_plugins-project_settings.png
|
||||
.. image:: img/making_plugins-project_settings.png
|
||||
|
||||
At the *Status* column, you can see that the plugin is inactive. So you just
|
||||
need to click on the status to select *Active*. The dock should be immediately
|
||||
visible, even before you close the settings window. And now, lo and behold, you
|
||||
have a custom dock! In just a bit of coding and a simple scene.
|
||||
|
||||
.. image:: /img/making_plugins-custom_dock.png
|
||||
.. image:: img/making_plugins-custom_dock.png
|
||||
|
||||
Going beyond
|
||||
~~~~~~~~~~~~
|
||||
|
||||