Merge branch 'master' into 3.2

This commit is contained in:
Rémi Verschelde
2020-05-27 13:45:21 +02:00
36 changed files with 517 additions and 287 deletions

View File

@@ -5,54 +5,83 @@ KDevelop
`KDevelop <https://www.kdevelop.org>`_ is a free, open source IDE for all desktop platforms.
Start by opening KDevelop and choosing **Open Project**.
Importing the project
---------------------
.. image:: img/kdevelop_newproject.png
- From the KDevelop's main screen select **Open Project**.
Choose the directory where you cloned Godot.
.. figure:: img/kdevelop_newproject.png
:figclass: figure-w480
:align: center
On the next screen, choose **Custom Build System** for the **Project Manager**.
KDevelop's main screen.
.. image:: img/kdevelop_custombuild.png
- Navigate to the Godot root folder and select it.
- On the next screen, choose **Custom Build System** for the **Project Manager**.
Now that the project has been imported, open the project configuration.
.. figure:: img/kdevelop_custombuild.png
:figclass: figure-w480
:align: center
.. image:: img/kdevelop_openconfig.png
- After the project has been imported, open the project configuration by right-clicking
on it in the **Projects** panel and selecting **Open Configuration..** option.
Add the following includes/imports:
.. figure:: img/kdevelop_openconfig.png
:figclass: figure-w480
:align: center
.. code-block:: none
- Under **Language Support** open the **Includes/Imports** tab and add the following paths:
. // a dot to indicate the root of the Godot project
core/
core/os/
core/math/
drivers/
platform/linuxbsd/ // make that platform/osx/ if you're using macOS
.. code-block:: none
.. image:: img/kdevelop_addincludes.png
. // A dot, to indicate the root of the Godot project
core/
core/os/
core/math/
drivers/
platform/<your_platform>/ // Replace <your_platform> with a folder
corresponding to your current platform
Apply the changes.
.. figure:: img/kdevelop_addincludes.png
:figclass: figure-w480
:align: center
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=linuxbsd target=debug`` (``platform=osx``
if you're on macOS) as the arguments.
- Apply the changes.
- Under **Custom Build System** add a new build configuration with the following settings:
.. image:: img/kdevelop_buildconfig.png
+-----------------+------------------------------------------------------------------------------+
| Build Directory | *blank* |
+-----------------+------------------------------------------------------------------------------+
| Enable | **True** |
+-----------------+------------------------------------------------------------------------------+
| Executable | **scons** |
+-----------------+------------------------------------------------------------------------------+
| Arguments | See :ref:`doc_introduction_to_the_buildsystem` for a full list of arguments. |
+-----------------+------------------------------------------------------------------------------+
Next, we need to tell KDevelop where to find the binary.
From the **Run** menu, choose **Configure Launches**.
.. figure:: img/kdevelop_buildconfig.png
:figclass: figure-w480
:align: center
.. image:: img/kdevelop_configlaunches.png
- Apply the changes and close the configuration window.
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/`` subdirectory and should be named something like
``godot.linuxbsd.tools.64`` (the name could be different depending on your
platform and build options).
Debugging the project
---------------------
.. image:: img/kdevelop_configlaunches2.png
- Select **Run > Configure Launches...** from the top menu.
.. figure:: img/kdevelop_configlaunches.png
:figclass: figure-w480
:align: center
- Click **Add** to create a new launch configuration.
- Select **Executable** option and specify the path to your executable located in
the ``<Godot root directory>/bin`` folder. The name depends on your build configuration,
e.g. ``godot.x11.tools.64`` for 64-bit X11 platform with ``tools`` enabled.
.. figure:: img/kdevelop_configlaunches2.png
:figclass: figure-w480
:align: center
If you run into any issues, ask for help in one of
`Godot's community channels <https://godotengine.org/community>`__.