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Merge branch 'master' into 3.2
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@@ -5,54 +5,83 @@ KDevelop
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`KDevelop <https://www.kdevelop.org>`_ is a free, open source IDE for all desktop platforms.
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Start by opening KDevelop and choosing **Open Project**.
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Importing the project
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---------------------
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.. image:: img/kdevelop_newproject.png
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- From the KDevelop's main screen select **Open Project**.
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Choose the directory where you cloned Godot.
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.. figure:: img/kdevelop_newproject.png
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:figclass: figure-w480
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:align: center
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On the next screen, choose **Custom Build System** for the **Project Manager**.
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KDevelop's main screen.
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.. image:: img/kdevelop_custombuild.png
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- Navigate to the Godot root folder and select it.
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- On the next screen, choose **Custom Build System** for the **Project Manager**.
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Now that the project has been imported, open the project configuration.
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.. figure:: img/kdevelop_custombuild.png
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:figclass: figure-w480
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:align: center
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.. image:: img/kdevelop_openconfig.png
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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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Add the following includes/imports:
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.. figure:: img/kdevelop_openconfig.png
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:figclass: figure-w480
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:align: center
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.. code-block:: none
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- Under **Language Support** open the **Includes/Imports** tab and add the following paths:
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. // a dot to indicate the root of the Godot project
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core/
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core/os/
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core/math/
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drivers/
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platform/linuxbsd/ // make that platform/osx/ if you're using macOS
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.. code-block:: none
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.. image:: img/kdevelop_addincludes.png
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. // A dot, to indicate the root of the Godot project
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core/
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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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corresponding to your current platform
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Apply the changes.
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.. figure:: img/kdevelop_addincludes.png
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:figclass: figure-w480
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:align: center
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Switch to the **Custom Build System** tab. Add a build configuration
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and keep the build directory blank. Enable build tools and add ``scons``
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as the executable then add ``platform=linuxbsd target=debug`` (``platform=osx``
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if you're on macOS) as the arguments.
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- Apply the changes.
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- Under **Custom Build System** add a new build configuration with the following settings:
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.. image:: img/kdevelop_buildconfig.png
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+-----------------+------------------------------------------------------------------------------+
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| Build Directory | *blank* |
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+-----------------+------------------------------------------------------------------------------+
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| Enable | **True** |
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+-----------------+------------------------------------------------------------------------------+
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| Executable | **scons** |
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+-----------------+------------------------------------------------------------------------------+
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| Arguments | See :ref:`doc_introduction_to_the_buildsystem` for a full list of arguments. |
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+-----------------+------------------------------------------------------------------------------+
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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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.. figure:: img/kdevelop_buildconfig.png
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:figclass: figure-w480
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:align: center
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.. image:: img/kdevelop_configlaunches.png
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- Apply the changes and close the configuration window.
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Click **Add** 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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in the ``bin/`` subdirectory and should be named something like
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``godot.linuxbsd.tools.64`` (the name could be different depending on your
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platform and build options).
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Debugging the project
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---------------------
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.. image:: img/kdevelop_configlaunches2.png
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- Select **Run > Configure Launches...** from the top menu.
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.. figure:: img/kdevelop_configlaunches.png
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:figclass: figure-w480
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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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the ``<Godot root directory>/bin`` folder. The name depends on your build configuration,
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e.g. ``godot.x11.tools.64`` for 64-bit X11 platform with ``tools`` enabled.
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.. figure:: img/kdevelop_configlaunches2.png
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:figclass: figure-w480
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:align: center
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If you run into any issues, ask for help in one of
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`Godot's community channels <https://godotengine.org/community>`__.
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