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Merge pull request #1890 from mijo-gracanin/master
Add instructions for configuring VS Code
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@@ -14,6 +14,7 @@ Development Environment), here are setup instructions for some popular ones:
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- :ref:`Kdevelop <doc_configuring_an_ide_kdevelop>` (all desktop platforms)
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- :ref:`Xcode <doc_configuring_an_ide_xcode>` (macOS)
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- :ref:`Visual Studio <doc_compiling_for_windows_install_vs>` (Windows)
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- :ref:`Visual Studio Code<doc_configuring_an_ide_vscode>` (all desktop platforms)
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It is possible to use other IDEs, but their setup is not documented yet.
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@@ -258,3 +259,42 @@ Test it:
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- Set a breakpoint in platform/osx/godot_main_osx.mm
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- It should break at the point!
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.. _doc_configuring_an_ide_vscode:
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Visual Studio Code
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------------------
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- Ensure that C/C++ extension is installed. You can find instructions in `docs <https://code.visualstudio.com/docs/languages/cpp>`_.
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- Now open cloned godot folder in VS Code (File > Open Folder...)
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In order to build the project, we need configurations files: *launch.json* and *tasks.json*.
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To create them:
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- Open Debug view (Ctrl + Shift + D) and select cogwheel with orange dot:
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.. image:: img/vscode_1_create_launch.json.png
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- Select *C++ (GDB/LLDB)* (it might be slightly differently called on macOS or Windows)
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- Update *launch.json* to match:
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.. image:: img/vscode_2_launch.json.png
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(Note that *godot.x11.tools.64* in "program" value might be differently called on macOS or Windows)
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- Create *tasks.json* by starting Debug process (F5). VS Code will show dialog with *Configure Task* button. Tap it and select *Create tasks.json file from template*, then select *Others*
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- Update *tasks.json* to match:
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.. image:: img/vscode_3_tasks.json.png
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(Note that *platform=x11* will be different for macOX and Windows)
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- You can now start Debug process again to test that everything works.
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- If build phase fails, check console for hints. On Linux it's most likely that some dependencies are missing. Check :ref:`Compiling for X11 (Linux, \*BSD) <doc_compiling_for_x11>`
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