mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-05 22:09:56 +03:00
Split IDE instructions into several pages, improve writing style
This removes the link to the KDevelop setup video tutorial as it's now outdated. IDE screenshots were also optimized losslessly using `oxipng -o6 --strip --zopfli`. See #3485.
This commit is contained in:
95
development/cpp/configuring_an_ide/xcode.rst
Normal file
95
development/cpp/configuring_an_ide/xcode.rst
Normal file
@@ -0,0 +1,95 @@
|
||||
.. _doc_configuring_an_ide_xcode:
|
||||
|
||||
Xcode
|
||||
=====
|
||||
|
||||
Xcode is a free macOS-only IDE. You can download it from the Mac App Store.
|
||||
|
||||
Project setup
|
||||
-------------
|
||||
|
||||
- Create an Xcode external build project anywhere.
|
||||
|
||||
.. image:: img/xcode_1_create_external_build_project.png
|
||||
|
||||
Go to the build target's **Info** tab, then:
|
||||
|
||||
- Set **Build Tool** to the full path to SCons.
|
||||
- Set **Arguments** to something like
|
||||
``platform=osx tools=yes bits=64 target=debug``.
|
||||
- Set **Directory** to the path to Godot's source folder.
|
||||
- You may uncheck **Pass build settings in environment**.
|
||||
|
||||
.. image:: img/xcode_2_configure_scons.png
|
||||
|
||||
Add a Command Line Tool target which will be used for indexing the project:
|
||||
|
||||
- In Xcode's menu, choose **File > New > Target...** and add a new Xcode
|
||||
command line tool target.
|
||||
|
||||
.. image:: img/xcode_3_add_new_target.png
|
||||
|
||||
.. image:: img/xcode_4_select_command_line_target.png
|
||||
|
||||
- Name it something so you know not to compile with this target (e.g. ``GodotXcodeIndex``).
|
||||
- Goto the newly created target's **Build Settings** tab and look for **Header Search Paths**.
|
||||
- Set **Header Search Paths** to the absolute path to Godot's source folder.
|
||||
- Make it recursive by adding two asterisks (``**``) to the end of the path,
|
||||
e.g. ``/Users/me/repos/godot-source/**``.
|
||||
|
||||
Add the Godot source to the project:
|
||||
|
||||
- Drag and drop Godot source into the project file browser.
|
||||
- Uncheck **Create external build system project**.
|
||||
|
||||
.. image:: img/xcode_5_after_add_godot_source_to_project.png
|
||||
|
||||
- Click **Next**.
|
||||
- Select **Create groups**.
|
||||
|
||||
.. image:: img/xcode_6_after_add_godot_source_to_project_2.png
|
||||
|
||||
- Check *only* your command line indexing target in the
|
||||
**Add to targets** section.
|
||||
- Click finish. Xcode will now index the files. This may take a few minutes.
|
||||
- Once Xcode is done indexing, you should have jump-to-definition,
|
||||
autocompletion, and full syntax highlighting.
|
||||
|
||||
Scheme setup
|
||||
------------
|
||||
|
||||
To enable debugging support, edit the external build target's build scheme:
|
||||
|
||||
- Open the scheme editor of the external build target.
|
||||
- Expand the **Build** menu.
|
||||
- Goto **Post Actions**.
|
||||
- Add a new script run action, select your project in **Provide build settings from**
|
||||
as this allows you to use the``${PROJECT_DIR}`` variable.
|
||||
|
||||
.. image:: img/xcode_7_setup_build_post_action.png
|
||||
|
||||
- Write a script that gives the binary a name that Xcode will recognize, such as:
|
||||
``ln -f ${PROJECT_DIR}/godot/bin/godot.osx.tools.64 ${PROJECT_DIR}/godot/bin/godot``
|
||||
- Build the external build target.
|
||||
|
||||
Edit the external build target's Run scheme:
|
||||
|
||||
- Open the scheme editor again.
|
||||
- Click **Run**.
|
||||
|
||||
.. image:: img/xcode_8_setup_run_scheme.png
|
||||
|
||||
- Set the **Executable** to the file you linked in your post-build action script.
|
||||
- Check **Debug executable** if it isn't checked already.
|
||||
- You can go to **Arguments** tab and specify the full path to a
|
||||
``project.godot`` file to debug the editor instead of the project manager.
|
||||
Alternatively, use ``--path`` to point to a project *folder* which will be
|
||||
run directly (instead of opening the editor).
|
||||
|
||||
Test the Run scheme:
|
||||
|
||||
- Set a breakpoint in ``platform/osx/godot_main_osx.mm``.
|
||||
- If all goes well, it should break at the specified breakpoint.
|
||||
|
||||
If you run into any issues, ask for help in one of
|
||||
`Godot's community channels <https://godotengine.org/community>`__.
|
||||
Reference in New Issue
Block a user