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246 lines
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ReStructuredText
246 lines
8.0 KiB
ReStructuredText
.. _doc_configuring_an_ide:
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Configuring an IDE
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==================
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We assume that you already `cloned <https://github.com/godotengine/godot>`_
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and :ref:`compiled <toc-devel-compiling>` Godot.
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You can easily develop Godot with any text editor and by invoking ``scons``
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on the command line, but if you want to work with an IDE (Integrated
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Development Environment), here are setup instructions for some popular ones:
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- :ref:`Qt Creator <doc_configuring_an_ide_qtcreator>` (all desktop platforms)
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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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It is possible to use other IDEs, but their setup is not documented yet.
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.. _doc_configuring_an_ide_qtcreator:
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Qt Creator
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----------
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Importing the project
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^^^^^^^^^^^^^^^^^^^^^
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- Choose *New Project* -> *Import Project* -> *Import Existing Project*.
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.. image:: img/qtcreator-new-project.png
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- Set the path to your Godot root directory and enter the project name.
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.. image:: img/qtcreator-set-project-path.png
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- Here you can choose which folders and files will be visible to the project. C/C++ files
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are added automatically. Potentially useful additions: \*.py for buildsystem files, \*.java for Android development,
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\*.mm for macOS. Click "Next".
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.. image:: img/qtcreator-apply-import-filter.png
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- Click *Finish*.
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- Add a line containing ``.`` to *project_name.includes* to get working code completion.
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.. image:: img/qtcreator-project-name-includes.png
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Build and run
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^^^^^^^^^^^^^
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Build configuration:
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- Click on *Projects* and open the *Build* tab.
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- Delete the pre-defined ``make`` build step.
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.. image:: img/qtcreator-projects-build.png
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- Click *Add Build Step* -> *Custom Process Step*.
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.. image:: img/qtcreator-add-custom-process-step.png
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- Type ``scons`` in the *Command* field. If it fails with 'Could not start process "scons"',
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it can mean that ``scons`` is not in your ``PATH`` environment variable, so you may have to
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use the full path to the SCons binary.
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- Fill the *Arguments* field with your compilation options. (e.g.: ``p=x11 target=debug -j 4``)
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.. image:: img/qtcreator-set-scons-command.png
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Run configuration:
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- Open the *Run* tab.
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- Point the *Executable* to your compiled Godot binary (e.g: ``%{buildDir}/bin/godot.x11.opt.tools.64``)
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- If you want to run a specific game or project, point *Working directory* to the game directory.
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- If you want to run the editor, add ``-e`` to the *Command line arguments* field.
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.. image:: img/qtcreator-run-command.png
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Updating Sources after pulling latest commits
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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As a developer you usually want to frequently pull the latest commits
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from the upstream git repository or a specific fork etc. However this
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brings a little problem with it: as the development continues, source files
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(and folders) are added or removed. These changes needs to be reflected in
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your project files for Qt Creator too, so you continue to have a nice
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experience coding in it. A simple way to check these things, is to right click
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at your root folder in the "Projects View" and click on "Edit files..."
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.. image:: img/qtcreator-edit-files-menu.png
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Now a new dialog should appear that is similar in functionality to the one in the third step
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of the "Importing the project" section. Here now you can check whether you want to add/remove
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specific files and/or folders. You can chose by clicking with your mouse or just simply by
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clicking the "Apply Filter" button. A simple click on "Ok" and you're ready to continue your work.
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.. image:: img/qtcreator-edit-files-dialog.png
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.. _doc_configuring_an_ide_kdevelop:
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Kdevelop
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--------
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`Kdevelop <https://www.kdevelop.org>`_ is a free, open source IDE for all desktop platforms.
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You can find a video tutorial `here <https://www.youtube.com/watch?v=yNVoWQi9TJA>`_.
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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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Choose the directory where you cloned Godot.
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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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Now that the project has been imported, open the project configuration.
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.. image:: img/kdevelop_openconfig.png
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Add the following includes/imports:
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::
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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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tools/
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drivers/
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platform/x11/ // make that platform/osx/ if you're using OS X
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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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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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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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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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That's it! Now you should be good to go :)
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.. _doc_configuring_an_ide_xcode:
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Xcode
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-----
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Project Setup
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^^^^^^^^^^^^^
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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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- Set the *Build tool* to the path to scons
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Modify Build Target's Xcode Info Tab:
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- Set *Arguments* to something like: platform=osx tools=yes bits=64 target=debug
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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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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_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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- Goto the newly created target's *Build Settings* tab and search for *Header Search Paths*
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- Set *Header Search Paths* to an absolute path to Godot's source folder
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- Make it recursive by adding two \*'s to the end of the path
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- e.g. ``/Users/me/repos/godot-source/\**``
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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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- 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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- 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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- Grab a cup of coffee... Maybe make something to eat, too
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- You should have jump to definition, auto completion, and full syntax highlighting when it is done.
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Scheme Setup
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^^^^^^^^^^^^
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Edit Build Scheme of External Build Target:
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- Open scheme editor of external build target
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- Expand the *Build* menu
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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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- 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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- Build the external build target
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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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- 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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- You can go to *Arguments* tab and add an -e and a -path to a project to debug the editor
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not the project selection screen
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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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