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This removes the link to the KDevelop setup video tutorial as it's now outdated.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.
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1.7 KiB
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59 lines
1.7 KiB
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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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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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On the next screen, choose **Custom Build System** for the **Project Manager**.
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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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.. code-block:: none
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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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.. image:: img/kdevelop_addincludes.png
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Apply the changes.
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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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.. 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** 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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.. image:: img/kdevelop_configlaunches2.png
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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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