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godot-docs/development/cpp/configuring_an_ide/kdevelop.rst
Hugo Locurcio e24fee75cb Split IDE instructions into several pages, improve writing style
This removes the link to the KDevelop setup video tutorial as it's
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IDE screenshots were also optimized losslessly using
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See #3485.
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.. _doc_configuring_an_ide_kdevelop:
KDevelop
========
`KDevelop <https://www.kdevelop.org>`_ is a free, open source IDE for all desktop platforms.
Start by opening KDevelop and choosing **Open Project**.
.. image:: img/kdevelop_newproject.png
Choose the directory where you cloned Godot.
On the next screen, choose **Custom Build System** for the **Project Manager**.
.. image:: img/kdevelop_custombuild.png
Now that the project has been imported, open the project configuration.
.. image:: img/kdevelop_openconfig.png
Add the following includes/imports:
.. code-block:: none
. // a dot to indicate the root of the Godot project
core/
core/os/
core/math/
drivers/
platform/linuxbsd/ // make that platform/osx/ if you're using macOS
.. image:: img/kdevelop_addincludes.png
Apply the changes.
Switch to the **Custom Build System** tab. Add a build configuration
and keep the build directory blank. Enable build tools and add ``scons``
as the executable then add ``platform=linuxbsd target=debug`` (``platform=osx``
if you're on macOS) as the arguments.
.. image:: img/kdevelop_buildconfig.png
Next, we need to tell KDevelop where to find the binary.
From the **Run** menu, choose **Configure Launches**.
.. image:: img/kdevelop_configlaunches.png
Click **Add** if no launcher exists. Then add the path to your
executable in the executable section. Your executable should be located
in the ``bin/`` subdirectory and should be named something like
``godot.linuxbsd.tools.64`` (the name could be different depending on your
platform and build options).
.. image:: img/kdevelop_configlaunches2.png
If you run into any issues, ask for help in one of
`Godot's community channels <https://godotengine.org/community>`__.