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- .. _doc_configuring_an_ide:
- Configuring an IDE
- ==================
- We assume that you already `cloned <https://github.com/godotengine/godot>`_
- and :ref:`compiled <toc-devel-compiling>` Godot.
- You can easily develop Godot with any text editor and by invoking ``scons``
- on the command line, but if you want to work with an IDE (Integrated
- Development Environment), here are setup instructions for some popular ones:
- - :ref:`Qt Creator <doc_configuring_an_ide_qtcreator>` (all desktop platforms)
- - :ref:`Kdevelop <doc_configuring_an_ide_kdevelop>` (all desktop platforms)
- - :ref:`Xcode <doc_configuring_an_ide_xcode>` (macOS)
- - :ref:`Visual Studio <doc_compiling_for_windows_install_vs>` (Windows)
- It is possible to use other IDEs, but their setup is not documented yet.
- .. _doc_configuring_an_ide_qtcreator:
- Qt Creator
- ----------
- Importing the project
- ^^^^^^^^^^^^^^^^^^^^^
- - Choose *New Project* -> *Import Project* -> *Import Existing Project*.
- .. image:: img/qtcreator-new-project.png
- - Set the path to your Godot root directory and enter the project name.
- .. image:: img/qtcreator-set-project-path.png
- - Here you can choose which folders and files will be visible to the project. C/C++ files
- are added automatically. Potentially useful additions: \*.py for buildsystem files, \*.java for Android development,
- \*.mm for macOS. Click "Next".
- .. image:: img/qtcreator-apply-import-filter.png
- - Click *Finish*.
- - Add a line containing ``.`` to *project_name.includes* to get working code completion.
- .. image:: img/qtcreator-project-name-includes.png
- Build and run
- ^^^^^^^^^^^^^
- Build configuration:
- - Click on *Projects* and open the *Build* tab.
- - Delete the pre-defined ``make`` build step.
- .. image:: img/qtcreator-projects-build.png
- - Click *Add Build Step* -> *Custom Process Step*.
- .. image:: img/qtcreator-add-custom-process-step.png
- - Type ``scons`` in the *Command* field. If it fails with 'Could not start process "scons"',
- it can mean that ``scons`` is not in your ``PATH`` environment variable, so you may have to
- use the full path to the SCons binary.
- - Fill the *Arguments* field with your compilation options. (e.g.: ``p=x11 target=debug -j 4``)
- .. image:: img/qtcreator-set-scons-command.png
- Run configuration:
- - Open the *Run* tab.
- - Point the *Executable* to your compiled Godot binary (e.g: ``%{buildDir}/bin/godot.x11.opt.tools.64``)
- - If you want to run a specific game or project, point *Working directory* to the game directory.
- - If you want to run the editor, add ``-e`` to the *Command line arguments* field.
- .. image:: img/qtcreator-run-command.png
- Updating Sources after pulling latest commits
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- As a developer you usually want to frequently pull the latest commits
- from the upstream git repository or a specific fork etc. However this
- brings a little problem with it: as the development continues, source files
- (and folders) are added or removed. These changes needs to be reflected in
- your project files for Qt Creator too, so you continue to have a nice
- experience coding in it. A simple way to check these things, is to right click
- at your root folder in the "Projects View" and click on "Edit files..."
- .. image:: img/qtcreator-edit-files-menu.png
- Now a new dialog should appear that is similar in functionality to the one in the third step
- of the "Importing the project" section. Here now you can check whether you want to add/remove
- specific files and/or folders. You can chose by clicking with your mouse or just simply by
- clicking the "Apply Filter" button. A simple click on "Ok" and you're ready to continue your work.
- .. image:: img/qtcreator-edit-files-dialog.png
- .. _doc_configuring_an_ide_kdevelop:
- Kdevelop
- --------
- `Kdevelop <https://www.kdevelop.org>`_ is a free, open source IDE for all desktop platforms.
- You can find a video tutorial `here <https://www.youtube.com/watch?v=yNVoWQi9TJA>`_.
- Or you may follow this text version tutorial.
- Start by opening Kdevelop and choosing "open project".
- .. image:: img/kdevelop_newproject.png
- Choose the directory where you cloned Godot.
- .. image:: img/kdevelop_openproject.png
- For the build system, choose "custom build system".
- .. 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:
- ::
- . // a dot to indicate the root of the Godot project
- core/
- core/os/
- core/math/
- tools/
- drivers/
- platform/x11/ // make that platform/osx/ if you're using OS X
- .. image:: img/kdevelop_addincludes.png
- Apply the changes then switch to the "Custom Buildsystem" tab.
- Leave the build directory blank. Enable build tools and add ``scons``
- as the executable and add ``platform=x11 target=debug`` (``platform=osx``
- if you're on OS X).
- .. 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 new" if no launcher exists. Then add the path to your
- executable in the executable section. Your executable should be located
- in the ``bin/`` sub-directory and should be named something like
- ``godot.x11.tools.64`` (the name could be different depending on your
- platform and depending on your build options).
- .. image:: img/kdevelop_configlaunches2.png
- That's it! Now you should be good to go :)
- .. _doc_configuring_an_ide_xcode:
- Xcode
- -----
- Project Setup
- ^^^^^^^^^^^^^
- - Create an Xcode external build project anywhere
- .. image:: img/xcode_1_create_external_build_project.png
- - Set the *Build tool* to the path to scons
- Modify Build Target's Xcode Info Tab:
- - Set *Arguments* to something like: platform=osx tools=yes bits=64 target=debug
- - Set *Directory* to the path to Godot's source folder. Keep it blank if project is already there.
- - You may uncheck *Pass build settings in environment*
- .. image:: img/xcode_2_configure_scons.png
- Add a Command Line Target:
- - Go to Xcode File > New > Target... and add a new Xcode command line 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 search for *Header Search Paths*
- - Set *Header Search Paths* to an absolute path to Godot's source folder
- - Make it recursive by adding two \*'s to the end of the path
- - e.g. ``/Users/me/repos/godot-source/\**``
- Add Godot Source to the Project:
- - Drag and drop godot source into project file browser.
- - Uncheck *Create External Build System*
- .. 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 off only your command line target in the *Add to targets* section
- - Click finish. Xcode will now index the files.
- - Grab a cup of coffee... Maybe make something to eat, too
- - You should have jump to definition, auto completion, and full syntax highlighting when it is done.
- Scheme Setup
- ^^^^^^^^^^^^
- Edit Build Scheme of External Build Target:
- - Open scheme editor of 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 ``${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
- - e.g. ``ln -f ${PROJECT_DIR}/godot/bin/godot.osx.tools.64 ${PROJECT_DIR}/godot/bin/godot``
- - Build the external build target
- Edit Run Scheme of External Build Target:
- - 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 already
- - You can go to *Arguments* tab and add an -e and a -path to a project to debug the editor
- not the project selection screen
- Test it:
- - Set a breakpoint in platform/osx/godot_main_osx.mm
- - It should break at the point!
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