diff --git a/development/cpp/configuring_an_ide.rst b/development/cpp/configuring_an_ide.rst deleted file mode 100644 index b76ae113d..000000000 --- a/development/cpp/configuring_an_ide.rst +++ /dev/null @@ -1,405 +0,0 @@ -.. _doc_configuring_an_ide: - -Configuring an IDE -================== - -We assume that you have already `cloned `_ -and :ref:`compiled ` 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 ` (all desktop platforms) -- :ref:`Kdevelop ` (all desktop platforms) -- :ref:`Xcode ` (macOS) -- :ref:`Visual Studio ` (Windows) -- :ref:`Visual Studio Code` (all desktop platforms) -- :ref:`Android Studio` (all desktop platforms) -- :ref:`CLion` (all desktop platforms) - -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=linuxbsd 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.linuxbsd.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 need 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 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 you can check whether you want to add/remove -specific files and/or folders. You can choose 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 - -Code style configuration -^^^^^^^^^^^^^^^^^^^^^^^^ - -Developers must follow the project's :ref:`code style ` -and IDE should help them to do it. By default, Qt Creator does use spaces for indentation -which is incorrect for Godot project. You can change this behavior by -changing the "Code Style" in *Options* -> *C++*. - -.. image:: img/qtcreator-options-cpp.png - -Click on *Edit* to change the current settings, then click on *Copy Built-in Code Style* button -to set a new code style. Set a name for it (e.g. Godot) and change the Tab policy -to be *Tabs Only*. - -.. image:: img/qtcreator-edit-codestyle.png - -.. _doc_configuring_an_ide_kdevelop: - -KDevelop --------- - -`KDevelop `_ is a free, open source IDE for all desktop platforms. - -You can find a video tutorial `here `_. -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. - -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/`` sub-directory and should be named something like -``godot.linuxbsd.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! - - -.. _doc_configuring_an_ide_vs: - -Visual Studio -------------- - -Visual Studio Community is free for non-commercial use and has many useful features, -such as memory view, performance view, source control and more. -You can get it `from Microsoft `__. - -Setup -^^^^^ - -To start developing with Visual Studio, follow these steps: - -- Open the Visual Studio Installer and install the C++ package: - -.. image:: img/vs_1_install_cpp_package.png - -- Open a Command Prompt or PowerShell window, use ``cd`` to reach the Godot source - directory and run ``scons platform=windows vsproj=yes``. - -- Now open the Godot folder by clicking **Open a project or solution** and choose - ``godot.sln``. - - You can also double-click the ``godot.sln`` file in Explorer. - -You can now start developing with Visual Studio. - -Debugging -^^^^^^^^^ - -Visual Studio features a powerful debugger. This allows the user to examine Godot's -source code, stop at specific points in the code, make changes, and view them on the run. - -.. note:: Debugging the Godot Engine inside the editor will require an extra setup step. - - Because opening Godot opens the Project Manager at first instead of the project - you're working on, the debugger will detach as soon as you open a project. - This means that the debugger will stop, even though Godot is still running in - another process. - -To overcome this, you need to edit the debugging command line arguments in VS. In your -project, click **Project > Project Properties**: - -.. image:: img/vs_2_project_properties.png - -Then add this to the command arguments: - -.. image:: img/vs_3_debug_command_line.png - -- The ``-e`` flag is for entering the editor directly (which skips the Project Manager). -- The ``--path`` argument should be an *absolute* path to a project directory (not a - `project.godot` file). - -To learn more about command line arguments, refer to the -:ref:`command line tutorial `. - -To check that everything is working, put a breakpoint in ``main.cpp`` and press F5 to -start debugging. - -.. image:: img/vs_4_debugging_main.png - - -.. _doc_configuring_an_ide_vscode: - -Visual Studio Code ------------------- - -- Ensure that C/C++ extension is installed. You can find instructions in `docs `_. - -- Open cloned godot folder in VS Code with ``File > Open Folder...`` - -In order to build the project, you need two configuration files: *launch.json* and *tasks.json*. -To create them: - -- Open *Debug* view by pressing :kbd:`Ctrl + Shift + D` and select cogwheel with an orange dot: - -.. image:: img/vscode_1_create_launch.json.png - -- Select *C++ (GDB/LLDB)* (it might be named differently on macOS or Windows) - -- Update *launch.json* to match: - -.. image:: img/vscode_2_launch.json.png - -(Note that *godot.linuxbsd.tools.64* in "program" value might be named differently on macOS or Windows) - -- Create *tasks.json* by starting the Debug process with :kbd:`F5`. VS Code will show a dialog with a *Configure Task* button. Tap it and select *Create tasks.json file from template*, then select *Others* - -- Update *tasks.json* to match: - -.. image:: img/vscode_3_tasks.json.png - -(Note that *platform=linuxbsd* will be different for macOX and Windows) - -- You can now start the Debug process again to test that everything works. - -- If the build phase fails, check the console for hints. On Linux, it's most - likely due to missing dependencies. Check :ref:`doc_compiling_for_linuxbsd`. - - -.. _doc_configuring_an_ide_android_studio: - -Android Studio --------------- - -`Android Studio `_ is a `JetBrains `_ IDE for Android development. It has a feature-rich editor which supports Java and C/C++, so it can be used for development of the Godot core engine, and Android platform codebases. - -Project setup -^^^^^^^^^^^^^ - -- From the Android Studio *Welcome to Android Studio* window, select *Open an existing Android Studio project* - -.. image:: img/android_studio_setup_project_1.png - -- Navigate to ``/platform/android/java`` and select the ``settings.gradle`` gradle file. -- Android Studio will import and index the project. -- To build the project, follow the :ref:`compiling instructions `. - -.. _doc_configuring_an_ide_clion: - -CLion ------ - -`CLion `_ is a commercial IDE for C++. It requires a ``CMakeLists.txt`` file as a project file, which is problematic for Godot which uses the SCons buildsystem and not CMake. However, there is a ``CMakeLists.txt`` configuration for :ref:`Android Studio ` which can also be used by CLion. - -- Choose *File* -> *Open*. - -- Navigation to your Godot Git clone, and select the folder ``platform/android/java/lib`` (the ``CMakeLists.txt`` file is located there). Select the folder, not the ``CMakeLists.txt file``. Then click *Ok*. - -.. image:: img/clion_1_open.png - -- If this popup window appears, select *This window* to open the project. - -.. image:: img/clion_2_this_window.png - -- Choose *Tools* -> *CMake* -> *Change Project Root* and select the root Godot folder. - -.. image:: img/clion_3_change_project_root.png - -- You should be now be able to see all the project files. Autocomplete should work, when the project finish indexing. diff --git a/development/cpp/configuring_an_ide/android_studio.rst b/development/cpp/configuring_an_ide/android_studio.rst new file mode 100644 index 000000000..e5c43018f --- /dev/null +++ b/development/cpp/configuring_an_ide/android_studio.rst @@ -0,0 +1,21 @@ +.. _doc_configuring_an_ide_android_studio: + +Android Studio +============== + +`Android Studio `_ is a free +`JetBrains `_ IDE for Android development. +It has a feature-rich editor which supports Java and C/C++. It can be used to +work on Godot's core engine as well as the Android platform codebase. + +- From Android Studio's welcome window, select + **Open an existing Android Studio project**. + +.. image:: img/android_studio_setup_project_1.png + +- Navigate to ``/platform/android/java`` and select the ``settings.gradle`` gradle file. +- Android Studio will import and index the project. +- To build the project, follow the :ref:`compiling instructions `. + +If you run into any issues, ask for help in one of +`Godot's community channels `__. diff --git a/development/cpp/configuring_an_ide/clion.rst b/development/cpp/configuring_an_ide/clion.rst new file mode 100644 index 000000000..f63e54362 --- /dev/null +++ b/development/cpp/configuring_an_ide/clion.rst @@ -0,0 +1,34 @@ +.. _doc_configuring_an_ide_clion: + +CLion +===== + +`CLion `_ is a commercial IDE for C++. +It requires a ``CMakeLists.txt`` file as a project file, which is problematic +for Godot which uses the SCons buildsystem instead of CMake. +However, there is a ``CMakeLists.txt`` configuration for +:ref:`Android Studio ` which can also +be used by CLion. + +- If you've already opened another project, choose **File > Open** at the top of + the CLion window. Otherwise, choose the option to import an existing project + in the Welcome window. +- Navigate to your Godot Git clone then select the folder + ``platform/android/java/lib`` - the ``CMakeLists.txt`` file is located there. + Select the folder (*not* the ``CMakeLists.txt file``), then click **OK**. + +.. image:: img/clion_1_open.png + +- If this popup window appears, select **This Window** to open the project: + +.. image:: img/clion_2_this_window.png + +- Choose **Tools > CMake >Change Project Root** and select the root Godot folder. + +.. image:: img/clion_3_change_project_root.png + +- You should be now be able to see all the project files. Autocomplete should + work once the project has finished indexing. + +If you run into any issues, ask for help in one of +`Godot's community channels `__. diff --git a/development/cpp/configuring_an_ide/img/android_studio_setup_project_1.png b/development/cpp/configuring_an_ide/img/android_studio_setup_project_1.png new file mode 100644 index 000000000..3725de0e9 Binary files /dev/null and b/development/cpp/configuring_an_ide/img/android_studio_setup_project_1.png differ diff --git a/development/cpp/configuring_an_ide/img/clion_1_open.png b/development/cpp/configuring_an_ide/img/clion_1_open.png new file mode 100644 index 000000000..899edd585 Binary files /dev/null and b/development/cpp/configuring_an_ide/img/clion_1_open.png differ diff --git a/development/cpp/configuring_an_ide/img/clion_2_this_window.png b/development/cpp/configuring_an_ide/img/clion_2_this_window.png new file mode 100644 index 000000000..81c5df63a Binary files /dev/null and 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b/development/cpp/configuring_an_ide/img/xcode_7_setup_build_post_action.png differ diff --git a/development/cpp/configuring_an_ide/img/xcode_8_setup_run_scheme.png b/development/cpp/configuring_an_ide/img/xcode_8_setup_run_scheme.png new file mode 100644 index 000000000..7bc4c3722 Binary files /dev/null and b/development/cpp/configuring_an_ide/img/xcode_8_setup_run_scheme.png differ diff --git a/development/cpp/configuring_an_ide/index.rst b/development/cpp/configuring_an_ide/index.rst new file mode 100644 index 000000000..b47287a16 --- /dev/null +++ b/development/cpp/configuring_an_ide/index.rst @@ -0,0 +1,23 @@ +Configuring an IDE +================== + +We assume that you have already `cloned `_ +and :ref:`compiled ` 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: + +.. toctree:: + :maxdepth: 1 + :name: toc-devel-configuring_an_ide + + android_studio + clion + kdevelop + qt_creator + visual_studio_code + visual_studio + xcode + +It is possible to use other IDEs, but their setup is not documented yet. diff --git a/development/cpp/configuring_an_ide/kdevelop.rst b/development/cpp/configuring_an_ide/kdevelop.rst new file mode 100644 index 000000000..6b79bf1ba --- /dev/null +++ b/development/cpp/configuring_an_ide/kdevelop.rst @@ -0,0 +1,58 @@ +.. _doc_configuring_an_ide_kdevelop: + +KDevelop +======== + +`KDevelop `_ 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 `__. diff --git a/development/cpp/configuring_an_ide/qt_creator.rst b/development/cpp/configuring_an_ide/qt_creator.rst new file mode 100644 index 000000000..62d208db5 --- /dev/null +++ b/development/cpp/configuring_an_ide/qt_creator.rst @@ -0,0 +1,105 @@ +.. _doc_configuring_an_ide_qtcreator: + +Qt Creator +========== + +Qt Creator is a free, open source IDE for all desktop platforms. + +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 platform development, + ``*.mm`` for macOS platform development. 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 predefined ``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. In this case, you'll have to specify the + full path to the SCons binary. +- Fill the **Arguments** field with your compilation options + (e.g.: ``p=linuxbsd 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.linuxbsd.opt.tools.64``). +- If you want to run a specific project, point **Working directory** to the + project folder. +- 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. However, this brings a problem with +it: as the development continues, source files (and folders) are added or +removed. These changes need to be reflected in your project files for Qt Creator +too, so you continue to have a nice programming experience. A simple way to +check 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 above. Here, you can check +whether you want to add/remove specific files and/or folders. You can choose by +clicking with your mouse or just simply by clicking the **Apply Filter** button. +Click on **OK** and you're ready to continue working. + +.. image:: img/qtcreator-edit-files-dialog.png + +Code style configuration +------------------------ + +Developers must follow the project's :ref:`code style ` +and the IDE should help them follow it. By default, Qt Creator does use spaces +for indentation which doesn't match the Godot code style guidelines. You can +change this behavior by changing the **Code Style** in **Options > C++**. + +.. image:: img/qtcreator-options-cpp.png + +Click on **Edit** to change the current settings, then click on +**Copy Built-in Code Style** button to set a new code style. Set a name for it +(e.g. Godot) and change the Tab policy to be **Tabs Only**. + +.. image:: img/qtcreator-edit-codestyle.png + +If you run into any issues, ask for help in one of +`Godot's community channels `__. diff --git a/development/cpp/configuring_an_ide/visual_studio.rst b/development/cpp/configuring_an_ide/visual_studio.rst new file mode 100644 index 000000000..67db5400f --- /dev/null +++ b/development/cpp/configuring_an_ide/visual_studio.rst @@ -0,0 +1,64 @@ +.. _doc_configuring_an_ide_vs: + +Visual Studio +============= + +Visual Studio Community is a Windows-only IDE that's free for non-commercial use. +It has many useful features, such as memory view, performance view, source +control and more. You can get it +`from Microsoft `__. + +Setup +----- + +To start developing with Visual Studio, follow these steps: + +- Open the Visual Studio Installer and install the C++ package: + +.. image:: img/vs_1_install_cpp_package.png + +- Open a Command Prompt or PowerShell window, use ``cd`` to reach the Godot source + directory and run ``scons platform=windows vsproj=yes``. + +- Now open the Godot folder by clicking **Open a project or solution** and choose + ``godot.sln``. + - You can also double-click the ``godot.sln`` file in Explorer. + +You can now start developing with Visual Studio. + +Debugging +--------- + +Visual Studio features a powerful debugger. This allows the user to examine Godot's +source code, stop at specific points in the code, make changes, and view them on the run. + +.. note:: Debugging the Godot Engine inside the editor will require an extra setup step. + + Because opening Godot opens the Project Manager at first instead of the project + you're working on, the debugger will detach as soon as you open a project. + This means that the debugger will stop, even though Godot is still running in + another process. + +To overcome this, you need to edit the debugging command line arguments in VS. In your +project, click **Project > Project Properties**: + +.. image:: img/vs_2_project_properties.png + +Then add this to the command arguments: + +.. image:: img/vs_3_debug_command_line.png + +- The ``-e`` flag is for entering the editor directly (which skips the Project Manager). +- The ``--path`` argument should be an *absolute* path to a project directory (not a + `project.godot` file). + +To learn more about command line arguments, refer to the +:ref:`command line tutorial `. + +To check that everything is working, put a breakpoint in ``main.cpp`` and press F5 to +start debugging. + +.. image:: img/vs_4_debugging_main.png + +If you run into any issues, ask for help in one of +`Godot's community channels `__. diff --git a/development/cpp/configuring_an_ide/visual_studio_code.rst b/development/cpp/configuring_an_ide/visual_studio_code.rst new file mode 100644 index 000000000..ac3d67f5a --- /dev/null +++ b/development/cpp/configuring_an_ide/visual_studio_code.rst @@ -0,0 +1,49 @@ +.. _doc_configuring_an_ide_vscode: + +Visual Studio Code +================== + +Visual Studio Code is a free cross-platform IDE (not to be confused with +:ref:`doc_configuring_an_ide_vs`). You can get it +`from Microsoft `__. + + +- Make sure the C/C++ extension is installed. You can find instructions in + the `documentation `_. +- Open the cloned Godot folder in Visual Studio Code with + **File > Open Folder...**. + +In order to build the project, you need two configuration files: +``launch.json`` and ``tasks.json``. To create them: + +- Open the **Debug** view by pressing :kbd:`Ctrl + Shift + D` and select the + cogwheel with an orange dot: + +.. image:: img/vscode_1_create_launch.json.png + +- Select **C++ (GDB/LLDB)** (it might be named differently on macOS or Windows). + +- Update ``launch.json`` to match: + +.. image:: img/vscode_2_launch.json.png + +If you're following this guide on macOS or Windows, you will have to adjust +``godot.linuxbsd.tools.64`` accordingly. + +- Create a ``tasks.json`` file by starting the Debug process with :kbd:`F5`. + Visual Studio Code will show a dialog with a **Configure Task** button. + Choose it and select **Create tasks.json file from template**, then select **Others**. + +- Update ``tasks.json`` to match: + +.. image:: img/vscode_3_tasks.json.png + +If you're following this guide on macOS or Windows, you will have to adjust +``platform=linuxbsd`` accordingly. + +- You can now start the Debug process again to test that everything works. +- If the build phase fails, check the console for hints. On Linux, it's most + likely due to missing dependencies. Check :ref:`doc_compiling_for_linuxbsd`. + +If you run into any issues, ask for help in one of +`Godot's community channels `__. diff --git a/development/cpp/configuring_an_ide/xcode.rst b/development/cpp/configuring_an_ide/xcode.rst new file mode 100644 index 000000000..305b9968d --- /dev/null +++ b/development/cpp/configuring_an_ide/xcode.rst @@ -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 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