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godot-docs/development/cpp/configuring_an_ide/kdevelop.rst
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66679c7ccb Document the Unification of tools/target build type configuration (#6316)
Document the Unification of tools/target build type configuration

Introduced in https://github.com/godotengine/godot/pull/66242 the
`tools=yes/no` option was removed and merged into the `target` preset.

Includes miscellaneous fixes identified during code review as well

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Co-authored-by: Marius Hanl <66004280+Maran23@users.noreply.github.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2022-12-07 14:58:13 -08:00

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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.
Importing the project
---------------------
- From the KDevelop's main screen select **Open Project**.
.. figure:: img/kdevelop_newproject.png
:figclass: figure-w480
:align: center
KDevelop's main screen.
- Navigate to the Godot root folder and select it.
- On the next screen, choose **Custom Build System** for the **Project Manager**.
.. figure:: img/kdevelop_custombuild.png
:figclass: figure-w480
:align: center
- After the project has been imported, open the project configuration by right-clicking
on it in the **Projects** panel and selecting **Open Configuration..** option.
.. figure:: img/kdevelop_openconfig.png
:figclass: figure-w480
:align: center
- Under **Language Support** open the **Includes/Imports** tab and add the following paths:
.. code-block:: none
. // A dot, to indicate the root of the Godot project
core/
core/os/
core/math/
drivers/
platform/<your_platform>/ // Replace <your_platform> with a folder
corresponding to your current platform
.. figure:: img/kdevelop_addincludes.png
:figclass: figure-w480
:align: center
- Apply the changes.
- Under **Custom Build System** add a new build configuration with the following settings:
+-----------------+------------------------------------------------------------------------------+
| Build Directory | *blank* |
+-----------------+------------------------------------------------------------------------------+
| Enable | **True** |
+-----------------+------------------------------------------------------------------------------+
| Executable | **scons** |
+-----------------+------------------------------------------------------------------------------+
| Arguments | See :ref:`doc_introduction_to_the_buildsystem` for a full list of arguments. |
+-----------------+------------------------------------------------------------------------------+
.. figure:: img/kdevelop_buildconfig.png
:figclass: figure-w480
:align: center
- Apply the changes and close the configuration window.
Debugging the project
---------------------
- Select **Run > Configure Launches...** from the top menu.
.. figure:: img/kdevelop_configlaunches.png
:figclass: figure-w480
:align: center
- Click **Add** to create a new launch configuration.
- Select **Executable** option and specify the path to your executable located in
the ``<Godot root directory>/bin`` folder. The name depends on your build configuration,
e.g. ``godot.linuxbsd.editor.dev.x86_64`` for 64-bit LinuxBSD platform with
``platform=editor`` and ``dev_build=yes``.
.. figure:: img/kdevelop_configlaunches2.png
:figclass: figure-w480
:align: center
If you run into any issues, ask for help in one of
`Godot's community channels <https://godotengine.org/community>`__.