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This removes the link to the KDevelop setup video tutorial as it's now outdated.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.
106 lines
3.7 KiB
ReStructuredText
106 lines
3.7 KiB
ReStructuredText
.. _doc_configuring_an_ide_qtcreator:
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Qt Creator
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==========
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Qt Creator is a free, open source IDE for all desktop platforms.
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Importing the project
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---------------------
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- Choose **New Project > Import Project > Import Existing Project**.
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.. image:: img/qtcreator-new-project.png
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- Set the path to your Godot root directory and enter the project name.
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.. image:: img/qtcreator-set-project-path.png
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- Here you can choose which folders and files will be visible to the project.
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C/C++ files are added automatically. Potentially useful additions:
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``*.py`` for buildsystem files, ``*.java`` for Android platform development,
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``*.mm`` for macOS platform development. Click **Next**.
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.. image:: img/qtcreator-apply-import-filter.png
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- Click **Finish**.
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- Add a line containing ``.`` to ``project_name.includes`` to get working
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code completion.
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.. image:: img/qtcreator-project-name-includes.png
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Build and run
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--------------
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Build configuration:
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- Click on **Projects** and open the **Build** tab.
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- Delete the predefined ``make`` build step.
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.. image:: img/qtcreator-projects-build.png
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- Click **Add Build Step > Custom Process Step**.
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.. image:: img/qtcreator-add-custom-process-step.png
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- Type ``scons`` in the **Command** field. If it fails with
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``Could not start process "scons"``, it can mean that ``scons`` is not in
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your ``PATH`` environment variable. In this case, you'll have to specify the
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full path to the SCons binary.
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- Fill the **Arguments** field with your compilation options
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(e.g.: ``p=linuxbsd target=debug -j 4``).
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.. image:: img/qtcreator-set-scons-command.png
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Run configuration:
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- Open the **Run** tab.
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- Point the **Executable** to your compiled Godot binary
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(e.g: ``%{buildDir}/bin/godot.linuxbsd.opt.tools.64``).
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- If you want to run a specific project, point **Working directory** to the
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project folder.
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- If you want to run the editor, add ``-e`` to the **Command line arguments**
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field.
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.. image:: img/qtcreator-run-command.png
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Updating sources after pulling latest commits
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---------------------------------------------
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As a developer, you usually want to frequently pull the latest commits from the
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upstream Git repository or a specific fork. However, this brings a problem with
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it: as the development continues, source files (and folders) are added or
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removed. These changes need to be reflected in your project files for Qt Creator
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too, so you continue to have a nice programming experience. A simple way to
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check is to right click at your root folder in the **Projects View** and click
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on **Edit files...**.
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.. image:: img/qtcreator-edit-files-menu.png
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Now a new dialog should appear that is similar in functionality to the one in
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the third step of the *Importing the project* section above. Here, you can check
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whether you want to add/remove specific files and/or folders. You can choose by
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clicking with your mouse or just simply by clicking the **Apply Filter** button.
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Click on **OK** and you're ready to continue working.
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.. image:: img/qtcreator-edit-files-dialog.png
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Code style configuration
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------------------------
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Developers must follow the project's :ref:`code style <doc_code_style_guidelines>`
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and the IDE should help them follow it. By default, Qt Creator does use spaces
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for indentation which doesn't match the Godot code style guidelines. You can
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change this behavior by changing the **Code Style** in **Options > C++**.
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.. image:: img/qtcreator-options-cpp.png
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Click on **Edit** to change the current settings, then click on
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**Copy Built-in Code Style** button to set a new code style. Set a name for it
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(e.g. Godot) and change the Tab policy to be **Tabs Only**.
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.. image:: img/qtcreator-edit-codestyle.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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