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This removes the link to the KDevelop setup video tutorial as it's now outdated.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.
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3.2 KiB
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96 lines
3.2 KiB
ReStructuredText
.. _doc_configuring_an_ide_xcode:
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Xcode
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=====
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Xcode is a free macOS-only IDE. You can download it from the Mac App Store.
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Project setup
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-------------
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- Create an Xcode external build project anywhere.
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.. image:: img/xcode_1_create_external_build_project.png
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Go to the build target's **Info** tab, then:
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- Set **Build Tool** to the full path to SCons.
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- Set **Arguments** to something like
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``platform=osx tools=yes bits=64 target=debug``.
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- Set **Directory** to the path to Godot's source folder.
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- You may uncheck **Pass build settings in environment**.
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.. image:: img/xcode_2_configure_scons.png
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Add a Command Line Tool target which will be used for indexing the project:
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- In Xcode's menu, choose **File > New > Target...** and add a new Xcode
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command line tool target.
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.. image:: img/xcode_3_add_new_target.png
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.. image:: img/xcode_4_select_command_line_target.png
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- Name it something so you know not to compile with this target (e.g. ``GodotXcodeIndex``).
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- Goto the newly created target's **Build Settings** tab and look for **Header Search Paths**.
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- Set **Header Search Paths** to the absolute path to Godot's source folder.
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- Make it recursive by adding two asterisks (``**``) to the end of the path,
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e.g. ``/Users/me/repos/godot-source/**``.
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Add the Godot source to the project:
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- Drag and drop Godot source into the project file browser.
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- Uncheck **Create external build system project**.
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.. image:: img/xcode_5_after_add_godot_source_to_project.png
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- Click **Next**.
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- Select **Create groups**.
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.. image:: img/xcode_6_after_add_godot_source_to_project_2.png
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- Check *only* your command line indexing target in the
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**Add to targets** section.
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- Click finish. Xcode will now index the files. This may take a few minutes.
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- Once Xcode is done indexing, you should have jump-to-definition,
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autocompletion, and full syntax highlighting.
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Scheme setup
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------------
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To enable debugging support, edit the external build target's build scheme:
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- Open the scheme editor of the external build target.
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- Expand the **Build** menu.
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- Goto **Post Actions**.
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- Add a new script run action, select your project in **Provide build settings from**
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as this allows you to use the``${PROJECT_DIR}`` variable.
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.. image:: img/xcode_7_setup_build_post_action.png
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- Write a script that gives the binary a name that Xcode will recognize, such as:
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``ln -f ${PROJECT_DIR}/godot/bin/godot.osx.tools.64 ${PROJECT_DIR}/godot/bin/godot``
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- Build the external build target.
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Edit the external build target's Run scheme:
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- Open the scheme editor again.
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- Click **Run**.
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.. image:: img/xcode_8_setup_run_scheme.png
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- Set the **Executable** to the file you linked in your post-build action script.
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- Check **Debug executable** if it isn't checked already.
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- You can go to **Arguments** tab and specify the full path to a
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``project.godot`` file to debug the editor instead of the project manager.
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Alternatively, use ``--path`` to point to a project *folder* which will be
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run directly (instead of opening the editor).
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Test the Run scheme:
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- Set a breakpoint in ``platform/osx/godot_main_osx.mm``.
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- If all goes well, it should break at the specified breakpoint.
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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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