Configuring an IDE¶
We assume that you already cloned and compiled Godot.
Kdevelop¶
It is a free, open source IDE (Integrated Development Environment) for Linux, Solaris, FreeBSD, Mac OS X and other Unix flavors.
You can find a video tutorial here. Or you may follow this text version tutorial.
Start by opening Kdevelop and choosing “open project”.
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Choose the directory where you cloned Godot.
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For the build system, choose “custom build system”.
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Now that the project has been imported, open the project configuration.
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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/ is you're using OS X
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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).
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Next we need to tell KDevelop where to find the binary. From the “run” menu, choose “Configure Launches”.
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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).
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That’s it! Now you should be good to go :)
Eclipse¶
TODO.
QtCreator¶
Importing the project¶
- Choose New Project -> Import Project -> Import Existing Project.
- Set the path to your Godot root directory and enter the project name.
- 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 OSX. Click “Next”.
- Click Finish.
- Add a line containing
.
to project_name.includes to get working code completion.
Build and run¶
Build configuration:
- Click on Projects and open the Build tab.
- Delete the pre-defined
make
build step. - Click Add Build Step -> Custom Process Step.
- Type
scons
in the Command field. - Fill the Arguments field with your compilation options. (e.g.:
p=x11 target=debug -j 4
)
Run configuration:
- Open the Run tab.
- Point the Executable to your compiled Godot binary (e.g:
%{buildDir}\bin\godot.windows.tools.64.exe
) - 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.
Xcode¶
Project Setup¶
- Create an Xcode external build project anywhere
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- 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
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Add a Command Line Target:
- Go to Xcode File > New > Target… and add a new Xcode command line target
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- 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
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- Click Next
- Select create groups
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- 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.
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- 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
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- 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!
Other editors (vim, emacs, Atom…)¶
TODO.