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- .. _doc_configuring_an_ide_vscode:
- Visual Studio Code
- ==================
- `Visual Studio Code <https://code.visualstudio.com>`_ is a free cross-platform code editor
- by `Microsoft <https://microsoft.com>`_ (not to be confused with :ref:`doc_configuring_an_ide_vs`).
- Importing the project
- ---------------------
- - Make sure the C/C++ extension is installed. You can find instructions in
- the `official documentation <https://code.visualstudio.com/docs/languages/cpp>`_.
- Alternatively, `clangd <https://open-vsx.org/extension/llvm-vs-code-extensions/vscode-clangd>`_
- can be used instead.
- - When using the clangd extension, run ``scons compiledb=yes``.
- - From the Visual Studio Code's main screen open the Godot root folder with
- **File > Open Folder...**.
- - Press :kbd:`Ctrl + Shift + P` to open the command prompt window and enter *Configure Task*.
- .. figure:: img/vscode_configure_task.png
- :align: center
- - Select the **Create tasks.json file from template** option.
- .. figure:: img/vscode_create_tasksjson.png
- :align: center
- - Then select **Others**.
- .. figure:: img/vscode_create_tasksjson_others.png
- :align: center
- - If there is no such option as **Create tasks.json file from template** available, either delete the file if it already exists in your folder or create a ``.vscode/tasks.json`` file manually. See `Tasks in Visual Studio Code <https://code.visualstudio.com/docs/editor/tasks#_custom-tasks>`_ for more details on tasks.
- - Within the ``tasks.json`` file find the ``"tasks"`` array and add a new section to it:
- .. code-block:: js
- {
- "label": "build",
- "group": "build",
- "type": "shell",
- "command": "scons",
- "args": [
- // enable for debugging with breakpoints
- "dev_build=yes",
- ],
- "problemMatcher": "$msCompile"
- }
- .. figure:: img/vscode_3_tasks.json.png
- :figclass: figure-w480
- :align: center
- An example of a filled out ``tasks.json``.
- Arguments can be different based on your own setup and needs. See
- :ref:`doc_introduction_to_the_buildsystem` for a full list of arguments.
- Debugging the project
- ---------------------
- To run and debug the project you need to create a new configuration in the ``launch.json`` file.
- - Press :kbd:`Ctrl + Shift + D` to open the Run panel.
- - If ``launch.json`` file is missing you will be prompted to create a new one.
- .. figure:: img/vscode_1_create_launch.json.png
- :align: center
- - Select **C++ (GDB/LLDB)**. There may be another platform specific option here. If selected,
- adjust the configuration example provided accordingly.
- - Within the ``launch.json`` file find the ``"configurations"`` array and add a new section to it:
- .. tabs::
- .. code-tab:: js LinuxBSD
- {
- "name": "Launch Project",
- "type": "lldb",
- "request": "launch",
- // Change to godot.linuxbsd.editor.dev.x86_64.llvm for llvm-based builds.
- "program": "${workspaceFolder}/bin/godot.linuxbsd.editor.dev.x86_64",
- // Change the arguments below for the project you want to test with.
- // To run the project instead of editing it, remove the "--editor" argument.
- "args": [ "--editor", "--path", "path-to-your-godot-project-folder" ],
- "stopAtEntry": false,
- "cwd": "${workspaceFolder}",
- "environment": [],
- "externalConsole": false,
- "preLaunchTask": "build"
- }
- .. code-tab:: js LinuxBSD_gdb
- {
- "name": "Launch Project",
- "type": "cppdbg",
- "request": "launch",
- // Change to godot.linuxbsd.editor.dev.x86_64.llvm for llvm-based builds.
- "program": "${workspaceFolder}/bin/godot.linuxbsd.editor.dev.x86_64",
- // Change the arguments below for the project you want to test with.
- // To run the project instead of editing it, remove the "--editor" argument.
- "args": [ "--editor", "--path", "path-to-your-godot-project-folder" ],
- "stopAtEntry": false,
- "cwd": "${workspaceFolder}",
- "environment": [],
- "externalConsole": false,
- "setupCommands":
- [
- {
- "description": "Enable pretty-printing for gdb",
- "text": "-enable-pretty-printing",
- "ignoreFailures": true
- }
- ],
- "preLaunchTask": "build"
- }
- .. code-tab:: js Windows
- {
- "name": "Launch Project",
- "type": "cppvsdbg",
- "request": "launch",
- "program": "${workspaceFolder}/bin/godot.windows.editor.dev.x86_64.exe",
- // Change the arguments below for the project you want to test with.
- // To run the project instead of editing it, remove the "--editor" argument.
- "args": [ "--editor", "--path", "path-to-your-godot-project-folder" ],
- "stopAtEntry": false,
- "cwd": "${workspaceFolder}",
- "environment": [],
- "console": "internalConsole",
- "visualizerFile": "${workspaceFolder}/platform/windows/godot.natvis",
- "preLaunchTask": "build"
- }
- .. figure:: img/vscode_2_launch.json.png
- :figclass: figure-w480
- :align: center
- An example of a filled out ``launch.json``.
- .. note::
- Due to sporadic performance issues, it is recommended to use LLDB over GDB on Unix-based systems.
- Make sure that the `CodeLLDB extension <https://marketplace.visualstudio.com/items?itemName=vadimcn.vscode-lldb>`_
- is installed.
- If you encounter issues with lldb, you may consider using gdb (see the LinuxBSD_gdb configuration).
- Do note that lldb may work better with LLVM-based builds. See :ref:`doc_compiling_for_linuxbsd` for further information.
- The name under ``program`` 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``.
- If you run into any issues, ask for help in one of
- `Godot's community channels <https://godotengine.org/community>`__.
- .. tip::
- To get linting on class reference XML files, install the
- `vscode-xml extension <https://marketplace.visualstudio.com/items?itemName=redhat.vscode-xml>`__.
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