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- .. _doc_configuring_an_ide_xcode:
- Xcode
- =====
- `Xcode <https://developer.apple.com/xcode>`_ is a free macOS-only IDE. You can
- download it from the Mac App Store.
- Importing the project
- ---------------------
- - From Xcode's main screen create a new project using the **Other > External Build System** template.
- .. figure:: img/xcode_1_create_external_build_project.webp
- :figclass: figure-w480
- :align: center
- - Now choose a name for your project and set the path to scons executable in build tool (to find the path you can type ``where scons`` in a terminal).
- .. figure:: img/xcode_2_set_external_build_project_parameters.webp
- :figclass: figure-w480
- :align: center
- - Open the main target from the **Targets** section and select the **Info** tab.
- .. figure:: img/xcode_3_configure_scons.webp
- :figclass: figure-w480
- :align: center
- - Fill out the form with the following settings:
- +------------+------------------------------------------------------------------------------+
- | Arguments | See :ref:`doc_introduction_to_the_buildsystem` for a full list of arguments. |
- +------------+------------------------------------------------------------------------------+
- | Directory | A full path to the Godot root folder |
- +------------+------------------------------------------------------------------------------+
- - Add a Command Line Tool target which will be used for indexing the project by
- choosing **File > New > Target...**.
- .. figure:: img/xcode_4_add_new_target.webp
- :figclass: figure-w480
- :align: center
- - Select **macOS > Application > Command Line Tool**.
- .. figure:: img/xcode_5_select_command_line_target.webp
- :figclass: figure-w480
- :align: center
- .. note:: Name it something so you know not to compile with this target (e.g. ``GodotXcodeIndex``).
- - For this target open the **Build Settings** tab and look for **Header Search Paths**.
- - Set **Header Search Paths** to the absolute path to the Godot root folder. You need to
- include subdirectories as well. To achieve that, add two two asterisks (``**``) to the
- end of the path, e.g. ``/Users/me/repos/godot-source/**``.
- - Add the Godot source to the project by dragging and dropping it into the project file browser.
- - Select **Create groups** for the **Added folders** option and check *only*
- your command line indexing target in the **Add to targets** section.
- .. figure:: img/xcode_6_after_add_godot_source_to_project.webp
- :figclass: figure-w480
- :align: center
- - Xcode will now index the files. This may take a few minutes.
- - Once Xcode is done indexing, you should have jump-to-definition,
- autocompletion, and full syntax highlighting.
- Debugging the project
- ---------------------
- To enable debugging support you need to edit the external build target's build and run schemes.
- - Open the scheme editor of the external build target.
- - Locate the **Build > Post Actions** section.
- - Add a new script run action
- - Under **Provide build settings from** select your project. This allows to reference
- the project directory within the script.
- - Create a script that will give the binary a name that Xcode can recognize, e.g.:
- .. code-block:: shell
- ln -f ${PROJECT_DIR}/godot/bin/godot.macos.tools.64 ${PROJECT_DIR}/godot/bin/godot
- .. figure:: img/xcode_7_setup_build_post_action.webp
- :figclass: figure-w480
- :align: center
- - Build the external build target.
- - Open the scheme editor again and select **Run**.
- .. figure:: img/xcode_8_setup_run_scheme.webp
- :figclass: figure-w480
- :align: center
- - Set the **Executable** to the file you linked in your post-build action script.
- - Check **Debug executable**.
- - You can add two arguments on the **Arguments** tab:
- the ``-e`` flag opens the editor instead of the Project Manager, and the ``--path`` argument
- tells the executable to open the specified project (must be provided as an *absolute* path
- to the project root, not the ``project.godot`` file).
- To check that everything is working, put a breakpoint in ``platform/macos/godot_main_macos.mm`` and
- run the project.
- If you run into any issues, ask for help in one of
- `Godot's community channels <https://godotengine.org/community>`__.
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