Code::Blocks¶
Code::Blocks ist eine kostenlose, plattformübergreifende Open-Source-IDE.
Erstellen eines neuen Projekts¶
From Code::Blocks' main screen, click Create a new project or select File > New > Project....
Wählen Sie im Fenster Neu aus Vorlage unter Projekte die Option Leeres Projekt und klicken Sie auf Los.
Klicken Sie auf Weiter, um die Begrüßung an den Assistenten für neue leere Projekte zu übergeben.
The project file should be created in the root of the cloned project folder. To achieve this, first, ensure that the Project title is the same as the folder name that Godot was cloned into. Unless you cloned the project into a folder with a different name, this will be godot
.
Second, ensure that the Folder to create project in is the folder you ran the Git clone command from, not the godot
project folder. Confirm that the Resulting filename field will create the project file in the root of the cloned project folder.
The compiler and configuration settings are managed through SCons and will be configured later. However, it's worth deselecting the Create "Release" configuration option; so only a single build target is created before clicking Finish.
Den Build anpassen¶
Der erste Schritt besteht darin, die Projekteigenschaften zu ändern. Klicken Sie mit der rechten Maustaste auf das neue Projekt und wählen Sie Eigenschaften....
Überprüfen Sie die Dies ist ein benutzerdefiniertes Makefile -Eigenschaft. Klicken Sie auf OK, um die Änderungen zu speichern.
Der nächste Schritt besteht darin die Erstellungsoptionen zu ändern. Klicken Sie mit der rechten Maustaste auf das neue Projekt und wählen Sie Build Optionen....
Select the "Make" commands tab and remove all the existing commands for all the build targets. For each build target enter the SCons command for creating the desired build in the Build project/target field. The minimum is scons
. For details on the SCons build options, see Einführung in das Buildsystem. It's also useful to add the scons --clean
command in the Clean project/target field to the project's default commmands.
If you're using Windows, all the commands need to be preceded with cmd /c
to iniitalize the command interpreter.
Windows Beispiel:
Code::Blocks sollten jetzt so konfiguriert werden, dass Godot erstellt wird. Wählen Sie entweder Build> Build, klicken Sie auf die Zahnradschaltfläche oder drücken Sie Strg + F9.
Konfigurieren des Starts¶
Once SCons has successfully built the desired target, reopen the project Properties... and select the Build targets tab. In the Output filename field, browse to the bin
folder and select the compiled file.
Deaktivieren Sie die Optionen Automatisches Generieren des Dateinamen-Präfix und Automatisches Generieren der Dateinamenerweiterung.
Code::Blocks should now be configured to run your compiled Godot executable; so either select Build > Run, click the green arrow button, or press Ctrl + F10.
There are two additional points worth noting. First, if required, the Execution working dir field can be used to test specific projects, by setting it to the folder containing the project.godot
file. Second, the Build targets tab can be used to add and remove build targets for working with and creating different builds.
Dateien zum Projekt hinzufügen¶
To add all the Godot code files to the project, right-click on the new project and select Add files recursively....
It should automatically select the project folder; so simply click Open. By default, all code files are included, so simply click OK.
Konfiguration des Codestils¶
Before editing any files, remember that all code needs to comply with the Richtlinien für den Codestil. One important difference with Godot is the use of tabs for indents. Therefore, the key default editor setting that needs to be changed in Code::Blocks is to enable tabs for indents. This setting can be found by selecting Settings > Editor.
Under General Settings, on the Editor Settings tab, under Tab Options check Use TAB character.
That's it. You're ready to start contributing to Godot using the Code::Blocks IDE. Remember to save the project file and the Workspace. If you run into any issues, ask for help in one of Godot's community channels.