The second is of course a better approach but takes more effort. Well the first approach would be easy but that would mean you can’t really use Visual Studio or XCode easily anymore and a lot of users would get angry :D. or change the whole API for multiple IDE handling.To use CodeLite on other platforms either I had to replace those hacked areas with CodeLite stuff.With that you can do already quite a lot but to have the full development experience as supported for VS or XCode I had to make some changes. On other platforms you could manually create the workspace and project files and use it with CodeLite. The full integration was done only for GNU/Linux. So far my patch was creating CodeLite workspace and project files. It’s not so easy to switch the IDE without hacking the code. Well that means supporting multiple IDE’s on one platform needs a lot of changes. For example a lot of stuff of the IDE handling are done in the following fashion: At the moment Unreal Engine 4 IDE handling is quite “stiff”. OK, here some infos about the development of CodeLite IDE. Here is a Screenshot of the the Source Code Access Plugin: Source Code Access within UE4Editor using the Plugin.Start your game project within CodeLite.The modified version of UBT will create your project files for GNU/Linux, Mac and Windows platforms. Creates Workspace/Projects for Platforms/Targets with their configurations.You can edit the UE4 and your Game projects files with a nice cross-platform editor. The modified version of UBT will just create the workspace and project files you need for your specific platform. Thx to CodeLite I am able to work either on GNU/Linux, MacOSX or Windows (CodeLite supports even more development platforms but not UE4 :D). At the moment I am working on a CodeLite Project File Generator and Source Code Access Plugin for Unreal Engine 4. it would be so easy to just saw everything below a folder…Īnyway, if you look at any of the config.make files in the examples there’s instructions on how to use them.Not sure if this is the right place to post buuuut anyway I like to share information about a project I am working on for UE4 other then fixing UI issues for the UE4Editor on GNU/Linux/X11/SDL2. Yes i was thinking of something like that for codeblocks, i just dont know why they make it so difficult. I guess it wouldn’t even be too hard to write a little CodeLite plugin that lists all folders in the addon directory and then adds the names of the ones you select to the addons.make file? Just a random thought… Yes, that’s the idea, i usually use eclipse and i know in linux at least there’s people using other ides or even just text editors with the makefiles so this way giving support for several IDEs is much easier and updating just requires to modify almost 1 file instead of 1 per project I guess that means we could maintain project templates for most IDEs relying on those makefiles? So that they should all be up to date, as soon as the makefiles change? I have to admit, that I am not too familiar on how makefiles work exactly, but your plan sounds pretty good. Don’t unzip it, just place the zip file in /usr/share/codelite I still want to get rid of the plus and home signs as well as the a little bit massive close tab icons, but you can download the icon pack here. So my CodeLite environement now looks like this: Mostly because they have sharper edges and a cleaner design. I also replaced most of the default CodeLite icons with the fugue iconset. You can right click on the emptyExample project and then save it as a template to easily create other projects. Download this version: The other one is obsolete, but I keep it online, just in case… The workspace was made for linux, but I guess with some tweaking it should be easy to compile on mac or windows as well.ĮDIT: I changed the templates to use the openframeworks makefiles. Just unpack the files and place the codeLite folder in your apps folder. Download it here, if you want to give it a try. So I adapted an empty workspace with just one emptyExample (the recent github version) in it to compile in CodeLite. Mostly because it is very clean, simple and has great code generation tools built in. On ubuntu, I prefer the c++ IDE CodeLite ( ) over Code::Blocks. ** I made a custom projectGenerator that supports creating codelite projects.
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