Difference between revisions of "CompilingMacOsX"

From Inkscape Wiki
Jump to navigation Jump to search
(→‎Compiling Inkscape: changed the organisation of the page, updated the DarwinPorts part)
(Update homebrew instructions for gtk4)
 
(173 intermediate revisions by 27 users not shown)
Line 1: Line 1:
== Requirements ==
__TOC__
To compile Inkscape from source you will need:
*Mac OS X 10.4 (10.3 support is on the way, you are welcome to help if you still have a machine running 10.3)
*XCode 2.3 on OS X 10.4 (i.e. with gcc 4.0.1)
*Inkscape's source code. You can get the [http://www.inkscape.org/download.php official release source code], a [http://inkscape.modevia.com/svn-snap/?M=D SVN snapshot] or a copy of the [http://www.inkscape.org/svn.php?lang=en SVN repository].
*Inkscape's dependencies, for example glibmm, gtkmm, lmcs, boehm gc... You can use a package distribution system ([http://www.finkproject.org/ Fink] or [http://www.macports.org/ MacPorts], formerly known as [http://darwinports.opendarwin.org/ DarwinPorts]) or Inkscape all-in-one universal build script to install them. Inkscape requires a recent version of gtk, hence only MacPorts can be used at the moment. Once Fink updates gtk it should not be a problem to use it.


== Compiling Inkscape using Mac/DarwinPorts ==
<span style="color:darkred;font-weight:bold">Section about MacPorts IS OUTDATED AND UNMAINTAINED!</span>
<span style="color:darkgreen;font-weight:bold">Section about HomeBrew IS UP TO DATE as of Oct 30, 2024</span>


=== Installing dependencies ===
= Using MacPorts =
You can use DarwinPorts to list Inkscape dependencies:
<pre>port deps inkscape</pre>


Some are mandatory and you can install them with the command:
If you can build successfully with MacPorts, please update this file and remove above comment.
<pre>sudo port install boehmgc gtkmm gnome-vfs intltool libxslt lcms popt</pre>


Others provide additional functionality to Inkscape:
<ol>
* <code>aspell</code> : check spelling of text elements [Note: I have never seen it working on OS X]
<li>Download and install [http://www.macports.org/ MacPorts]
* <code>boost</code> : auto-organisation of connectors [Note: is boost still needed?]
<li>Edit the MacPorts variants config (optional).
* <code>libgnomeprintui</code>
<br>Add this line to <code>/opt/local/etc/macports/variants.conf</code>
* <code>loudmouth</code> : jabber library used by InkBoard
<pre>-x11 +quartz</pre>
<pre>sudo port install aspell boost libgnomeprintui loudmouth</pre>
<li>In Terminal (Applications>Utilities>Terminal) type
<syntaxhighlight lang="bash">sudo port install \
    adwaita-icon-theme \
    boehmgc \
    boost \
    cairo \
    ccache \
    cmake \
    double-conversion \
    gdl3 \
    gettext \
    gsl \
    gtkmm3 \
    gtk-osx-application-gtk3 \
    lcms2 \
    libsoup \
    libxslt \
    ninja \
    poppler \
    potrace \
    py-lxml \
    py-numpy \
    -x11 +quartz
</syntaxhighlight>
<li>In Terminal, get Inkscape
<syntaxhighlight lang="bash">git clone --recurse-submodules https://gitlab.com/inkscape/inkscape.git</syntaxhighlight>
<li>And build inkscape
<syntaxhighlight lang="bash">
# use a clean MacPorts environment (optional)
LIBPREFIX="/opt/local"
export PATH="$LIBPREFIX/bin:/usr/bin:/bin:/usr/sbin:/sbin"


# where to install
PREFIX="$PWD/install-prefix"


=== For the impatient ===
# where to build
There is an automated build script for Mac OS X included with Inkscape source code, in the directory packaging/macosx. It has builtin help:
mkdir build
<pre> cd packaging/macosx/
cd build
./osx-build.sh help</pre>


Basically to configure, build, install and package Inkscape into a double clickable app bundle you just need to issue the command
cmake \
<pre>./osx-build.sh conf build install -s package</pre>
    -G Ninja \
or more simply
    -DCMAKE_PREFIX_PATH="$LIBPREFIX" \
<pre>./osx-build.sh c b i -s p</pre>
    -DCMAKE_INSTALL_PREFIX="$PREFIX" \
    -DCMAKE_C_COMPILER_LAUNCHER=ccache \
    -DCMAKE_CXX_COMPILER_LAUNCHER=ccache \
    -DWITH_OPENMP=OFF \
    ../inkscape


=== Step by step instructions ===
ninja
If you want to know what you do or to understand how the build script works, please read the following paragraphs.
ninja install
</syntaxhighlight>
''Note: Using [https://en.wikipedia.org/wiki/Ccache ccache] and [https://ninja-build.org/ ninja] is not required, but very common because it speeds up compilation.''
<li>Run Inkscape
<syntaxhighlight lang="bash">
$PREFIX/bin/inkscape
</syntaxhighlight>
</ol>


==== Setting the build environment ====
= Using Homebrew =
DarwinPorts's hierarchy (/opt/local/) is not searched for libraries by default. Therefore, before the configuration starts, some environment variables need to be set. The environment variables are presented in bash syntax here.
<pre>export LIBPREFIX="/opt/local"
#  automake seach path
export CPATH="$LIBPREFIX/include"
#  configure search path
export CPPFLAGS="-I$LIBPREFIX/include"
export LDFLAGS="-L$LIBPREFIX/lib"
#  compiler arguments
export CFLAGS="-O3 -Wall"
export CXXFLAGS="$CFLAGS"
</pre>


You can also use <code>[http://en.wikipedia.org/wiki/Ccache ccache]</code> (<code>sudo port install ccache</code>) to speed up the compilation a bit. To do so, add compiler variables:
Prerequisites:
<pre>export CC="ccache gcc"
* Xcode (AppStore)
export CXX="ccache g++"</pre>
* Xcode command line tools (<code>xcode-select --install</code>)
* HomeBrew


=== Configuring ===
If you are using [https://brew.sh/ Homebrew] instead, you can still use the above guidelines with small modifications.
If you compile Inkscape for the first time from an svn checkout you probably need to build the configure script. Navigate to Inkscape's source directory and run:
(Make sure you don't have any MacPorts stuff in your PATH.)
<pre>./autogen.sh</pre>


Then run configure with the options <code>--disable-static --enable-shared</code> and  <code>--prefix</code> which sets the directory where the build products are placed. It must be somewhere you have write access to.
List of '''packages''' to install with brew
<pre>./configure --disable-static --enable-shared --prefix=/path/to/build/products/</pre>
(for Inkscape on master branch using GTK4):


I you want to package Inkscape into a double-clickable <code>.app</code> bundle in order to access it like a regular OS X application (you probably want to do it), you need to add the option <code>--enable-osxapp</code>:
<syntaxhighlight lang="bash">
<pre>./configure {...} --enable-osxapp</pre>
brew install \
    adwaita-icon-theme \
    bdw-gc \
    boost \
    cairomm \
    ccache \
    cmake \
    double-conversion \
    gettext \
    gsl \
    gspell \
    gtkmm4 \
    gtksourceview5 \
    imagemagick \
    intltool \
    lcms2 \
    libomp \
    libsoup@2 \
    libxslt \
    ninja \
    pkg-config \
    poppler \
    potrace
</syntaxhighlight>


If you have loudmouth installed and you want to enable whiteboard functionality in Inkscape, add <code>--enable-inkboard</code>.
You may substitute <code>imagemagick</code> with <code>graphicsmagick</code>.


Other configuration options can be set, check the list of options by issuing:
Some keg-only libraries need to be added to <code>$PKG_CONFIG_PATH</code>
<pre>./configure --help</pre>


Some libraries can cause trouble if they are picked up from the SDK instead of Homebrew (observed with <code>libxslt</code> and <code>libxml2</code>). Adding them to <code>$PKG_CONFIG_PATH</code> should fix this.


=== Building and Installing ===
Check out the source if you haven't already:
Just run:
<pre>make
make install</pre>


=== Creating an .app bundle ===
<syntaxhighlight lang="bash">git clone --recurse-submodules https://gitlab.com/inkscape/inkscape.git</syntaxhighlight>


== Compiling a universal binary of Inkscape using the all-in-one build script ==
Then <code>cd inkscape</code> and follow the steps below.
Michael's text to go here


== Compiling Inkscape as a native application (no X11) ==
Tested with:
Derek Hinchliffe's text to go here
* M1 MacBook Air with macOS 11.6 and Inkscape 1.2-dev
* M2 MacBook Air with macOS 13.0.1 and Inkscape 1.2.1, 1.2.x from git.
* M2 Mac Mini with macOS 14.2 and Inkscape 1.4-dev. (After adding pkg-config.)
* VM with macOS 15.1 and Inkscape 1.5-dev (master branch)


== Packaging Inkscape into an .app bundle and distributing a .dmg==
<syntaxhighlight lang="bash">
# use a clean Homebrew environment (optional)
LIBPREFIX="/opt/homebrew"
export PATH="$LIBPREFIX/bin:/usr/bin:/bin:/usr/sbin:/sbin"


Assuming that you have used the <code>--enable-osxapp</code> option during <code>configure</code>, the process is fully automatized. You just have to open a Terminal, cd to Inkscape's sources directory and type:
# keg-only libraries
<pre>
export PKG_CONFIG_PATH="$LIBPREFIX/opt/icu4c/lib/pkgconfig"
cd packaging
export PKG_CONFIG_PATH="$PKG_CONFIG_PATH:$LIBPREFIX/opt/libsoup@2/lib/pkgconfig"
./osx-app.sh -s /path/to/install/prefix/bin/inkscape ../Info.plist macosx
</pre>
The <code>-s</code> options produces an app bundle stripped of debugging information (which is therefore smaller). Omit this option if you want to keep debugging info.


Either way, this creates two files in current directory: Inkscape.app that you can copy to your Applications directory and Inkscape.dmg for distribution.
# prevent picking up libxslt and libxml2 from the (wrong) SDK
export PKG_CONFIG_PATH="$PKG_CONFIG_PATH:$LIBPREFIX/opt/libxslt/lib/pkgconfig"
export PKG_CONFIG_PATH="$PKG_CONFIG_PATH:$LIBPREFIX/opt/libxml2/lib/pkgconfig"


== Enabling python effects ==
# where to install
PREFIX="$PWD/install-prefix"


Many "effects" in the Effect menu of Inkscape use python as a scripting language. Mac OS X ships with python but not with pyXML which is needed by Inkscape effects.
mkdir -p build
You can install a binary version downloadable with the developement builds of Inkscape:
cd build


:http://inkscape.modevia.com/macosx-snap/?M=D
cmake \
    -G Ninja \
    -DCMAKE_SHARED_LINKER_FLAGS="-L$LIBPREFIX/lib" \
    -DCMAKE_EXE_LINKER_FLAGS="-L$LIBPREFIX/lib" \
    -DCMAKE_INSTALL_PREFIX=$PREFIX \
    -DCMAKE_C_COMPILER_LAUNCHER=ccache \
    -DCMAKE_CXX_COMPILER_LAUNCHER=ccache \
    -DWITH_DBUS=OFF \
    ..


Or you can install it from source:
ninja
# download the source code from [http://sourceforge.net/project/showfiles.php?group_id=6473 sourceforge]
ninja install
# unpack the <code>.tar.gz</code> file
</syntaxhighlight>
# cd into the newly created directory
# set the variable <code>MACOSX_DEPLOYMENT_TARGET</code> to version of your operating system (10.3 for Panther, 10.4 for Tiger, 10.5 for Leopard. It probably won't work on previous systems). In bash syntax this means typing:<pre>export MACOSX_DEPLOYMENT_TARGET=10.?</pre>
# move the python files and build C extensions by just typing <pre>python setup.py build</pre>
# install (the install is system wide so you need administrator rights)<pre>sudo python setup.py install</pre>and type your password.


== Links ==
=Packaging=


=== Apple Documentation ===
If <code>$PREFIX/bin/inkscape</code> works when executed and you want to turn it into an app or a DMG, have a look at the files inside the <code>inkscape/packaging/macos</code> directory. More info can be found on upstream mibap:
* [http://developer.apple.com/documentation/MacOSX/Conceptual/BPRuntimeConfig/BPRuntimeConfig.html Introduction to Runtime Configuration] Covers the Info.plist files, Preferences, Environment variables and has a list of the most important Properties that the Property List should contain.


=== Packaging ===
* https://github.com/dehesselle/mibap


* [http://www.sveinbjorn.org/platypus Sveinbjorn Thordarson's Website] The author of Platypus, the Script Exec wrapper that launches the Inkscape binary.
Follow the steps to install the toolset, package the app, and create a DMG. In case you use upstream mibap, you will get the app under <code>/Users/Shared/work/mibap-*/</code> and you will get a DMG file in the same place you ran <code>./build_inkscape.sh</code>.
* [http://freespace.ausgamers.com/2005/02/creating-os-x-application-bundles-step.html  Creating OS X application bundles step by step] Covers the bundle concepts, copying libraries into the bundle, editing libraries with the install_name_tool, the Info.plist file and adding an icon.
 
* [http://java.sun.com/developer/technicalArticles/JavaLP/JavaToMac3/ Bringing your Java Application to Mac OS X] I would regard this a little dated, and the detail is (unsurprisingly) Java-related, but it is a gentle introduction to the role of the .app bundle and give a most clear account of how to create one.
=See also=
* The [http://gimp-app.sourceforge.net/gimp.app.howto.txt Gimp .app Howto] This is a very bare document, and would be of little help to you if you were new to making packages. Note that it seems to refer to a more mature Clipboard technique and Online help than we currently have; and we ought to move to parity in these areas.
* [[Tracking Dependencies]]
* [[Extension requirements]]
*[[Compiling Inkscape]]
*[[Notes on Packaging for OS X]]
* https://github.com/valerioa/Inkscape-MacOS-Curated-Build
* [https://github.com/ipatch/homebrew-us-05/blob/master/inkscape/inkscape-building-for-macOS.md ipatch's collection of notes] about building Inkscape using Homebrew


[[Category:Developer Documentation]]
[[Category:Developer Documentation]]

Latest revision as of 02:45, 31 October 2024

Section about MacPorts IS OUTDATED AND UNMAINTAINED! Section about HomeBrew IS UP TO DATE as of Oct 30, 2024

Using MacPorts

If you can build successfully with MacPorts, please update this file and remove above comment.

  1. Download and install MacPorts
  2. Edit the MacPorts variants config (optional).
    Add this line to /opt/local/etc/macports/variants.conf
    -x11 +quartz
  3. In Terminal (Applications>Utilities>Terminal) type
    sudo port install \
         adwaita-icon-theme \
         boehmgc \
         boost \
         cairo \
         ccache \
         cmake \
         double-conversion \
         gdl3 \
         gettext \
         gsl \
         gtkmm3 \
         gtk-osx-application-gtk3 \
         lcms2 \
         libsoup \
         libxslt \
         ninja \
         poppler \
         potrace \
         py-lxml \
         py-numpy \
         -x11 +quartz
    
  4. In Terminal, get Inkscape
    git clone --recurse-submodules https://gitlab.com/inkscape/inkscape.git
    
  5. And build inkscape
    # use a clean MacPorts environment (optional)
    LIBPREFIX="/opt/local"
    export PATH="$LIBPREFIX/bin:/usr/bin:/bin:/usr/sbin:/sbin"
    
    # where to install
    PREFIX="$PWD/install-prefix"
    
    # where to build
    mkdir build
    cd build
    
    cmake \
        -G Ninja \
        -DCMAKE_PREFIX_PATH="$LIBPREFIX" \
        -DCMAKE_INSTALL_PREFIX="$PREFIX" \
        -DCMAKE_C_COMPILER_LAUNCHER=ccache \
        -DCMAKE_CXX_COMPILER_LAUNCHER=ccache \
        -DWITH_OPENMP=OFF \
        ../inkscape
    
    ninja
    ninja install
    

    Note: Using ccache and ninja is not required, but very common because it speeds up compilation.

  6. Run Inkscape
    $PREFIX/bin/inkscape
    

Using Homebrew

Prerequisites:

  • Xcode (AppStore)
  • Xcode command line tools (xcode-select --install)
  • HomeBrew

If you are using Homebrew instead, you can still use the above guidelines with small modifications. (Make sure you don't have any MacPorts stuff in your PATH.)

List of packages to install with brew (for Inkscape on master branch using GTK4):

brew install \
    adwaita-icon-theme \
    bdw-gc \
    boost \
    cairomm \
    ccache \
    cmake \
    double-conversion \
    gettext \
    gsl \
    gspell \
    gtkmm4 \
    gtksourceview5 \
    imagemagick \
    intltool \
    lcms2 \
    libomp \
    libsoup@2 \
    libxslt \
    ninja \
    pkg-config \
    poppler \
    potrace

You may substitute imagemagick with graphicsmagick.

Some keg-only libraries need to be added to $PKG_CONFIG_PATH

Some libraries can cause trouble if they are picked up from the SDK instead of Homebrew (observed with libxslt and libxml2). Adding them to $PKG_CONFIG_PATH should fix this.

Check out the source if you haven't already:

git clone --recurse-submodules https://gitlab.com/inkscape/inkscape.git

Then cd inkscape and follow the steps below.

Tested with:

  • M1 MacBook Air with macOS 11.6 and Inkscape 1.2-dev
  • M2 MacBook Air with macOS 13.0.1 and Inkscape 1.2.1, 1.2.x from git.
  • M2 Mac Mini with macOS 14.2 and Inkscape 1.4-dev. (After adding pkg-config.)
  • VM with macOS 15.1 and Inkscape 1.5-dev (master branch)
# use a clean Homebrew environment (optional)
LIBPREFIX="/opt/homebrew"
export PATH="$LIBPREFIX/bin:/usr/bin:/bin:/usr/sbin:/sbin"

# keg-only libraries
export PKG_CONFIG_PATH="$LIBPREFIX/opt/icu4c/lib/pkgconfig"
export PKG_CONFIG_PATH="$PKG_CONFIG_PATH:$LIBPREFIX/opt/libsoup@2/lib/pkgconfig"

# prevent picking up libxslt and libxml2 from the (wrong) SDK
export PKG_CONFIG_PATH="$PKG_CONFIG_PATH:$LIBPREFIX/opt/libxslt/lib/pkgconfig"
export PKG_CONFIG_PATH="$PKG_CONFIG_PATH:$LIBPREFIX/opt/libxml2/lib/pkgconfig"

# where to install
PREFIX="$PWD/install-prefix"

mkdir -p build
cd build

cmake \
    -G Ninja \
    -DCMAKE_SHARED_LINKER_FLAGS="-L$LIBPREFIX/lib" \
    -DCMAKE_EXE_LINKER_FLAGS="-L$LIBPREFIX/lib" \
    -DCMAKE_INSTALL_PREFIX=$PREFIX \
    -DCMAKE_C_COMPILER_LAUNCHER=ccache \
    -DCMAKE_CXX_COMPILER_LAUNCHER=ccache \
    -DWITH_DBUS=OFF \
    ..

ninja
ninja install

Packaging

If $PREFIX/bin/inkscape works when executed and you want to turn it into an app or a DMG, have a look at the files inside the inkscape/packaging/macos directory. More info can be found on upstream mibap:

Follow the steps to install the toolset, package the app, and create a DMG. In case you use upstream mibap, you will get the app under /Users/Shared/work/mibap-*/ and you will get a DMG file in the same place you ran ./build_inkscape.sh.

See also