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= Compiling and Packaging Inkscape under Mac OS X =
__TOC__


== Before you start ==
<span style="color:darkred;font-weight:bold">Section about MacPorts IS OUTDATED AND UNMAINTAINED!</span>
If you want an Official Release, note that from version 0.42 of Inkscape a Mac OS X package (in .dmg form) will be available. In addition, regular Development Versions will be build. Both can be downloaded from Inkscape's downloads page:
<span style="color:darkgreen;font-weight:bold">Section about HomeBrew IS UP TO DATE as of Oct 30, 2024</span>


:http://www.inkscape.org/download.php
= Using MacPorts =


Inkscape for Mac OS X is an X client: it runs under the [http://en.wikipedia.org/wiki/X_Window_System X Windows System]. You will need an X Windows Server installed for it to work. For 10.4.x users, X11 can be installed from your installation DVD.  For 10.3.x users, you can get Apple's X Server here:
If you can build successfully with MacPorts, please update this file and remove above comment.


:http://www.apple.com/downloads/macosx/apple/x11formacosx.html
<ol>
<li>Download and install [http://www.macports.org/ MacPorts]
<li>Edit the MacPorts variants config (optional).
<br>Add this line to <code>/opt/local/etc/macports/variants.conf</code>
<pre>-x11 +quartz</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"


== Compiling How To ==
# where to build
mkdir build
cd build


'''Note''': You could use the [http://fink.sourceforge.net/pdb/package.php/inkscape Inkscape package] from the [http://fink.sourceforge.net Fink project] to install Inkscape from source but this package is usally older that the precompiled Development Versions and even that the Official Release so this does not seem useful.
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


'''Requirements''':
ninja
#Mac OS X 10.3 of higher
ninja install
#A full [http://fink.sourceforge.net/faq/usage-fink.php?phpLang=en#unstable unstable fink] installation
</syntaxhighlight>
#Inkscape's source code. You can get the [http://www.inkscape.org/download.php official release source code], a [http://www.inkscape.org/cvs-snap/ CVS snapshot] or a copy of the [http://sourceforge.net/cvs/?group_id=93438 cvs repository] (the module name is "inkscape")
''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>


'''Installing dependencies''':
= Using Homebrew =


In a Terminal type:
Prerequisites:
<pre>
* Xcode (AppStore)
fink install �
* Xcode command line tools (<code>xcode-select --install</code>)
        intltool �
* HomeBrew
        glib2 glib2-dev glib2-shlibs �
        gtk+2 gtk+2-shlibs gtk+2-dev �
        libpng3 libpng3-shlibs �
        libsigc++2 libsigc++2-shlibs �
        gtkmm2.4 gtkmm2.4-dev gtkmm2.4-shlibs �
        libtool14 libtool14-shlibs �
        libxml2 libxml2-shlibs �
        popt popt-shlibs �
        gc gc-shlibs automake1.8
</pre>


You need automake 1.8 and not the latest in fink (1.9.6-1). Fink installs many packages from source so this is usually long.
If you are using [https://brew.sh/ Homebrew] instead, you can still use the above guidelines with small modifications.
(Make sure you don't have any MacPorts stuff in your PATH.)


'''Setting the build environment''':
List of '''packages''' to install with brew
(for Inkscape on master branch using GTK4):


You need set the following environment variables (taken right out of fink's <code>.info</code> file) for the compilation to work. They are in bash syntax. You can create a file named <code>set_variables</code> for example and copy/paste this inside:
<syntaxhighlight lang="bash">
<pre>
brew install \
#!/bin/bash
    adwaita-icon-theme \
FINK="/sw"
    bdw-gc \
export [[LIBRARY_PATH]]="/usr[[/X11R6/lib]]:$FINK/lib"
    boost \
export CPATH="$FINK/include"
    cairomm \
export PATH="/usr[[/X11R6/bin]]:$PATH"
    ccache \
export CC="gcc"
    cmake \
export CXX="g++"
    double-conversion \
export CPPFLAGS="-I$FINK/include"
    gettext \
export LDFLAGS="-L$FINK/lib"
    gsl \
export CFLAGS="-O3 -Wall"
    gspell \
export CXXFLAGS="$CFLAGS"
    gtkmm4 \
</pre>
    gtksourceview5 \
    imagemagick \
    intltool \
    lcms2 \
    libomp \
    libsoup@2 \
    libxslt \
    ninja \
    pkg-config \
    poppler \
    potrace
</syntaxhighlight>


Optionaly, to speed up the compilation a bit you could use <code>ccache</code> if you have it installed:
You may substitute <code>imagemagick</code> with <code>graphicsmagick</code>.
<pre>
export CC="ccache gcc"
export CXX="ccache g++"
</pre>


'''Note''': Inkscape won't link properly on OS X 10.4.x using gcc 4 (the default) since many of the libraries it needs in fink are still built with gcc-3.3.  Thus, Tiger users will probably want to modify a couple of lines:
Some keg-only libraries need to be added to <code>$PKG_CONFIG_PATH</code>
<pre>
export CC="gcc-3.3"
export CXX="g++-3.3"
</pre>


Then, open a Terminal and, in the directory where you created the file <code>set_variables</code>, type:
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.
<pre>
bash
source set_variables
</pre>


Then you need to build the configure script. Cd to Inkscape's source directory and run:
Check out the source if you haven't already:
<pre>
autogen.sh
</pre>


'''Configuring''':
<syntaxhighlight lang="bash">git clone --recurse-submodules https://gitlab.com/inkscape/inkscape.git</syntaxhighlight>


Cd to Inkscape's sources directory and type
Then <code>cd inkscape</code> and follow the steps below.
<pre>
./configure --prefix=/path/to/build/products/ --enable-osxapp
</pre>
The <code>--prefix</code> option sets the directory where the build products are placed. It must be somewhere you have write access to. The option <code>--enable-osxapp</code> allows you to package Inkscape into an <code>.app</code> bundle in order to access it like a regular OS X application. Remove this option if you only want to build Inskscape, not to package it afterwards.


'''Building''':
Tested with:
<pre>
* M1 MacBook Air with macOS 11.6 and Inkscape 1.2-dev
make
* M2 MacBook Air with macOS 13.0.1 and Inkscape 1.2.1, 1.2.x from git.
make install
* M2 Mac Mini with macOS 14.2 and Inkscape 1.4-dev. (After adding pkg-config.)
</pre>
* VM with macOS 15.1 and Inkscape 1.5-dev (master branch)


'''Packaging''':
<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 /path/to/build/products/bin/inkscape ..[[/Info]].plist macosx
</pre>


You will end up with 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"


-- Kees Cook, Michael Wybrow, Jean-Olivier Irisson
# where to install
PREFIX="$PWD/install-prefix"


----
mkdir -p build
cd build


== Enabling python effects ==
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 \
    ..


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. To install it you need to
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 the number of your operating system (10.3 for Panther, 10.4 for Tiger. It probably won't work on previous systems). In bash syntax this means typing:<pre>[[MACOSX_DEPLOYMENT_TARGET]]=10.?
export [[MACOSX_DEPLOYMENT_TARGET]]</pre>
# move the python files and build C extensions<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.


=Packaging=


----
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:


== Interesting links ==
* https://github.com/dehesselle/mibap


Some packaging links:
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
=See also=
* [[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


http://java.sun.com/developer/technicalArticles/JavaLP/JavaToMac3/
[[Category:Developer Documentation]]
 
http://gimp-app.sourceforge.net/gimp.app.howto.txt

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