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)
(modifications to the darwinports packaging part, modifications to python effects)
Line 53: Line 53:
export CXX="ccache g++"</pre>
export CXX="ccache g++"</pre>


=== Configuring ===
==== Configuring ====
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:
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:
<pre>./autogen.sh</pre>
<pre>./autogen.sh</pre>
Line 68: Line 68:
<pre>./configure --help</pre>
<pre>./configure --help</pre>


 
==== Building and Installing ====
=== Building and Installing ===
Just run:
Just run:
<pre>make
<pre>make
make install</pre>
make install</pre>


=== Creating an .app bundle ===
==== Creating an .app bundle ====
Assuming that you have used the <code>--enable-osxapp</code> option during <code>configure</code>, navigate to Mac OS X packaging directory in Inkscape source code and use the automated script:
<pre>cd packaging/macosx
./osx-app.sh -s /path/to/install/prefix/bin/inkscape ../Info.plist macosx</pre>
The script copies Inkscape binary and all its dependencies into the app bundle. The <code>-s</code> options produces strips libraries from debugging information (the bundle is therefore smaller). Omit this option if you want to keep debugging info.
 
==== Creating a disk image to distribute Inkscape ====
Inkscape.app created at the previous step is completely independant from the original location of the librairies and can therefore be distributed. It will only work on one platform though (PPC or Intel): the one you built it on.
The most widespread way of distributing applications on Mac OS X is via .dmg images. You can created a dmg image of Inkscape, with a nice background, with the script:
<pre>./osx-dmg.sh</pre>
in the packaging directory for Mac OS X.


== Compiling a universal binary of Inkscape using the all-in-one build script ==
== Compiling a universal binary of Inkscape using the all-in-one build script ==
Line 82: Line 91:
Derek Hinchliffe's text to go here
Derek Hinchliffe's text to go here


== Packaging Inkscape into an .app bundle and distributing a .dmg==
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:
<pre>
cd packaging
./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.


== Enabling python effects ==
== Enabling python effects ==
Many "effects" in the Effect menu of Inkscape use python as a scripting language. Mac OS X ships with python but without some packages that Inkscape uses: [http://pyxml.sourceforge.net/ pyXML] and [http://numpy.scipy.org/ numpy].


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.  
=== Binary packages for PPC users ===
You can install a binary version downloadable with the developement builds of Inkscape:
[Note: could someone do this for Intel users as well? you need to set your environment to use Python 2.3 from Apple]
If you are on a PPC machine, you can install a binary version downloadable with the developement builds of Inkscape:
:http://inkscape.modevia.com/macosx-snap/?M=D
or in an official stable package for 0.44 or later (their name contains "+python"). You need to copy them to /Library/Python/2.3/site-packages/ (there is usually a direct link in the dmg on which the folders can be droped).


:http://inkscape.modevia.com/macosx-snap/?M=D
=== Compiling from source ===
If you prefer or if you are on an Intel machine, you can install them from source, it is really easy.


Or you can install it from source:
==== pyXML ====
# download the source code from [http://sourceforge.net/project/showfiles.php?group_id=6473 sourceforge]
# download the source code from [http://sourceforge.net/project/showfiles.php?group_id=6473 sourceforge]
# unpack the <code>.tar.gz</code> file
# unpack the <code>.tar.gz</code> file
# cd into the newly created directory
# 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>
# 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.
==== numpy ===
# download the source code from [http://sourceforge.net/project/showfiles.php?group_id=1369&package_id=175103 sourceforge]
# unpack the <code>.tar.gz</code> file
# cd into the newly created directory
# move the python files and build C extensions by just typing <pre>python setup.py build</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.
# install (the install is system wide so you need administrator rights)<pre>sudo python setup.py install</pre>and type your password.

Revision as of 22:44, 23 March 2007

Requirements

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 official release source code, a SVN snapshot or a copy of the SVN repository.
  • Inkscape's dependencies, for example glibmm, gtkmm, lmcs, boehm gc... You can use a package distribution system (Fink or MacPorts, formerly known as 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

Installing dependencies

You can use DarwinPorts to list Inkscape dependencies:

port deps inkscape

Some are mandatory and you can install them with the command:

sudo port install boehmgc gtkmm gnome-vfs intltool libxslt lcms popt

Others provide additional functionality to Inkscape:

  • aspell : check spelling of text elements [Note: I have never seen it working on OS X]
  • boost : auto-organisation of connectors [Note: is boost still needed?]
  • libgnomeprintui
  • loudmouth : jabber library used by InkBoard
sudo port install aspell boost libgnomeprintui loudmouth


For the impatient

There is an automated build script for Mac OS X included with Inkscape source code, in the directory packaging/macosx. It has builtin help:

 cd packaging/macosx/
./osx-build.sh help

Basically to configure, build, install and package Inkscape into a double clickable app bundle you just need to issue the command

./osx-build.sh conf build install -s package

or more simply

./osx-build.sh c b i -s p

Step by step instructions

If you want to know what you do or to understand how the build script works, please read the following paragraphs.

Setting the build environment

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.

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"

You can also use ccache (sudo port install ccache) to speed up the compilation a bit. To do so, add compiler variables:

export CC="ccache gcc"
export CXX="ccache g++"

Configuring

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:

./autogen.sh

Then run configure with the options --disable-static --enable-shared and --prefix which sets the directory where the build products are placed. It must be somewhere you have write access to.

./configure --disable-static --enable-shared --prefix=/path/to/build/products/

I you want to package Inkscape into a double-clickable .app bundle in order to access it like a regular OS X application (you probably want to do it), you need to add the option --enable-osxapp:

./configure {...} --enable-osxapp

If you have loudmouth installed and you want to enable whiteboard functionality in Inkscape, add --enable-inkboard.

Other configuration options can be set, check the list of options by issuing:

./configure --help

Building and Installing

Just run:

make
make install

Creating an .app bundle

Assuming that you have used the --enable-osxapp option during configure, navigate to Mac OS X packaging directory in Inkscape source code and use the automated script:

cd packaging/macosx
./osx-app.sh -s /path/to/install/prefix/bin/inkscape ../Info.plist macosx

The script copies Inkscape binary and all its dependencies into the app bundle. The -s options produces strips libraries from debugging information (the bundle is therefore smaller). Omit this option if you want to keep debugging info.

Creating a disk image to distribute Inkscape

Inkscape.app created at the previous step is completely independant from the original location of the librairies and can therefore be distributed. It will only work on one platform though (PPC or Intel): the one you built it on. The most widespread way of distributing applications on Mac OS X is via .dmg images. You can created a dmg image of Inkscape, with a nice background, with the script:

./osx-dmg.sh

in the packaging directory for Mac OS X.

Compiling a universal binary of Inkscape using the all-in-one build script

Michael's text to go here

Compiling Inkscape as a native application (no X11)

Derek Hinchliffe's text to go here


Enabling python effects

Many "effects" in the Effect menu of Inkscape use python as a scripting language. Mac OS X ships with python but without some packages that Inkscape uses: pyXML and numpy.

Binary packages for PPC users

[Note: could someone do this for Intel users as well? you need to set your environment to use Python 2.3 from Apple] If you are on a PPC machine, you can install a binary version downloadable with the developement builds of Inkscape:

http://inkscape.modevia.com/macosx-snap/?M=D

or in an official stable package for 0.44 or later (their name contains "+python"). You need to copy them to /Library/Python/2.3/site-packages/ (there is usually a direct link in the dmg on which the folders can be droped).

Compiling from source

If you prefer or if you are on an Intel machine, you can install them from source, it is really easy.

pyXML

  1. download the source code from sourceforge
  2. unpack the .tar.gz file
  3. cd into the newly created directory
  4. set the variable MACOSX_DEPLOYMENT_TARGET 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:
    export MACOSX_DEPLOYMENT_TARGET=10.?
  5. move the python files and build C extensions by just typing
    python setup.py build
  6. install (the install is system wide so you need administrator rights)
    sudo python setup.py install
    and type your password.

= numpy

  1. download the source code from sourceforge
  2. unpack the .tar.gz file
  3. cd into the newly created directory
  4. move the python files and build C extensions by just typing
    python setup.py build
  5. install (the install is system wide so you need administrator rights)
    sudo python setup.py install
    and type your password.

Links

Apple Documentation

  • 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

  • Sveinbjorn Thordarson's Website The author of Platypus, the Script Exec wrapper that launches the Inkscape binary.
  • 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.
  • 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.
  • The 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.