Difference between revisions of "CompilingMacOsX"

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== Compiling on Mac OS X ==
= Using MacPorts =


=== Requirements ===
<ol>
To compile Inkscape from source you will need:
<li>Download and install [http://www.macports.org/ MacPorts]
*Mac OS X 10.3 (Power PC) or higher
<li>Edit the MacPorts variants config (optional).
*A full [http://fink.sourceforge.net/faq/usage-fink.php?phpLang=en#unstable unstable fink] installation
<br>Add this line to <code>/opt/local/etc/macports/variants.conf</code>
*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/ SVN snapshot] or a copy of the [http://www.inkscape.org/svn.php?lang=en SVN repository].
<pre>-x11 +quartz</pre>
*A [http://darwinports.opendarwin.org/ DarwinPorts] install if you want to use inkboard.
<li>In Terminal (Applications>Utilities>Terminal) type
*XCode 2.3 on OS X 10.4 (gcc 4.0.1)
<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"


You need to install software on which Inkscape depends, using Fink and/or DarwinPorts.
# where to install
PREFIX="$PWD/install-prefix"


=== Dependencies ===
# where to build
mkdir build
cd build


They are necessary for Inkscape to compile. In a Terminal type:
cmake \
<pre>
    -G Ninja \
fink install \
    -DCMAKE_PREFIX_PATH="$LIBPREFIX" \
        intltool \
    -DCMAKE_INSTALL_PREFIX="$PREFIX" \
        glib2 glib2-dev glib2-shlibs \
    -DCMAKE_C_COMPILER_LAUNCHER=ccache \
        gtk+2 gtk+2-shlibs gtk+2-dev \
    -DCMAKE_CXX_COMPILER_LAUNCHER=ccache \
        libpng3 libpng3-shlibs \
    -DWITH_OPENMP=OFF \
        libsigc++2 libsigc++2-shlibs \
    ../inkscape
        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 version 1.8 of automake 1.8 (and not 1.9, the latest in Fink). Fink installs many packages from source so this is usually long.
ninja
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>


You may also need to build popt from source (tested on 10.4):
= Using Homebrew =
[ftp://ftp.rpm.org/pub/rpm/dist/rpm-4.1.x/popt-1.7.tar.gz]


(Since May 2006, the version of sigc++ required when using gcc 4 is 2.0.12 or greater. For a short time, only 2.0.11 was available in Fink.  The latest version of libsigc++2, version 2.0.17, has now been added to fink unstable so everything should compile normally again.)
If you are using [https://brew.sh/ Homebrew] instead, you can still use the above guidelines with small modifications.


=== Optional Features ===
List of '''packages''' to install with brew
(for Inkscape 1.1):


To enable some additional functionality in Inkscape you might want to install:
<syntaxhighlight lang="bash">
* <code>lcms</code> : color management via LittleCMS
brew install \
* <code>loudmouth >= 1.0</code> : collaborative whiteboard (only available in DarwinPorts)
    adwaita-icon-theme \
* <code>boost >= 1.32</code> : auto-organisation of connectors
    bdw-gc \
* <code>gnome-vfs</code>
    boost \
* <code>gnome-print</code>
    cairomm \
* <code>xft2</code>
    ccache \
for each of these you need the developement packages as well (the name ends by <code>-dev</code>)
    cmake \
    double-conversion \
    gettext \
    gsl \
    gspell \
    gtk-mac-integration \
    gtkmm3 \
    imagemagick \
    intltool \
    lcms2 \
    libomp \
    libsoup \
    libxslt \
    ninja \
    poppler \
    potrace
</syntaxhighlight>


=== Easy Compile ===
You may substitute <code>imagemagick</code> with <code>graphicsmagick</code>.


You can try to download this [http://jo.irisson.free.fr/dropbox/inkscape/makeosx.sh bash script] which automates the processes of updating Inkscape from the svn repository, setting the build environment, building and producing a simple package of Inkscape. Modify it with your favorite text editor in order to set a correct install prefix and to change configuration options.
Since '''Homebrew''' only offers <code>gettext</code> as a keg (not linked to <code>/usr/local</code>) an extra option needs to be passed on to <code>cmake</code>.


Check Inkscape source code [http://www.inkscape.org/svn.php?lang=en from svn] and copy the script to the base of your local svn repository. Make it executable:
Modify the script in step 5 by changing <code>LIBPREFIX="/usr/local"</code> and adding the following line to the cmake arguments:
<pre>chmod +x makeosx.sh</pre>
and then simply run it
<pre>./makeosx.sh</pre>


If something doesn't run smoothly, refer to the indications underneath.
<syntaxhighlight lang="bash">
    -DIntl_INCLUDE_DIR="$LIBPREFIX/opt/gettext/include" \
</syntaxhighlight>


=== Setting the build environment ===
=See also=
 
* [[Tracking Dependencies]]
Fink's hierarchy 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. You can create a file named <code>set_env_variables.sh</code> and copy/paste this inside:
* [[Extension requirements]]
<pre>
*[[Compiling Inkscape]]
FINK="/sw"
*[[Notes on Packaging for OS X]]
export CFLAGS="-O3 -Wall"
* https://github.com/valerioa/Inkscape-MacOS-Curated-Build
export CXXFLAGS="$CFLAGS"
* [https://github.com/ipatch/homebrew-us-05/blob/master/inkscape/inkscape-building-for-macOS.md ipatch's collection of notes] about building Inkscape using Homebrew
export CPPFLAGS="-I$FINK/include"
export LDFLAGS="-L$FINK/lib"
export CPATH="$FINK/include"
export PATH="/usr/X11R6/bin:$PATH"
export LIBRARY_PATH="/usr/X11R6/lib:$FINK/lib"
export PKG_CONFIG_PATH="$FINK/lib/pkgconfig"
</pre>
 
 
In addition, you must make sure that Inkscape is compiled with the compiler version that Fink uses, otherwise Inkscape will not link properly. To determine which compiler to use type:
<pre>
head -n 5 $FINK/etc/fink.conf | grep "Distribution"
</pre>
 
If your fink distribution is 10.4 add:
<pre>
export CC="gcc-4.0"
export CXX="g++-4.0"
</pre>
to <code>set_env_variables.sh</code>, else (10.3, 10.4-transitional) add:
<pre>
export CC="gcc-3.3"
export CXX="g++-3.3"
</pre>
 
You can also use <code>ccache</code> (<code>fink install ccache</code>) to speed up the compilation a bit. To do so, modify the compiler lines accordingly:
<pre>
export CC="ccache gcc-??"
export CXX="ccache g++-??"
</pre>
 
Eventually, open a Terminal and, in the directory where you created the file <code>set_env_variables.sh</code>, type:
<pre>
bash; source set_env_variables.sh
</pre>
 
 
=== Configuring ===
 
You might need to build the configure script first (if you compile Inkscape for the first time). Cd to Inkscape's source directory and run:
<pre>
./autogen.sh
</pre>
 
Then run the configure script:
<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. Of course you can add here classic configuration options such as <code>--enable-lcms</code> for color management or <code>--enable-inkboard</code> for whitboard functionality.
 
=== Starting the Build ===
 
Piece of cake:
<pre>
make
make install
</pre>
 
 
 
== Packaging Inkscape into an .app bundle ==
 
 
=== Creating the .app and a simple .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/build/products/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.
 
 
=== Creating a more complete .dmg ===
 
The steps that used to comprise this section have since been integrated into the official Inkscape.app build script, refered to above.
 
== Enabling python effects ==
 
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.
You can install a binary version downloadable with the developement builds of Inkscape:
 
:http://inkscape.modevia.com/macosx-snap/?M=D
 
Or you can install it from source:
# download the source code from [http://sourceforge.net/project/showfiles.php?group_id=6473 sourceforge]
# unpack the <code>.tar.gz</code> file
# 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>export MACOSX_DEPLOYMENT_TARGET=10.?</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.
 
== Links ==
 
=== Apple Documentation ===
* [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 ===
 
* [http://www.sveinbjorn.org/platypus Sveinbjorn Thordarson's Website] The author of Platypus, the Script Exec wrapper that launches the Inkscape binary.
* [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.
* 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.


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

Revision as of 21:18, 30 March 2021

Using MacPorts

  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

If you are using Homebrew instead, you can still use the above guidelines with small modifications.

List of packages to install with brew (for Inkscape 1.1):

brew install \
    adwaita-icon-theme \
    bdw-gc \
    boost \
    cairomm \
    ccache \
    cmake \
    double-conversion \
    gettext \
    gsl \
    gspell \
    gtk-mac-integration \
    gtkmm3 \
    imagemagick \
    intltool \
    lcms2 \
    libomp \
    libsoup \
    libxslt \
    ninja \
    poppler \
    potrace

You may substitute imagemagick with graphicsmagick.

Since Homebrew only offers gettext as a keg (not linked to /usr/local) an extra option needs to be passed on to cmake.

Modify the script in step 5 by changing LIBPREFIX="/usr/local" and adding the following line to the cmake arguments:

    -DIntl_INCLUDE_DIR="$LIBPREFIX/opt/gettext/include" \

See also