Difference between revisions of "CompilingMacOsX"

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(→‎Compiling Inkscape using MacPorts: updated the list of dependencies)
(added the begining of explanations to compile inkscape native with macports)
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in the packaging directory for Mac OS X.
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 with X11, using the all-in-one build script ==


To build a universal build of Inkscape you also need to build Universal versions of all its dependencies (i.e., gtk+, cairo, pango, etc).  You can do this using the build-gtk.sh script from the Inkscape repository (it's in packaging/macosx/native-gtk/).
To build a Universal Binary of Inkscape you also need to build Universal versions of all its dependencies (i.e., gtk+, cairo, pango, etc).  You can do this using the build-gtk.sh script from the Inkscape repository (it's in packaging/macosx/native-gtk/).


This process is relatively untested, as it is only being used by Michael Wybrow  for official Inkscape release builds.  If you have any troubles using this process then please report them to Michael (mjwybrow on sourceforge).
This process is relatively untested, as it is only being used by Michael Wybrow  for official Inkscape release builds.  If you have any troubles using this process then please report them to Michael (mjwybrow on sourceforge).
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         ./build-gtk bootstrap
         ./build-gtk bootstrap
         ./build-gtk build inkscape
         ./build-gtk build inkscape
== Compiling Inkscape with native GTK using MacPorts [experimental] ==
This process will be very similar to compiling a X11 version of Inkscape except for the building of dependencies: you will need to build native versions of GTK and Cairo.
At the moment (2007-09-31) this process does not produce a usable version of Inkscape but the more people try to use it, the quicker the bugs will be ironed out!
=== Native version of GTK and Cairo ==
In theory you should be able to install a second MacPorts tree independent from your usual one (in /opt/local-native/ for example) but I did not manage to have the two cohabit so I would advise doing everything in your regular MacPorts tree. However, this should not be too much of a problem thanks to the power of "variants" and port deactivation.
You need to deactivate (suppress from the tree without really uninstalling) current version of gtk, cairo, cairomm and pango:
<pre>sudo port deactivate gtk2 cairo cairomm</pre>
Then install native variants:
<pre>sudo port install cairo +quartz cairomm +quartz gtk2 +quartz</pre>
There is currently an incompatibility with gtk and cairo native ports. It is reported in this ticket
You need to edit the Portfile for gtk according to the Portfile patch:
<pre>sudo port edit gtk2</pre>
and add the patch to the <code>files</code> directory next to the Portfile. If you edit your file in a Cocoa editor just Command+click on the filename in the window title bar and this will bring a menu with the file hierarchy down to the Portfile. Go one step up and you're there. Otherwise the path is <pre>/opt/localquartz/var/macports/sources/rsync.macports.org/release/ports/x11/gtk2</pre>
to be continued...


== Compiling Inkscape as a native application (no X11) ==
== Compiling Inkscape as a native application (no X11) ==

Revision as of 22:26, 31 August 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 MacPorts [with X11]

Installing dependencies

You can use MacPorts to list Inkscape dependencies:

port deps inkscape

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

sudo port install boehmgc gtkmm intltool libxslt lcms popt boost

Others provide additional functionality to Inkscape:

  • gnome-vfs : access to remote servers, in particular import from Open Clipart Library
  • aspell : check spelling of text elements [Note: I have never seen it working on OS X]
  • libgnomeprintui
  • loudmouth : jabber library used by InkBoard
sudo port install gnome-vfs aspell 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 built-in help:

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

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

./osx-build.sh update autogen configure build install -s package

or more simply

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

or even more simply

./osx-build.sh all -s


Step by step instructions

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

Setting the build environment

MacPorts'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 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 independent from the original location of the libraries 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 with X11, using the all-in-one build script

To build a Universal Binary of Inkscape you also need to build Universal versions of all its dependencies (i.e., gtk+, cairo, pango, etc). You can do this using the build-gtk.sh script from the Inkscape repository (it's in packaging/macosx/native-gtk/).

This process is relatively untested, as it is only being used by Michael Wybrow for official Inkscape release builds. If you have any troubles using this process then please report them to Michael (mjwybrow on sourceforge).

The process is:

       export PREFIX=/your/install/prefix
       export UNIVERSAL_BUILD=Yes
       ./build-gtk bootstrap
       ./build-gtk build inkscape


Compiling Inkscape with native GTK using MacPorts [experimental]

This process will be very similar to compiling a X11 version of Inkscape except for the building of dependencies: you will need to build native versions of GTK and Cairo. At the moment (2007-09-31) this process does not produce a usable version of Inkscape but the more people try to use it, the quicker the bugs will be ironed out!

= Native version of GTK and Cairo

In theory you should be able to install a second MacPorts tree independent from your usual one (in /opt/local-native/ for example) but I did not manage to have the two cohabit so I would advise doing everything in your regular MacPorts tree. However, this should not be too much of a problem thanks to the power of "variants" and port deactivation. You need to deactivate (suppress from the tree without really uninstalling) current version of gtk, cairo, cairomm and pango:

sudo port deactivate gtk2 cairo cairomm

Then install native variants:

sudo port install cairo +quartz cairomm +quartz gtk2 +quartz

There is currently an incompatibility with gtk and cairo native ports. It is reported in this ticket You need to edit the Portfile for gtk according to the Portfile patch:

sudo port edit gtk2

and add the patch to the files directory next to the Portfile. If you edit your file in a Cocoa editor just Command+click on the filename in the window title bar and this will bring a menu with the file hierarchy down to the Portfile. Go one step up and you're there. Otherwise the path is

/opt/localquartz/var/macports/sources/rsync.macports.org/release/ports/x11/gtk2

to be continued...

Compiling Inkscape as a native application (no X11)

To build a native-GTK build of Inkscape, GTK and some of its dependencies must be built with special options. You can do this using the build-gtk.sh script from the Inkscape repository (it's in packaging/macosx/native-gtk/). This is a modified version of the Imendio native build script, found with instructions on this page: http://developer.imendio.com/projects/gtk-macosx/build-instructions

This process is relatively untested. If you have any troubles using this process then please report them to Michael Wybrow (mjwybrow on sourceforge).

The process is:

      export PREFIX=/your/install/prefix
      ./build-gtk bootstrap
      ./build-gtk build inkscape

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 (which will be suppressed as of version 0.46), numpy and lxml

Binary packages

You can install a binary version compiled by us, downloadable with the development builds of Inkscape:

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

or in an official stable package for 0.44.PPC or later (their name contains "+python"). You need to copy the folders for pyXML (_xmlplus), numpy (numpy) and lxml (*lxml*.egg) to /System/Library/Frameworks/Python.framework/Versions/2.3/lib/python2.3/site-packages (there is a link in the dmg on which the folders can be dropped).

Compiling from source

If you prefer, 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 and lxml

  1. download the source code from sourceforge numpy repository or lxml download section
  2. unpack the .tar.gz file
  3. cd into the newly created directory
  4. build C extensions and 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.