Difference between revisions of "CompilingMacOsX"

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         libtool14 libtool14-shlibs �
         libtool14 libtool14-shlibs �
         libxml2 libxml2-shlibs �
         libxml2 libxml2-shlibs �
        libsigc++2 libsigc++2-shlibs �
         popt popt-shlibs �
         popt popt-shlibs �
         gc gc-shlibs
         gc gc-shlibs

Revision as of 14:07, 3 October 2005

Compiling and Packaging Inkscape under Mac OS X

Before you start

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:

http://www.inkscape.org/download.php

Inkscape for Mac OS X is an X client: it runs under the X Windows System. You will need an X Windows Server installed for it to work. You can get Apple's X Server (requires Mac OS X 10.3 or above) here:

http://www.apple.com/downloads/macosx/apple/x11formacosx.html

Compiling How To

Note: You could use the Inkscape package from the 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.

Requirements:

  1. Mac OS X 10.3 of higher
  2. A full unstable fink installation
  3. Inkscape's source code. You can get the official release source code, a CVS snapshot or a copy of the cvs repository (the module name is "inkscape")

Installing dependencies:

In a Terminal type:

fink install �
        intltool �
        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

Fink installs many packages from source so this is usually long.

Setting the build environment:

You need set the following environment variables (taken right out of fink's .info file) for the compilation to work. They are in bash syntax. You can create a file named set_variables.sh for example and copy/paste this inside:

#!/bin/bash
FINK="/sw"
export LIBRARY_PATH="/usr/X11R6/lib:$FINK/lib"
export CPATH="$FINK/include"
export PATH="/usr/X11R6/bin:$PATH"
export CC="gcc"
export CXX="g++"
export CFLAGS="-I$FINK/include -O3 -Wall"
export LDFLAGS="-L$FINK/lib"
export CXXFLAGS="$CFLAGS"
export CPPFLAGS="$CXXFLAGS"

Optionaly, to speed up the compilation a bit you could use ccache if you have it installed:

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

Then, open a Terminal and, in the directory where you created the file, type:

bash
source set_variables.sh

Building:

Open a Terminal and cd to Inkscape's sources directory. Type:

 ./configure --prefix=/some/directory/
 make
 make install

You have to put your build products somewhere you have write access to (for example you home directory) in order to be able to package the application from there afterwards. That is what the --prefix option is for.

Packaging:

The process is fully automatized. You just have to open a Terminal, cd to Inkscape's sources directory and type:

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

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.

-- Kees Cook, Michael Wybrow, Jean-Olivier Irisson


Interesting links

Some packaging links: http://freespace.ausgamers.com/2005/02/creating-os-x-application-bundles-step.html http://java.sun.com/developer/technicalArticles/JavaLP/JavaToMac3/ http://gimp-app.sourceforge.net/gimp.app.howto.txt