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= Compiling and Packaging Inkscape under Mac OS X =
__TOC__


== Before you start ==
= Using MacPorts =
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
<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"


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:
# where to install
PREFIX="$PWD/install-prefix"


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


== Compiling How To ==
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>


<!--'''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.-->
= Using Homebrew =


'''Requirements''':
If you are using [https://brew.sh/ Homebrew] instead, you can still use the above guidelines with small modifications.
*Mac OS X 10.3 of higher
*A full [http://fink.sourceforge.net/faq/usage-fink.php?phpLang=en#unstable unstable fink] installation
*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].
*A [http://darwinports.opendarwin.org/ DarwinPorts] install if you want to use inkboard.


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


These are necessary for Inkscape to compile. In a Terminal type:
<syntaxhighlight lang="bash">
<pre>
brew install \
fink install \
    adwaita-icon-theme \
        intltool \
    bdw-gc \
        glib2 glib2-dev glib2-shlibs \
    boost \
        gtk+2 gtk+2-shlibs gtk+2-dev \
    cairomm \
        libpng3 libpng3-shlibs \
    ccache \
        libsigc++2 libsigc++2-shlibs \
    cmake \
        gtkmm2.4 gtkmm2.4-dev gtkmm2.4-shlibs \
    double-conversion \
        libtool14 libtool14-shlibs \
    gettext \
        libxml2 libxml2-shlibs \
    gsl \
        popt popt-shlibs \
    gspell \
        gc gc-shlibs \
    gtk-mac-integration \
        automake1.8
    gtkmm3 \
</pre>
    imagemagick \
    intltool \
    lcms2 \
    libomp \
    libsoup@2 \
    libxslt \
    ninja \
    poppler \
    potrace
</syntaxhighlight>


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.
You may substitute <code>imagemagick</code> with <code>graphicsmagick</code>.


'''Optional dependencies''':
<code>gtk-mac-integration</code> is not needed with latest <code>1.2-dev</code>.


To enable some additional functionality in Inkscape you might want to install:
Some keg-only libraries need to be added to <code>$PKG_CONFIG_PATH</code>
* <code>lcms</code> : color management via LittleCMS
* <code>loudmouth-1.0</code> : collaborative whiteboard (only available in DarwinPorts)
* <code>boost1.31</code> : auto-organisation of connectors
* <code>gnome-vfs</code>
* <code>gnome-print</code>
* <code>xft2</code>
for each of these you need the developement packages as well (the name ends by <code>-dev</code>)


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.


'''Setting the build environment''':
Check out the source if you haven't already:


Fink hierarchy is not searched for libraries by default. Therefore, before the configuration starts, some environment variables need to be set<!--(taken right out of fink's <code>.info</code> file)-->. In addition, you must make sure that Inkscape is compiled with the compiler that Fink uses, otherwise Inkscape won't link properly. On old 10.3 and 10.4 Fink installs, you compiler is probably gcc-3.3. On fresh 10.4 Fink installs, your compiler is probably gcc-4.0. In addition, to speed up the compilation a bit you could use <code>ccache</code> if you have it installed.
<syntaxhighlight lang="bash">git clone --recurse-submodules https://gitlab.com/inkscape/inkscape.git</syntaxhighlight>


The environment variables are presented in bash syntax here. You can create a file named <code>set_env_variables.sh</code> for example and copy/paste this inside:
Then <code>cd inkscape</code> and follow the steps below.
<pre>
#!/bin/bash
FINK="/sw"
export LIBRARY_PATH="/usr/X11R6/lib:$FINK/lib"
export CPATH="$FINK/include"
export PATH="/usr/X11R6/bin:$PATH"
export CPPFLAGS="-I$FINK/include"
export LDFLAGS="-L$FINK/lib"
export CFLAGS="-O3 -Wall"
export CXXFLAGS="$CFLAGS"
export PKG_CONFIG_PATH="$FINK/lib/pkgconfig"
</pre>


And add this couple of line to set the compiler:
This was tested on an M1 MacBook Air with macOS 11.6 and Inkscape 1.2-dev, and an M2 MacBook Air with macOS 13.0.1 and Inkscape 1.2.1, 1.2.x from git.
* On 10.3 and fresh Fink installs on 10.4:
<pre>
export CC="gcc"
export CXX="g++"
</pre>
* With old Fink installs on 10.4:
<pre>
export CC="gcc-3.3"
export CXX="g++-3.3"
</pre>
* With ccache:
<pre>
export CC="ccache gcc-??"
export CXX="ccache g++-??"
</pre>


Then, open a Terminal and, in the directory where you created the file <code>set_env_variables.sh</code>, type:
<syntaxhighlight lang="bash">
<pre>
# use a clean Homebrew environment (optional)
bash
LIBPREFIX="/opt/homebrew"
source set_env_variables.sh
export PATH="$LIBPREFIX/bin:/usr/bin:/bin:/usr/sbin:/sbin"
</pre>


Then you need to build the configure script. Cd to Inkscape's source directory and run:
# keg-only libraries
<pre>
export PKG_CONFIG_PATH="$LIBPREFIX/opt/icu4c/lib/pkgconfig"
./autogen.sh
export PKG_CONFIG_PATH="$PKG_CONFIG_PATH:$LIBPREFIX/opt/libsoup@2/lib/pkgconfig"
</pre>


'''Configuring''':
# 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"


Cd to Inkscape's sources directory and type
# where to install
<pre>
PREFIX="$PWD/install-prefix"
./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 compilation options such as <code>--enable-lcms</code> for color management or <code>--enable-inkboard</code> for whitboard functionality.
mkdir -p build
cd build


'''Building''':
cmake \
<pre>
    -G Ninja \
make
    -DCMAKE_SHARED_LINKER_FLAGS="-L$LIBPREFIX/lib" \
make install
    -DCMAKE_EXE_LINKER_FLAGS="-L$LIBPREFIX/lib" \
</pre>
    -DCMAKE_INSTALL_PREFIX=$PREFIX \
    -DCMAKE_C_COMPILER_LAUNCHER=ccache \
    -DCMAKE_CXX_COMPILER_LAUNCHER=ccache \
    -DWITH_DBUS=OFF \
    ..


'''Packaging''':
ninja
ninja install
</syntaxhighlight>


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:
=Packaging=
<pre>
cd packaging
./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.
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:


-- Kees Cook, Michael Wybrow, Jean-Olivier Irisson
* https://github.com/dehesselle/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 <code>/Users/Shared/work/mibap-*/</code> and you will get a DMG file in the same place you ran <code>./build_inkscape.sh</code>.


== Enabling python effects ==
=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


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
[[Category:Developer Documentation]]
# 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>[[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.
 
 
----
 
== 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

Latest revision as of 02:51, 6 December 2022

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@2 \
    libxslt \
    ninja \
    poppler \
    potrace

You may substitute imagemagick with graphicsmagick.

gtk-mac-integration is not needed with latest 1.2-dev.

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.

This was tested on an M1 MacBook Air with macOS 11.6 and Inkscape 1.2-dev, and an M2 MacBook Air with macOS 13.0.1 and Inkscape 1.2.1, 1.2.x from git.

# 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