Difference between revisions of "CompilingMacOsX"

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== Compiling on Mac OS X ==
__TOC__


=== Requirements ===
= Using MacPorts =
To compile Inkscape from source you will need:
*Mac OS X 10.3 (Power PC) or 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.
*XCode 2.3 on OS X 10.4 (gcc 4.0.1)


You need to install software on which Inkscape depends, using Fink and/or DarwinPorts.
<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"


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


They are necessary for Inkscape to compile. In a Terminal type:
# where to build
<pre>
mkdir build
fink install \
cd build
        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 \
        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.
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


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


(Since May 2006, the version of sigc++ required when using gcc 4 is 2.0.12 (or greater).  For a short time, onlt 2.0.11 was available in Fink.  The newest version of libsigc++2, version 2.0.17, was added to fink unstable on May 26th, 2006 so everything should compile normally again.)
= Using Homebrew =


=== Optional Features ===
If you are using [https://brew.sh/ Homebrew] instead, you can still use the above guidelines with small modifications.


To enable some additional functionality in Inkscape you might want to install:
List of '''packages''' to install with brew
* <code>lcms</code> : color management via LittleCMS
(for Inkscape 1.1):
* <code>loudmouth >= 1.0</code> : collaborative whiteboard (only available in DarwinPorts)
* <code>boost >= 1.32</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>)


=== Easy Compile ===
<syntaxhighlight lang="bash">
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
</syntaxhighlight>


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.
You may substitute <code>imagemagick</code> with <code>graphicsmagick</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:
<code>gtk-mac-integration</code> is not needed with latest <code>1.2-dev</code>.
<pre>chmod +x makeosx.sh</pre>
and then simply run it
<pre>./makeosx.sh</pre>


If something does run smoothly, refer to the indications underneath.
Some keg-only libraries need to be added to <code>$PKG_CONFIG_PATH</code>


=== Setting the build environment ===
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.


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:
Check out the source if you haven't already:
<pre>
FINK="/sw"
export CFLAGS="-O3 -Wall"
export CXXFLAGS="$CFLAGS"
export CPPFLAGS="-I$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>


<syntaxhighlight lang="bash">git clone --recurse-submodules https://gitlab.com/inkscape/inkscape.git</syntaxhighlight>


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:
Then <code>cd inkscape</code> and follow the steps below.
<pre>
head -n 5 $FINK/etc/fink.conf | grep "Distribution"
</pre>


If your fink distribution is 10.4 add:
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.
<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:
<syntaxhighlight lang="bash">
<pre>
# use a clean Homebrew environment (optional)
export CC="ccache gcc-??"
LIBPREFIX="/opt/homebrew"
export CXX="ccache g++-??"
export PATH="$LIBPREFIX/bin:/usr/bin:/bin:/usr/sbin:/sbin"
</pre>


Eventually, open a Terminal and, in the directory where you created the file <code>set_env_variables.sh</code>, type:
# keg-only libraries
<pre>
export PKG_CONFIG_PATH="$LIBPREFIX/opt/icu4c/lib/pkgconfig"
bash; source set_env_variables.sh
export PKG_CONFIG_PATH="$PKG_CONFIG_PATH:$LIBPREFIX/opt/libsoup@2/lib/pkgconfig"
</pre>


# 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"


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


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:
mkdir -p build
<pre>
cd build
./autogen.sh
</pre>


Then run the configure script:
cmake \
<pre>
    -G Ninja \
./configure --prefix=/path/to/build/products/ --enable-osxapp
    -DCMAKE_SHARED_LINKER_FLAGS="-L$LIBPREFIX/lib" \
</pre>
    -DCMAKE_EXE_LINKER_FLAGS="-L$LIBPREFIX/lib" \
    -DCMAKE_INSTALL_PREFIX=$PREFIX \
    -DCMAKE_C_COMPILER_LAUNCHER=ccache \
    -DCMAKE_CXX_COMPILER_LAUNCHER=ccache \
    -DWITH_DBUS=OFF \
    ..


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.
ninja
ninja install
</syntaxhighlight>


=== Starting the Build ===
=Packaging=


Piece of cake:
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:
<pre>
make
make install
</pre>


* 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>.


== Packaging Inkscape into an .app bundle ==
=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


 
[[Category:Developer Documentation]]
=== 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 ===
 
Many Mac OS applications are distributed in a dmg with a background picture and some basic installation instructions. In order to distribute Inkscape this way you first need to create an .app bundle of Inkscape as described above. Then you need to create a read-write disc image big enough to contain the app bundle:
<pre>
hdiutil create -size 50m -fs HFS+ -volname "Inkscape" RWinkscape.dmg
</pre>
This step has only to be done once. For next builds you will just have to re-attach the image and copy the new Inkscape .app inside it. To attach the disc image, double click the .dmg or use:
<pre>
hdiutil attach RWinkscape.dmg
</pre>
 
The second step is to copy everything you need inside the attached disc image (which is available as a white disc icon named "Inskcape" on your Desktop). You need:
*the .app bundle
*an alias to the Applications folder (CTRL+click "Applications" and select "Make Alias")
*the [http://jo.irisson.free.fr/dropbox/inkscape/background.png background picture]
Finally you need to improve the appearance of the disc image.
 
First you need to set the background image:
#navigate to the attached disc image with the Finder
#switch the Finder to Icon's view (View > as Icons)
#open the View Options window (View > Show View Options)
#check the radio button to select options for "This window only"
#in the "Background" section, select "Picture" and choose the background picture you just copied in the disc image.
You may want to make the background image file invisible to have a cleaner aspect:
<pre>
/Developer/Tools/SetFile -a V /Volumes/Inkscape/background.png
</pre>
The icon of the file should become kind of transparent and you should not see it anymore if you relaunch the Finder.
 
Then, arrange the Finder window as you want people to see it. You may want to hide the Finder brushed metal skin to have a smaller window (click the elongated transparent button in the top right corner of the Finder window), fit the window to the background image, move Inkscape's icon to be next to the arrow (you may need to deselect some presentation options in View > Show View Options) and center the window in your screen.
You should end up with a window looking like [http://jo.irisson.free.fr/dropbox/inkscape/inkscape_distrib.png this].
 
The last step consists in creating a compressed read-only disc image from this read-write disc image:
<pre>
hdiutil detach /Volumes/Inkscape
DATE=`date "+%Y%m%d"`
hdiutil convert -format UDCO -o Inkscape_$DATE.dmg RWinkscape.dmg
</pre>
This creates a smaller disc image with a name like Inkscape_20060424.dmg.
 
Everything is summarized in a [http://jo.irisson.free.fr/dropbox/inkscape/bundleosx.sh bash script].
 
== 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.

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