MG/Mac Compiling

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This page explains how to compile MegaGlest on a Mac computer.


Prerequisites[edit]

  • XCode (from App store)
  • Various 3rd party build dependencies, also GCC compiler (all from MacPorts)


Dependencies[edit]

Dependencies can be installed in two ways:

  • Install them using a 3rd party package manager like MacPorts or Fink.

In this example you'll see how to install the packages with MacPorts which will handle the install of dependencies. (Full dependency lists are available in Linux Compiling section if something is missing and you would like to install them manually.)

 sudo port install git pkgconfig cmake libsdl2 lua jpeg libpng freetype ftgl libogg glew libvorbis cppunit fribidi miniupnpc
 sudo port install curl wxWidgets-3.0

If you have few possibilities, then always install latest stable version (or even older) of the package (not beta or devel).

Choosing correct X11 for Mac OS is a bit tricky especially if you have some version already installed, but if you haven't just do:

 sudo port install xorg-server

Don't try compile with VLC unless you really have to (long list of nasty "dynamic" dependencies).


or (alternative way):


  • Retrieve the build dependencies / 3rd party libraries and extract the contents of the archive in your library directory ~/Library/Frameworks

Configuring Environment[edit]

Once wxwidgets is installed you will need to ensure wx-config is in your path (same situation with gcc).

MacPorts have even nice way to do this:

example for wxwidgets:

port select --list wxwidgets
sudo port select --set wxwidgets wxWidgets-3.0

example for gcc:

port select --list gcc
sudo port select --set gcc gcc49


or (alternative way):


As an alternative you can add the following fragment to ~/.profile or the configuration file appropriate to your shell.

# Add wx-config to path for cmake
export PATH=$PATH:/opt/local/Library/Frameworks/wxWidgets.framework/Versions/wxGTK/2.8/bin/

Once that has been added you will need to source the configuration file again to pick up the new settings

source ~/.profile

Preparing to compile[edit]

Before compilation you will need to use Git to check out the MegaGlest source code ready for building.


Compiling[edit]

This can be done in two ways: Using an XCode project or GNU Make, but because MG should be compiled by gcc then classic cmake>make is best for this task and we have script for this job.

(Recommended scripted way)

cd mk/macosx
./build-mg.sh

Running the game[edit]

./megaglest


Packaging[edit]

When game is compiled you can choose to run it directly from repository (see the previous section) or package it for yourself (and also for others).

cd mk/macosx
./make-release-archives.sh

This script ^ produces 2 type of packages '.zip' and '.dmg'.

Dmg image is more preferred but remember one important and simple thing, this package is (and will be probably always) produced by "unidentified developer" and you will see security warning about this. It is normal and you usually need a root password to be able to launch such package (if you need more details search "in the google" for something like: mac how open from unidentified developer). If this is a serious problem for you then just .zip package is better for you.

Zip archive is a bit less common (old standard) but on this case you will not see any security warnings. From archive you can easily launch game because OS know this type of archive, but installation is just a bit more difficult because you have to 'manually' find the "/Applications" folder and simply drag an "MegaGlest.app" there.


Packaging binary archive[edit]

For releases but also for development snapshots you should make also binary archive.

cd mk/macosx
./make-binary-archive.sh

This package is helpful for games based on MG engine (binary for release) and for tests how game works on the Mac.




For CI you should consider sequence like

cd mk/macosx
./build-mg.sh && ./make-binary-archive.sh

because this will produce more verbose and helpful output.

See Also[edit]