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This page explains how to compile [[MegaGlest]] on a Mac computer.
 
This page explains how to compile [[MegaGlest]] on a Mac computer.
 
  
 
==Prerequisites==
 
==Prerequisites==
* XCode (from App store)
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* [http://developer.apple.com/technologies/xcode.html XCode]
* Various 3rd party build dependencies, also GCC compiler (all from MacPorts)
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* [http://www.cmake.org/cmake/resources/software.html CMake]
 
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* Various 3rd party build dependencies
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* GCC (Optional, but may be needed to achieve stable network compatibility for multiplayer games)
  
 
=== Dependencies ===
 
=== Dependencies ===
  
 
Dependencies can be installed in two ways:
 
Dependencies can be installed in two ways:
 
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* Retrieve the build dependencies / 3rd party libraries and extract the contents of the archive in your library directory ~/Library/Frameworks
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or
 
* Install them using a 3rd party package manager like [https://www.macports.org/ MacPorts] or [http://www.finkproject.org/ Fink].
 
* Install them using a 3rd party package manager like [https://www.macports.org/ MacPorts] or [http://www.finkproject.org/ 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 [[MG/Linux Compiling|Linux Compiling]] section if something is missing and you would like to install them manually.)
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In this example I show how to install the packages with MacPorts which will handle the install of dependencies, and there is a lot of them. Full dependency lists are available on [[MG/Linux Compiling|Linux Compiling]] or [[MG/FreeBSD Compiling|FreeBSD Compiling]] if 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
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   sudo port install git cmake VLC-devel fribidi ftgl glew wxWidgets-2.8 wxgtk-2.8
 
 
  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 [http://www.xquartz.org/releases/index.html 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 ===
 
=== Configuring Environment ===
Once wxwidgets is installed you will need to ensure '''wx-config''' is in your path (same situation with gcc).  
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Once wxwidgets is installed you will need to ensure '''wx-config''' is in your path. Add the following fragment to ''~/.profile'' or the configuration file appropriate to your shell.
 
 
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
 
  # Add wx-config to path for cmake
 
  export PATH=$PATH:/opt/local/Library/Frameworks/wxWidgets.framework/Versions/wxGTK/2.8/bin/
 
  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
 
Once that has been added you will need to source the configuration file again to pick up the new settings
 +
 
  source ~/.profile
 
  source ~/.profile
  
 
== Preparing to compile ==
 
== Preparing to compile ==
  
Before compilation you will need to use [[MG/Getting_The_Code|''Git to check out'']] the MegaGlest source code ready for building.
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However you choose to compile you will need to use [[MG/Getting_The_Code|''Git to check out'']] the MegaGlest source code ready for building.
 
 
  
 
==Compiling==
 
==Compiling==
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.
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This can be done in two ways: Using an XCode project or GNU Make  
  
(''Recommended scripted way'')
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If you change between methods (and if you want to e extra sure your changes are being made between runs) this command will remove previous run/s ouput.
cd mk/macosx
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  rm -rf Makefile CMakeCache.txt MegaGlest.xcodeproj/
./build-mg.sh
 
  
== Running the game ==
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=== XCode project ===
./megaglest
 
  
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Generate the XCode project (At the moment disabling Map Editor is required for the build to succeed.)
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cmake -GXcode -DBUILD_MEGAGLEST_MAP_EDITOR=OFF -DWANT_DEV_OUTPATH=ON
  
== Packaging ==
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Build everything for Release or Debug (This is case sensitive). Depending on the options chosen above you may need to choose a different option here. EG, doing a debug build without DBUILD_MEGAGLEST_MAP_EDITOR=OFF will fail.
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).
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  xcodebuild -configuration Release
  cd mk/macosx
 
./make-release-archives.sh
 
  
This script ^ produces 2 type of packages '.zip' and '.dmg'.  
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Generate the installer (This is currently broken!)
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cpack -C CPackConfig.cmake
  
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.
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You should have a megaglest-#.dmg file in your current directory. You can install this and play it.
  
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.
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Alternatively you can choose to run directly without installing , see 'Running the game' below.
  
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=== GNU Make ===
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Generate the Makefile, disabling map editor and turn on binary generation.
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  cmake -G"Unix Makefiles" -DBUILD_MEGAGLEST_MAP_EDITOR=OFF -DWANT_DEV_OUTPATH=ON
  
== Packaging binary archive ==
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Build using gnumake
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  gnumake
  
For releases but also for development snapshots you should make also binary archive.
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== Running the game ==
cd mk/macosx
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Before running make sure you move the megaglest binaries to mk/macosx and copy glest-dev.ini in to the same directory as the binaries. When moving the binaries they wil end up in different locations depending on how they were built - gnumake will put them in data/glest_game while Xcode will put them under a Release or Debug directory depending on the build style selected.
./make-binary-archive.sh
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  mv data/glest_game/megaglest* mk/macosx/
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  cp mk/linux/*.ini mk/macosx/
  
This package is helpful for games based on MG engine (binary for release) and for tests how game works on the Mac.
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Run it with
 
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  open -F ./mk/macosx/megaglest
 
 
----
 
 
 
 
 
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==
 
==See Also==
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*[[MG/Windows Compiling|Windows Compiling]]
 
*[[MG/Windows Compiling|Windows Compiling]]
 
*[[MG/FreeBSD Compiling|FreeBSD Compiling]]
 
*[[MG/FreeBSD Compiling|FreeBSD Compiling]]
 
 
[[Category:MG]]
 
[[Category:Development]]
 

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