Difference between revisions of "MG/Mac Compiling"

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(add in gnu make line so i don't misplace it; also remove xode warning - fixed)
(more gnu make instructions)
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=== GNU Make ===
 
=== GNU Make ===
 +
Configure without map editor and produce a binary able to be executed for testing then build with gnumake
 +
  cmake -G"Unix Makefiles" -DBUILD_MEGAGLEST_MAP_EDITOR=OFF -DWANT_DEV_OUTPATH=ON && gnumake
  
rm -rf Makefile CMakeCache.txt MegaGlest.xcodeproj/ && cmake -G"Unix Makefiles" -DBUILD_MEGAGLEST_MAP_EDITOR=OFF -DWANT_DEV_OUTPATH=ON && gnumake
+
Before running make sure you move the megaglest binaries to mk/macosx and move glest-dev.ini in to the same directory as the binaries.
 +
  mv data/glest_game/megaglest* mk/macosx/
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  mv mk/linux/*.ini mk/macosx/
 +
 
 +
Run it with
 +
  open -F ./mk/macosx/megaglest
  
 
== Shared Problems building ==
 
== Shared Problems building ==

Revision as of 08:08, 7 December 2014

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

Prerequisites

Dependencies

Dependencies can be installed in two ways:

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

or

  • Install them using a 3rd party package manager like |MacPorts or [www.finkproject.org/ |Fink].

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 Linux Compiling or FreeBSD Compiling if you would like to install them manually.

sudo port install git cmake VLC-devel fribidi ftgl glew wxWidgets-2.8 wxgtk-2.8

Preparing to compile

However you choose to compile you will need to use Git to check out the MegaGlest source code ready for building.

Compiling

This can be done in two ways: Using an XCode project or GNU Make


XCode project

  • Generate the XCode project
cmake -GXcode
  • Build everything for Release (This is case sensitive)
xcodebuild -configuration Release
  • Generate the installer
cpack -C CPackConfig.cmake
  • You should have a megaglest-#.dmg file in your current directory. You can install this and play it.


GNU Make

Configure without map editor and produce a binary able to be executed for testing then build with gnumake

 cmake -G"Unix Makefiles" -DBUILD_MEGAGLEST_MAP_EDITOR=OFF -DWANT_DEV_OUTPATH=ON && gnumake

Before running make sure you move the megaglest binaries to mk/macosx and move glest-dev.ini in to the same directory as the binaries.

 mv data/glest_game/megaglest* mk/macosx/
 mv mk/linux/*.ini mk/macosx/

Run it with

 open -F ./mk/macosx/megaglest

Shared Problems building

wxWidgets

If you encounter problems with wxWidgets executable being undiscoverable you may need to set the path in CMakeLists.txt yourself

# Define path to wxWidgets_CONFIG_EXECUTABLE
SET(wxWidgets_CONFIG_EXECUTABLE "/opt/local/Library/Frameworks/wxWidgets.framework/Versions/wxGTK/2.8/bin/wx-config" CACHE STRING "FULL path to wx-widgets config binary")

See Also