Difference between revisions of "Compiling Gideros Source"
(8 intermediate revisions by one other user not shown) | |||
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Open 32 bit MSYS2 shell: msys2_shell.cmd | Open 32 bit MSYS2 shell: msys2_shell.cmd | ||
<syntaxhighlight lang="bash"> | <syntaxhighlight lang="bash"> | ||
− | pacman | + | pacman -Sy pacman |
− | pacman | + | pacman -Syu |
− | pacman | + | pacman -Su |
− | pacman | + | pacman -S tar |
− | pacman | + | pacman -S zip |
− | pacman | + | pacman -S unzip |
− | pacman | + | pacman -S git |
− | pacman | + | pacman -S base-devel |
pacman -S python | pacman -S python | ||
#For compiling win32/32bit under a MinGW64 | #For compiling win32/32bit under a MinGW64 | ||
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(MAC) open a terminal window | (MAC) open a terminal window | ||
<syntaxhighlight lang="bash"> | <syntaxhighlight lang="bash"> | ||
− | git config | + | git config -global user.name "your git login" |
− | git config | + | git config -global user.email "your git email" |
sudo gem install xcpretty | sudo gem install xcpretty | ||
</syntaxhighlight> | </syntaxhighlight> | ||
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=== 1.3.1 (Linux/Debian) Install Git, build-tools === | === 1.3.1 (Linux/Debian) Install Git, build-tools === | ||
<syntaxhighlight lang="bash"> | <syntaxhighlight lang="bash"> | ||
− | apt install git build-essential libxcb-xinerama0 libgl1-mesa-dev libz-dev libasound2-dev | + | apt install git build-essential libxcb-xinerama0 libgl1-mesa-dev libz-dev libasound2-dev libglew-dev libglfw3-dev libcurl4-openssl-dev patchelf zip |
git config --global user.email "your git email" | git config --global user.email "your git email" | ||
</syntaxhighlight> | </syntaxhighlight> | ||
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https://developer.android.com/ndk/downloads/older_releases.html | https://developer.android.com/ndk/downloads/older_releases.html | ||
− | Recommended NDK is | + | Recommended NDK is 25c (the x86_64 version) |
Once downloaded, copy the contents of the NDK to your home or C: folder, rename the folder that you copied to 'android-ndk', for example you will end up with 'c:\android-ndk' and below that folders that say build, meta, platforms, etc. | Once downloaded, copy the contents of the NDK to your home or C: folder, rename the folder that you copied to 'android-ndk', for example you will end up with 'c:\android-ndk' and below that folders that say build, meta, platforms, etc. | ||
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(MAC) Open a terminal window | (MAC) Open a terminal window | ||
<syntaxhighlight lang="bash"> | <syntaxhighlight lang="bash"> | ||
− | sudo xCodebuild | + | sudo xCodebuild -license |
quit | quit | ||
agree | agree | ||
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'''On Linux:''' | '''On Linux:''' | ||
− | + | (tested on Debian 11) | |
<syntaxhighlight lang="bash"> | <syntaxhighlight lang="bash"> | ||
+ | QT=/usr | ||
QMAKE=qmake6 | QMAKE=qmake6 | ||
+ | QTLIBS=/lib/x86_64-linux-gnu | ||
+ | QTPLUGINS=$(QTLIBS)/qt6/plugins | ||
</syntaxhighlight> | </syntaxhighlight> | ||
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==== 2.1.1 Build QT tools : ==== | ==== 2.1.1 Build QT tools : ==== | ||
<pre lang="bash"> | <pre lang="bash"> | ||
− | make | + | make -f scripts/Makefile.gid qtapp.install |
</pre> | </pre> | ||
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==== 2.1.2 Android: ==== | ==== 2.1.2 Android: ==== | ||
<pre lang="bash"> | <pre lang="bash"> | ||
− | make | + | make -f scripts/Makefile.gid android.install |
</pre> | </pre> | ||
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<pre lang="bash"> | <pre lang="bash"> | ||
− | make | + | make -f scripts/Makefile.gid winrt.install |
</pre> | </pre> | ||
Line 380: | Line 383: | ||
<pre lang="bash"> | <pre lang="bash"> | ||
− | make | + | make -f scripts/Makefile.gid win32.install |
</pre> | </pre> | ||
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==== 2.1.5 Html5: ==== | ==== 2.1.5 Html5: ==== | ||
<pre lang="bash"> | <pre lang="bash"> | ||
− | make | + | make -f scripts/Makefile.gid html5.install |
</pre> | </pre> | ||
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==== 2.1.6 Plugins: ==== | ==== 2.1.6 Plugins: ==== | ||
<pre lang="bash"> | <pre lang="bash"> | ||
− | make | + | make -f scripts/Makefile.gid bundle.win |
</pre> | </pre> | ||
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make -f scripts/Makefile.gid html5.clean | make -f scripts/Makefile.gid html5.clean | ||
</syntaxhighlight> | </syntaxhighlight> | ||
+ | |||
+ | {{GIDEROS IMPORTANT LINKS}} |
Latest revision as of 22:56, 18 November 2023
The following instructions are for developers who want to contribute to or otherwise experiment with the Gideros C/C++ engine and are not necessary for either building or deploying apps made with Gideros.
The Gideros project consists of the Gideros Studio IDE, the Gideros SDK libraries, Gideros Texture Packer, Gideros Font Creator, "players" or export templates for all the platforms Gideros supports, all targets of all plugins, a daemon and a bridge. The build system is flexible, so you only need the tools for the targets you are interested in deploying to with Qt (and MSYS2 on Windows) being a realistic minimum.
1. Requirements
1.1 Install QT
https://www.qt.io/download-open-source/
Recommended version 6.3 with MinGW
Double click on the downloaded file and follow instructions. When installing, expand the tree view and ensure you have ticked the MinGW child option of the Qt version checkbox, as well as the MinGW option in the Tools section. Beside main QT package, you'll need the following additional components:
- WebSocket additional library
- Multimedia additional library
- Qt5 Compatibility addon
(MAC) Move the created folder into your user account folder
(LINUX) On Debian 11: echo "deb http://deb.debian.org/debian bullseye-backports main" >>/etc/apt/sources.list apt update apt install qt6-base-dev qt6-websockets-dev qt6-multimedia-dev qt6-5compat-dev
Depending on your distribution, you may need to install qt5 websocket lib seperately (sudo apt-get install libqt5websockets5-dev)
1.2 (PC) Install MSYS2 Console
https://msys2.github.io/
Double click on the downloaded file (msys2-i686) and follow instructions.
Open 32 bit MSYS2 shell: msys2_shell.cmd
pacman -Sy pacman
pacman -Syu
pacman -Su
pacman -S tar
pacman -S zip
pacman -S unzip
pacman -S git
pacman -S base-devel
pacman -S python
#For compiling win32/32bit under a MinGW64
pacman -S mingw-w64-i686-toolchain
pacman -S mingw-w64-i686-glew
pacman -S mingw-w64-i686-curl
pacman -S mingw-w64-i686-libpng
#For compiling win32/64bit under a MinGW64
pacman -S mingw-w64-x86_64-toolchain
pacman -S mingw-w64-x86_64-glew
pacman -S mingw-w64-x86_64-curl
pacman -S mingw-w64-x86_64-libpng
1.3 (Mac) Install Git & xcpretty
http://git-scm.com/downloads
Ctrl + right click, open with « Install program.app » Follow instructions keeping default values as they are.
(MAC) open a terminal window
git config -global user.name "your git login"
git config -global user.email "your git email"
sudo gem install xcpretty
1.3.1 (Linux/Debian) Install Git, build-tools
apt install git build-essential libxcb-xinerama0 libgl1-mesa-dev libz-dev libasound2-dev libglew-dev libglfw3-dev libcurl4-openssl-dev patchelf zip
git config --global user.email "your git email"
1.4 (PC) Android requirements
1.4.1 Install Android Studio and NDK
https://developer.android.com/studio/index.html https://developer.android.com/ndk/downloads/older_releases.html
Recommended NDK is 25c (the x86_64 version)
Once downloaded, copy the contents of the NDK to your home or C: folder, rename the folder that you copied to 'android-ndk', for example you will end up with 'c:\android-ndk' and below that folders that say build, meta, platforms, etc.
1.4.2 Install Ant (no longer required but kept util someone confirms this)
https://ant.apache.org/
Once downloaded, copy the contents of the install archive/zip file to your home folder or C: drive. Eg: so you have a folder called c:\apache-ant-1.10.5 with bin, etc, lib, manual folders within that.
1.4.3 Mix Old and New Tools (no longer required but kept util someone confirms this)
Gideros uses Ant to build the player, unfortunately the tools to support Ant are now missing from the latest Android tools.
There is a fix for this:
- Rename the existing 'tools' folder in the Android SDK folder to 'tools_new'.
- Download an older (March 2016) version of the tools and copy that folder to the Android SDK folder.
- Copy the contents of 'tools_new' over the contents of 'tools'.
Here is where you can download the compatible set of tools from:
(PC) https://dl.google.com/android/repository/tools_r25.2.5-windows.zip
(MAC) https://dl.google.com/android/repository/tools_r25.2.5-macosx.zip
(LINUX) https://dl.google.com/android/repository/tools_r25.2.5-linux.zip
1.5 Install Java
You need the Java JDK https://www.oracle.com/technetwork/java/javase/downloads/jdk8-downloads-2133151.html
1.6 (PC) Install Visual Studio
https://www.visualstudio.com/downloads/
Install Win 8.1 SDK
Install Microsoft Advertising SDK for Windows and Windows Phone 8.x
Ensure that you have MSBuild v12 or v14 installed (building with the makefile will fail with an incorrect version).
1.7 (MAC) Install Xcode
https://itunes.apple.com/fr/app/xcode/id497799835?mt=12
1.8 (Mac) ensure xcode command line tools are working
(MAC) Open a terminal window
sudo xCodebuild -license
quit
agree
1.9 Install Python
https://www.python.org/downloads/release/python-2712/
You need Python 2.7.12 or later to install emscripten properly.
Once installed, add it to your command line path, eg: c:\python27, on windows you can do this by right-clicking on 'myComputer' or 'This PC', go to 'Properties', click 'Advanced System Settings', Click 'Environmental Variables', double-click 'Path', add 'c:\python27'.
1.10 Install emscripten
http://kripken.github.io/emscripten-site/
You need this is you want to build for HTML5 + Facebook games.
Using a shell or MSYS2 (previously installed) on windows, go to your home or C: folder and type:
git clone https://github.com/juj/emsdk.git
Once that has completed open a command prompt in that folder on Windows, on other system just cd to the folder.
Using emsdk, install and activate all the latest packages:
#(on non-PC put ./ before emsdk)
emsdk install latest
emsdk activate latest
(PC) Type:
emsdk_env.bat
(MAC) Type:
source ./emsdk_env.sh
To use incoming branch of emscripten, use these commands instead:
#(on non-PC put ./ before emsdk)
emsdk install sdk-incoming-64bit
emsdk activate sdk-incoming-64bit
To further use Gideros own git fork of emscripten:
cd emscripten/incoming
# Add a git remote link to your own repository.
git remote add gideros https://github.com/gideros/emscripten.git
# Obtain the changes in your link.
git fetch gideros
# Switch the emscripten-incoming tool to use your fork.
git checkout -b gideros_incoming --track gideros/incoming
#Get back to emscripten directory and rebuild
cd ../..
emsdk install sdk-incoming-64bit
These can also be installed within emsdk: git, crunch, and spidermonkey
(on non-PC put ./ before emsdk)
emsdk install git-1.9.4
emsdk install crunch-1.03
emsdk install spidermonkey-37.0.1-64bit
emsdk activate git-1.9.4
emsdk activate crunch-1.03
emsdk activate spidermonkey-37.0.1-64bit
(PC) emsdk_env.bat
(MAC) source ./emsdk_env.sh
(PC) Make sure the environment variable EM_CONFIG is set to the location of your emscripten config file.
The emscripten build also needs the CMake command. You can download it and extract it to your home or C: folder. Don't forget to add it's path to the end of the EMSDKPATH in Makefile.def.
1.11 Install Steam SDK
https://partner.steamgames.com/?goto=%2Fdownloads%2Fsteamworks_sdk.zip
Extract the archive/zip file to your home or C: folder, for example if the file is called 'steamworks_sdk_142.zip' then you will have a 'c:\steamworks_sdk_142' folder with a solder called 'sdk' within it. The sdk folder contains other folders such as glmgr, public, tools, etc.
This is necessary for the Steam plugin.
1.12 Install Gideros
1.12.1 Fetch gideros source code
(PC) Open MSYS2 32 bit shell
(MAC/Linux) Open a terminal
Navigate to the folder where you into to work.
git clone https://github.com/gideros/gideros
1.12.2 Configure scripts
Make a copy of the file gideros/scripts/Makefile.def.example, rename it to Makefile.def and update the file copy according to your installation. Ensure that the QT\_ARCH and QT_TOOLSARCH paths are formatted correctly according to your Qt install directory structure (see below that they are named differently by Qt).
'Example:'
On PC:
For Qt:
QTBASEDIR=/c/Qt
QT_ARCH=mingw53_32
QT_TOOLSARCH=mingw530_32
QTVER=5.9.1
QT5ICUVER=59
STEAMSDK=/c/Applications/steamworks_sdk_142
export STEAMSDK
For Android:
# on Windows, also add this to PATH
NDK_HOME=/c/android/android-ndk-r17b
NDKBUILD=cmd //c /c/android/android-ndk-r17b/ndk-build.cmd
#We use windows syntax for this one, as it will be used by gradle.bat script
JAVA_HOME=C:\Program Files\Java\jdk1.8.0_144
#Windows syntax with quadruple backslashs!
ANDROID_HOME=C:\\\\Users\\\\Gideros\\\\AppData\\\\Local\\\\Android\\\\sdk
For WinRT:
FXC="/c/Program Files (x86)/Windows Kits/8.1/bin/x86/fxc.exe"
MSBUILD="/c/Program Files (x86)/MSBuild/14.0/Bin/MSbuild.exe"
For html5:
EMSDK=/c/emsdkwin
EMSDKPATH=$(EMSDK):$(EMSDK)/clang/e1.35.0_64bit:$(EMSDK)/node/4.1.1_64bit/bin:$(EMSDK)/python/2.7.5.3_64bit:$(EMSDK)/emscripten/1.35.0
EMSDK_PREFIX=PATH=$(EMSDKPATH):$$$$PATH cmd //c
CRUNCHME=crunchme-win32.exe
On MAC:
QTBASEDIR=~/Qt QT_ARCH=clang_64
QT_TOOLSARCH=clang_64
QTVER=5.8
QT5ICUVER=54 #deprecated stuff
On Linux: (tested on Debian 11)
QT=/usr
QMAKE=qmake6
QTLIBS=/lib/x86_64-linux-gnu
QTPLUGINS=$(QTLIBS)/qt6/plugins
1.12.3 Complete working example Makefile.def for Windows
Here is a working example, you will have to change the filename details to match your setup:
1.12.4 Fetch additional repositories
Go into just cloned gideros source folder and run make prep.repo
cd gideros
make -f scripts/Makefile.gid prep.repo
If you intend to build the studio, you'll need scintilla and Lexilla libraries. Compile them now with:
make -f scripts/Makefile.gid qlexilla
make -f scripts/Makefile.gid qscintilla
2. Building
If you have all dependencies in place for all targets, you can build everything at once via MSYS2 or Terminal with:
make -f scripts/Makefile.gid
2.1 Compilation on PC :
Open MSYS2 shell (msys2_shell.cmd). Standard compilation is 32 bit so use a 32 bit shell. Make sure you have installed the necessary build tools in MSYS2 using pacman, as detailed in Install MSYS2 Console. .
Navigate to gideros folder
2.1.1 Build QT tools :
make -f scripts/Makefile.gid qtapp.install
-> files GiderosStudio.exe, GiderosPlayer.exe, GiderosTexturePacker.exe (…) in Build.Win folder
2.1.2 Android:
make -f scripts/Makefile.gid android.install
= file GiderosAndroidPlayer.apk in folder Build.Win/Players
2.1.3 winRT:
If necessary : Open the solution, gideros/winRT_example/giderosgame.sln in Visual Studio. Check that the SQLite version for Windows and Windows Phone is up to date. Save and close the solution.
make -f scripts/Makefile.gid winrt.install
= file _bundle.appxupload in folder Build.Win/Players/WinRT
2.1.4 win32:
make -f scripts/Makefile.gid win32.install
= files in folder Build.Win/Templates/win32
2.1.5 Html5:
make -f scripts/Makefile.gid html5.install
-> files in folders Build.Win//Players/Html5 and Build.Win/Templates/Html5
2.1.6 Plugins:
make -f scripts/Makefile.gid bundle.win
= folder bin and file gplugin in folder Build.Win/All Plugins
2.1.7 To build everything that can be built on Windows
make -f scripts/Makefile.gid all
Then you need to copy all the plugins to the 'Build.Win' folder with:
make -f scripts/Makefile.gid bundle.win
2.2 Compilation on Mac :
Open Terminal.
cd to the folder « gideros »
2.2.1 QT :
make -f scripts/Makefile.gid qtapp.install
= GiderosStudio.exe, GiderosPlayer.exe, GiderosTexturePacker.exe (…) in folder Build.Mac
2.2.2 iOS :
make -f scripts/Makefile.gid ios.install
= GiderosiOSPlayer.zip in folder Buid.Mac/Players
2.2.3 Plugins:
make -f scripts/Makefile.gid bundle.mac
= folders bin and files gplugin in folder Buid.Mac/All Plugins
3. Cleaning
If you want to reset the build process and start again then you can issue a 'clean' command. To do this type 'make -f scripts/Makefile.gid clean'.
eg:
make -f scripts/Makefile.gid clean
Sometimes you need to make a clean a particular build. To do this type 'make -f scripts/Makefile.gid ' followed by something like 'html5' then '.clean'.
eg:
make -f scripts/Makefile.gid html5.clean