Compiling Gideros Source

From GiderosMobile

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/

When installing, expand the tree view and ensure you are installing the MinGW child option of the Qt version checkbox, as well as the MinGW option in the Tools section.

Recommended version 5.9.1 with MinGW 5.3

Double click on the downloaded file and follow instructions.

(MAC) Move the created folder into your user account folder


1.2 (PC) Install MSYS2 Console

   https://msys2.github.io/ 

Double click on the downloaded file 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 git
pacman –S base-devel

1.3 (Mac) Install Git

   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"

1.4 Install Gideros

1.4.1 Fetch gideros source code

(PC) Open MSYS2 32 bit shell

(MAC) Open a terminal

Navigate to the folder where you into to work.

   git clone https://github.com/gideros/gideros 

1.4.2 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

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

# remember to escape disallowed characters, or wrap in quotes
JAVA_HOME=/c/Program\ Files\ \(x86\)/Java/jdk1.8.0_144
ANT_HOME=/c/apache-ant-1.10.1
ANDROID_HOME=C:/SDKs/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

1.5 (PC) Android requirements

1.5.1 Install Android Studio and NDK

   https://developer.android.com/studio/index.html
   https://developer.android.com/ndk/downloads/older_releases.html

Recommended NDK is 17b (the x86_64 version)

1.5.2 Install Ant

   https://ant.apache.org/

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 Install QScintilla

   https://www.riverbankcomputing.com/software/qscintilla/download 

Double click on the downloaded file and follow instructions.

(PC) Unzip the file into the folder of your choice.

(MAC) Move the created folder into the Applications subfolder of your home directory.

(MAC) Open a terminal window

(MAC) On the first install:

sudo xCodebuild –license 
quit
agree

(MAC) WARNING ! if you use QScintilla 2.9.4 and QT 5.7 :

You need to change two files from QScintilla :

QScintilla_gpl-2.9.4/Qt4Qt5/qsciscintilla.cpp

QScintilla_gpl-2.9.4/Qt4Qt5/Qsci/qsciscintilla.h

See https://github.com/opencor/opencor/commit/70f3944e36b8b95b3ad92106aeae2f511b3f0e90


With the command line, go to Q4Qt5 subfolder of QScintilla :

On PC :

Open Qt command prompt (called (eg) Qt 5.9.1 for Desktop). This command prompt just sets environment variables, allowing direct running of tools installed with Qt.

Navigate to QScintilla's Qt4Qt5 subfolder with ‘cd’ command, then type :

qmake qscintilla.pro 
mingw32-make 
mingw32-make install

On Mac: Assuming X.x is your QT version, do the following :

~/Qt/X.x/clang_64/bin/qmake qscintilla.pro 
make 
make install

1.9 Install emscripten

   http://kripken.github.io/emscripten-site/

You need this is you want to build for HTML5 + Facebook games.

Using emsdk, install packages sdk, clang, node, python and emscripten.

emsdk install <PACKAGE>
emsdk update <PACKAGE>
emsdk activate <PACKAGE>

(PC) Make sure the environment variable EM_CONFIG is set to the location of your emscripten config file.

(MAC) run ./emsdk_env to set environment variables


1.10 Install Steam SDK

   https://partner.steamgames.com/?goto=%2Fdownloads%2Fsteamworks_sdk.zip

This is necessary for the Steam plugin. Once you have it installed, create an environment variable called `STEAMSDK` that points to the directory you unzipped the SDK to.


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

2.2 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