aseprite/INSTALL.md

254 lines
8.9 KiB
Markdown
Raw Normal View History

# Table of contents
* [Platforms](#platforms)
* [Get the source code](#get-the-source-code)
* [Dependencies](#dependencies)
2016-04-27 03:11:45 +00:00
* [Windows dependencies](#windows-dependencies)
* [macOS dependencies](#macos-dependencies)
* [Linux dependencies](#linux-dependencies)
* [Compiling](#compiling)
2016-04-27 03:11:45 +00:00
* [Windows details](#windows-details)
* [MinGW](#mingw)
* [macOS details](#macos-details)
2016-04-27 03:11:45 +00:00
* [Issues with Retina displays](#issues-with-retina-displays)
* [Linux details](#linux-details)
* [Using shared third party libraries](#using-shared-third-party-libraries)
# Platforms
2012-07-08 04:41:14 +00:00
You should be able to compile Aseprite successfully on the following
2012-07-08 04:41:14 +00:00
platforms:
2023-01-09 12:47:14 +00:00
* Windows 11 + [Visual Studio Community 2022 + Windows 10.0 SDK (the latest version available)](https://imgur.com/a/7zs51IT) (we don't support [MinGW](#mingw))
* macOS 13.0.1 Ventura + Xcode 14.1 + macOS 11.3 SDK (older version might work)
* Linux Ubuntu Bionic 18.04 + clang 10.0
2012-07-08 04:41:14 +00:00
# Get the source code
You can get the source code downloading a `Aseprite-v1.x-Source.zip`
2018-08-23 20:35:05 +00:00
file from the latest Aseprite release (*in that case please follow the
compilation instructions inside the `.zip` file*):
https://github.com/aseprite/aseprite/releases
Or you can clone the repository and all its submodules using the
following command:
git clone --recursive https://github.com/aseprite/aseprite.git
To update an existing clone you can use the following commands:
cd aseprite
git pull
git submodule update --init --recursive
2016-04-27 03:54:47 +00:00
You can use [Git for Windows](https://git-for-windows.github.io/) to
2016-04-27 03:11:45 +00:00
clone the repository on Windows.
# Dependencies
2012-07-08 04:41:14 +00:00
2016-04-27 03:11:45 +00:00
To compile Aseprite you will need:
* The latest version of [CMake](https://cmake.org) (3.16 or greater)
2016-04-27 03:11:45 +00:00
* [Ninja](https://ninja-build.org) build system
* And a compiled version of the `aseprite-m102` branch of
the [Skia library](https://github.com/aseprite/skia#readme).
There are [pre-built packages available](https://github.com/aseprite/skia/releases).
You can get some extra information in
the [*laf* dependencies](https://github.com/aseprite/laf#dependencies) page.
2016-04-27 03:11:45 +00:00
## Windows dependencies
2020-06-24 18:45:26 +00:00
* Windows 10 (we don't support cross-compiling)
* [Visual Studio Community 2022](https://visualstudio.microsoft.com/downloads/) (we don't support [MinGW](#mingw))
* The [Desktop development with C++ item + Windows 10.0.18362.0 SDK](https://imgur.com/a/7zs51IT)
from the Visual Studio installer
2016-04-27 03:11:45 +00:00
## macOS dependencies
2016-04-27 03:11:45 +00:00
On macOS you will need macOS 11.3 SDK and Xcode 13.1 (older versions
might work).
2016-04-27 03:11:45 +00:00
## Linux dependencies
2018-08-29 13:24:13 +00:00
You will need the following dependencies on Ubuntu/Debian:
sudo apt-get install -y g++ clang libc++-dev libc++abi-dev cmake ninja-build libx11-dev libxcursor-dev libxi-dev libgl1-mesa-dev libfontconfig1-dev
Or use clang-10 packages (or newer) in case that clang in your distribution is older than clang 10.0:
sudo apt-get install -y clang-10 libc++-10-dev libc++abi-10-dev
2018-08-29 13:24:13 +00:00
On Fedora:
sudo dnf install -y gcc-c++ clang libcxx-devel cmake ninja-build libX11-devel libXcursor-devel libXi-devel mesa-libGL-devel fontconfig-devel
2021-06-20 09:25:52 +00:00
On Arch:
sudo pacman -S gcc clang libc++ cmake ninja libx11 libxcursor mesa-libgl fontconfig
2021-06-20 09:25:52 +00:00
2022-09-09 01:06:01 +00:00
On SUSE:
sudo zypper install gcc-c++ clang libc++-devel libc++abi-devel cmake ninja libX11-devel libXcursor-devel libXi-devel Mesa-libGL-devel fontconfig-devel
# Compiling
2013-11-23 19:32:13 +00:00
2016-04-27 03:11:45 +00:00
1. [Get Aseprite code](#get-the-source-code), put it in a folder like
`C:\aseprite`, and create a `build` directory inside to leave all
the files that are result of the compilation process (`.exe`,
`.lib`, `.obj`, `.a`, `.o`, etc).
2012-07-08 04:41:14 +00:00
2016-04-27 03:11:45 +00:00
cd C:\aseprite
mkdir build
2012-07-08 04:41:14 +00:00
In this way, if you want to start with a fresh copy of Aseprite
2012-07-08 04:41:14 +00:00
source code, you can remove the `build` directory and start again.
2016-04-27 03:11:45 +00:00
2. Enter in the new directory and execute `cmake`:
2012-07-08 04:41:14 +00:00
2016-04-27 03:11:45 +00:00
cd C:\aseprite\build
cmake -G Ninja -DLAF_BACKEND=skia ..
2016-04-27 03:11:45 +00:00
Here `cmake` needs different options depending on your
platform. You must check the details for
[Windows](#windows-details), [macOS](#macos-details), and
2016-04-27 03:11:45 +00:00
[Linux](#linux-details). Some `cmake` options can be modified using tools like
[`ccmake`](https://cmake.org/cmake/help/latest/manual/ccmake.1.html)
or [`cmake-gui`](https://cmake.org/cmake/help/latest/manual/cmake-gui.1.html).
2016-04-27 03:11:45 +00:00
3. After you have executed and configured `cmake`, you have to compile
the project:
2012-07-08 04:41:14 +00:00
2016-04-27 03:11:45 +00:00
cd C:\aseprite\build
ninja aseprite
2012-07-08 04:41:14 +00:00
2016-04-27 03:11:45 +00:00
4. When `ninja` finishes the compilation, you can find the executable
inside `C:\aseprite\build\bin\aseprite.exe`.
2012-07-08 04:41:14 +00:00
2016-04-27 03:11:45 +00:00
## Windows details
2012-07-08 04:41:14 +00:00
Open a [developer command prompt](https://docs.microsoft.com/en-us/dotnet/framework/tools/developer-command-prompt-for-vs)
or in the command line (`cmd.exe`) call:
call "C:\Program Files\Microsoft Visual Studio\2022\Community\Common7\Tools\VsDevCmd.bat" -arch=x64
And then
2012-07-08 04:41:14 +00:00
2016-04-27 03:11:45 +00:00
cd aseprite
mkdir build
cd build
cmake -DCMAKE_BUILD_TYPE=RelWithDebInfo -DLAF_BACKEND=skia -DSKIA_DIR=C:\deps\skia -DSKIA_LIBRARY_DIR=C:\deps\skia\out\Release-x64 -DSKIA_LIBRARY=C:\deps\skia\out\Release-x64\skia.lib -G Ninja ..
2016-04-27 03:11:45 +00:00
ninja aseprite
2016-04-27 03:11:45 +00:00
In this case, `C:\deps\skia` is the directory where Skia was compiled
or uncompressed.
2020-06-24 19:01:31 +00:00
### MinGW
We don't support MinGW compiler and it might bring some problems into
the compilation process. If you see that the detected C++ compiler by
cmake is `C:\MinGW\bin\c++.exe` or something similar, you have to get
rid of MinGW path (`C:\MinGW\bin`) from the `PATH` environment
variable and run cmake again from scratch, so the Visual Studio C++
compiler (`cl.exe`) is used instead.
You can define the `CMAKE_IGNORE_PATH` variable when running cmake for
the first time in case that you don't know or don't want to modify the
`PATH` variable, e.g.:
cmake -DCMAKE_IGNORE_PATH=C:\MinGW\bin ...
More information in [issue #2449](https://github.com/aseprite/aseprite/issues/2449)
## macOS details
Run `cmake` with the following parameters and then `ninja`:
2016-04-27 03:11:45 +00:00
cd aseprite
mkdir build
cd build
cmake \
-DCMAKE_BUILD_TYPE=RelWithDebInfo \
2016-04-27 03:11:45 +00:00
-DCMAKE_OSX_ARCHITECTURES=x86_64 \
-DCMAKE_OSX_DEPLOYMENT_TARGET=10.9 \
-DCMAKE_OSX_SYSROOT=/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk \
-DLAF_BACKEND=skia \
2016-04-27 03:11:45 +00:00
-DSKIA_DIR=$HOME/deps/skia \
-DSKIA_LIBRARY_DIR=$HOME/deps/skia/out/Release-x64 \
-DSKIA_LIBRARY=$HOME/deps/skia/out/Release-x64/libskia.a \
2016-04-27 03:11:45 +00:00
-G Ninja \
..
ninja aseprite
In this case, `$HOME/deps/skia` is the directory where Skia was
compiled or downloaded. Make sure that `CMAKE_OSX_SYSROOT` is
pointing to the correct SDK directory (in this case
`/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk`),
but it could be different in your Mac.
2012-07-08 04:41:14 +00:00
### Apple Silicon
If you running macOS on an ARM64/AArch64/Apple Silicon Mac (e.g. M1),
you can compile a native ARM64 version of Aseprite following the same
steps as above but when we call `cmake`, we have some differences:
cmake \
-DCMAKE_BUILD_TYPE=RelWithDebInfo \
-DCMAKE_OSX_ARCHITECTURES=arm64 \
-DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 \
-DCMAKE_OSX_SYSROOT=/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk \
-DLAF_BACKEND=skia \
-DSKIA_DIR=$HOME/deps/skia \
-DSKIA_LIBRARY_DIR=$HOME/deps/skia/out/Release-arm64 \
-DSKIA_LIBRARY=$HOME/deps/skia/out/Release-arm64/libskia.a \
-DPNG_ARM_NEON:STRING=on \
-G Ninja \
..
2016-04-27 03:11:45 +00:00
### Issues with Retina displays
2016-04-27 03:11:45 +00:00
If you have a Retina display, check the following issue:
2014-08-14 03:41:30 +00:00
2016-04-27 03:11:45 +00:00
https://github.com/aseprite/aseprite/issues/589
2016-04-27 03:11:45 +00:00
## Linux details
You need to use clang and libc++ to compile Aseprite:
cd aseprite
mkdir build
cd build
export CC=clang
export CXX=clang++
cmake \
-DCMAKE_BUILD_TYPE=RelWithDebInfo \
-DCMAKE_CXX_FLAGS:STRING=-stdlib=libc++ \
-DCMAKE_EXE_LINKER_FLAGS:STRING=-stdlib=libc++ \
-DLAF_BACKEND=skia \
-DSKIA_DIR=$HOME/deps/skia \
-DSKIA_LIBRARY_DIR=$HOME/deps/skia/out/Release-x64 \
-DSKIA_LIBRARY=$HOME/deps/skia/out/Release-x64/libskia.a \
-G Ninja \
..
2016-04-27 03:11:45 +00:00
ninja aseprite
2018-08-08 21:31:48 +00:00
In this case, `$HOME/deps/skia` is the directory where Skia was
compiled or uncompressed.
### GCC compiler
In case that you are using the pre-compiled Skia version, you must use
the clang compiler and libc++ to compile Aseprite. Only if you compile
Skia with GCC, you will be able to compile Aseprite with GCC, and this
is not recommended as you will have a performance penalty doing so.
# Using shared third party libraries
2013-11-23 19:32:13 +00:00
If you don't want to use the embedded code of third party libraries
(i.e. to use your installed versions), you can disable static linking
configuring each `USE_SHARED_` option.
2016-02-29 15:34:55 +00:00
After running `cmake -G`, you can edit `build/CMakeCache.txt` file,
and enable the `USE_SHARED_` flag (set its value to `ON`) of the
library that you want to be linked dynamically.