mirror of
https://github.com/aseprite/aseprite.git
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103 lines
3.8 KiB
Markdown
103 lines
3.8 KiB
Markdown
# What platforms are supported?
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You should be able to compile Aseprite successfully on the following
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platforms:
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* Windows + MSVC 2012 + DirectX SDK
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* Mac OS X 10.8 Mountain Lion + Xcode 5.1.1 + Mac OS X 10.4 SDK universal
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* Linux + gcc with some C++11 support, this port is not compiled
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regularly so you can expect some errors in the master branch.
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# How can I compile Aseprite?
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Aseprite uses the latest version of [CMake](http://www.cmake.org/)
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(3.0) as its build system. You will not need any extra library
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because the repository already contains the source code of all
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dependencies, even a modified version of the Allegro library is
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included in master branch.
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The following are the steps to compile Aseprite (in this case we have
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the source code in a directory called `aseprite-source`):
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1. Make a build directory to leave all the files that are result of
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the compilation process (`.exe`, `.lib`, `.obj`, `.a`, `.o`, etc).
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C:\...\>cd aseprite-source
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C:\...\aseprite-source>mkdir build
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In this way, if you want to start with a fresh copy of Aseprite
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source code, you can remove the `build` directory and start again.
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2. Enter in the new directory and execute cmake giving to it
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your compiler as generator:
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C:\...\aseprite-source>cd build
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If you have nmake (MSVC compilers):
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C:\...\aseprite-source\build>cmake .. -G "NMake Makefiles"
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If you have Visual Studio you can generate a solution:
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C:\...\aseprite-source\build>cmake .. -G "Visual Studio 8 2005"
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C:\...\aseprite-source\build>cmake .. -G "Visual Studio 9 2008"
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C:\...\aseprite-source\build>cmake .. -G "Visual Studio 10"
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If you are on Linux:
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/.../aseprite-source/build$ cmake .. -G "Unix Makefiles"
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If you have MinGW + MSYS:
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C:\...\aseprite-source\build>cmake .. -G "MSYS Makefiles"
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If you have MinGW + mingw-make:
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C:\...\aseprite-source\build>cmake .. -G "MinGW Makefiles"
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For more information in [CMake wiki](http://www.vtk.org/Wiki/CMake_Generator_Specific_Information).
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3. After you have executed one of the `cmake .. -G <generator>`
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commands, you have to compile the project executing make, nmake,
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opening the solution, etc.
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4. When the project is compiled, you can copy the resulting executable
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file (e.g. `build/src/aseprite.exe`) to `aseprite-source` and
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execute it. If you have used a Visual Studio project, you can copy
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the whole `data/` directory to `build/src/RelWithDebInfo/` so you
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can run/debug the program from Visual Studio IDE. On Linux, you can
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copy the `data/` directory in `~/.aseprite/` directory.
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## Mac OS X details
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You need the old Mac OS X 10.4 SDK universal, which can be obtained
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from Xcode 3.1 Developer Tools (Xcode 3.1 Developer DVD,
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`xcode31_2199_developerdvd.dmg`). You can get it from Apple developer
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website (you need to be registered):
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https://developer.apple.com/downloads/
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Inside the `Packages` folder, there is a MacOSX10.4.Universal.pkg,
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install it (it will be installed in `/SDKs/MacOSX10.4u.sdk`), and run
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cmake with the following parameters:
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-DCMAKE_OSX_ARCHITECTURES:STRING=i386
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-DCMAKE_OSX_DEPLOYMENT_TARGET:STRING=10.4
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-DCMAKE_OSX_SYSROOT:STRING=/SDKs/MacOSX10.4u.sdk
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# How to use installed third party libraries?
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If you don't want to use the embedded code of third party libraries
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(i.e. to use your installed versions), you can disable static linking
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configuring each `USE_SHARED_` option.
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After running `cmake -G`, you edit `build/CMakeCache.txt` file, and
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enable the `USE_SHARED_` flag (set its value to `ON`) of the library
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that you want to be linked dynamically.
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# How to profile Aseprite?
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You must compile with `Profile` configuration. For example on Linux:
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/.../aseprite-source/build$ cmake .. -G "Unix Makefiles" -DCMAKE_BUILD_TYPE:STRING=Profile -DCOMPILER_GCC:BOOL=ON
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