mirror of
https://github.com/aseprite/aseprite.git
synced 2024-12-29 18:20:44 +00:00
3c876066aa
In the MacOS (Apple Silicon) install commands, "ninja aseprite" was incorrectly indented.
264 lines
9.2 KiB
Markdown
264 lines
9.2 KiB
Markdown
# Table of contents
|
|
|
|
* [Platforms](#platforms)
|
|
* [Get the source code](#get-the-source-code)
|
|
* [Dependencies](#dependencies)
|
|
* [Windows dependencies](#windows-dependencies)
|
|
* [macOS dependencies](#macos-dependencies)
|
|
* [Linux dependencies](#linux-dependencies)
|
|
* [Compiling](#compiling)
|
|
* [Windows details](#windows-details)
|
|
* [MinGW](#mingw)
|
|
* [macOS details](#macos-details)
|
|
* [Issues with Retina displays](#issues-with-retina-displays)
|
|
* [Linux details](#linux-details)
|
|
* [Using shared third party libraries](#using-shared-third-party-libraries)
|
|
|
|
# Platforms
|
|
|
|
You should be able to compile Aseprite successfully on the following
|
|
platforms:
|
|
|
|
* 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
|
|
|
|
# Get the source code
|
|
|
|
You can get the source code downloading a `Aseprite-v1.x-Source.zip`
|
|
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
|
|
|
|
You can use [Git for Windows](https://git-for-windows.github.io/) to
|
|
clone the repository on Windows.
|
|
|
|
# Dependencies
|
|
|
|
To compile Aseprite you will need:
|
|
|
|
* The latest version of [CMake](https://cmake.org) (3.16 or greater)
|
|
* [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.
|
|
|
|
## Windows dependencies
|
|
|
|
* 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
|
|
|
|
## macOS dependencies
|
|
|
|
On macOS you will need macOS 11.3 SDK and Xcode 13.1 (older versions
|
|
might work).
|
|
|
|
## Linux dependencies
|
|
|
|
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
|
|
|
|
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
|
|
|
|
On Arch:
|
|
|
|
sudo pacman -S gcc clang libc++ cmake ninja libx11 libxcursor mesa-libgl fontconfig libwebp
|
|
|
|
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
|
|
|
|
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).
|
|
|
|
cd C:\aseprite
|
|
mkdir build
|
|
|
|
In this way, if you want to start with a fresh copy of Aseprite
|
|
source code, you can remove the `build` directory and start again.
|
|
|
|
2. Enter in the new directory and execute `cmake`:
|
|
|
|
cd C:\aseprite\build
|
|
cmake -G Ninja -DLAF_BACKEND=skia ..
|
|
|
|
Here `cmake` needs different options depending on your
|
|
platform. You must check the details for
|
|
[Windows](#windows-details), [macOS](#macos-details), and
|
|
[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).
|
|
|
|
3. After you have executed and configured `cmake`, you have to compile
|
|
the project:
|
|
|
|
cd C:\aseprite\build
|
|
ninja aseprite
|
|
|
|
4. When `ninja` finishes the compilation, you can find the executable
|
|
inside `C:\aseprite\build\bin\aseprite.exe`.
|
|
|
|
## Windows details
|
|
|
|
Open a command prompt window with the VS 2022 tools. For this you can
|
|
search for `x64 Native Tools Command Prompt for VS 2022` in the Start
|
|
menu, or open a `cmd.exe` terminal and run:
|
|
|
|
call "C:\Program Files\Microsoft Visual Studio\2022\Community\Common7\Tools\VsDevCmd.bat" -arch=x64
|
|
|
|
The command above is required while using the 64-bit version of
|
|
Skia. When compiling with the 32-bit version, it is possible to open a
|
|
[developer command prompt](https://docs.microsoft.com/en-us/dotnet/framework/tools/developer-command-prompt-for-vs)
|
|
instead.
|
|
|
|
And then
|
|
|
|
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 ..
|
|
ninja aseprite
|
|
|
|
In this case, `C:\deps\skia` is the directory where Skia was compiled
|
|
or uncompressed.
|
|
|
|
### 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`:
|
|
|
|
cd aseprite
|
|
mkdir build
|
|
cd build
|
|
cmake \
|
|
-DCMAKE_BUILD_TYPE=RelWithDebInfo \
|
|
-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 \
|
|
-DSKIA_DIR=$HOME/deps/skia \
|
|
-DSKIA_LIBRARY_DIR=$HOME/deps/skia/out/Release-x64 \
|
|
-DSKIA_LIBRARY=$HOME/deps/skia/out/Release-x64/libskia.a \
|
|
-G Ninja \
|
|
..
|
|
ninja aseprite
|
|
|
|
In this case, `$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.
|
|
|
|
### 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 similar
|
|
steps as above but when we call `cmake`, we have some differences:
|
|
|
|
cd aseprite
|
|
mkdir build
|
|
cd build
|
|
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=$HOME/deps/skia/out/Release-arm64/libskia.a \
|
|
-DPNG_ARM_NEON:STRING=on \
|
|
-G Ninja \
|
|
..
|
|
ninja aseprite
|
|
|
|
### Issues with Retina displays
|
|
|
|
If you have a Retina display, check the following issue:
|
|
|
|
https://github.com/aseprite/aseprite/issues/589
|
|
|
|
## Linux details
|
|
|
|
You need to use clang and libc++ to compile Aseprite:
|
|
|
|
cd aseprite
|
|
mkdir build
|
|
cd build
|
|
export CC=clang
|
|
export CXX=clang++
|
|
cmake \
|
|
-DCMAKE_BUILD_TYPE=RelWithDebInfo \
|
|
-DCMAKE_CXX_FLAGS:STRING=-stdlib=libc++ \
|
|
-DCMAKE_EXE_LINKER_FLAGS:STRING=-stdlib=libc++ \
|
|
-DLAF_BACKEND=skia \
|
|
-DSKIA_DIR=$HOME/deps/skia \
|
|
-DSKIA_LIBRARY_DIR=$HOME/deps/skia/out/Release-x64 \
|
|
-DSKIA_LIBRARY=$HOME/deps/skia/out/Release-x64/libskia.a \
|
|
-G Ninja \
|
|
..
|
|
ninja aseprite
|
|
|
|
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
|
|
|
|
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.
|
|
|
|
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.
|