6.1 KiB
Table of contents
- Platforms
- Get the source code
- Dependencies
- Compiling
- Mac OS X details
- Using shared third party libraries
Platforms
You should be able to compile Aseprite successfully on the following platforms:
- Windows 10 + VS2015 Community Edition + Windows 10 SDK
- Mac OS X 10.11.4 El Capitan + Xcode 7.3 + OS X 10.11 SDK + Skia (without GPU)
- Linux + gcc 4.8 with some C++11 support
Get the source code
You can get the source code downloading a Aseprite-v1.x-Source.zip
file from the latest Aseprite release:
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
On Windows you can use programs like msysgit to clone the repository.
Dependencies
Aseprite uses the latest version of CMake
(3.4 or greater) as its build system. Also we use
Ninja build files regularly instead of
Visual Studio or Xcode projects. Finally, you will need awk
utility
to compile the embedded (non-shared version of) libpng library (on
Windows you can get this utility from MSYS2 distributions,
e.g. MozillaBuild).
Aseprite can be compiled with two different back-ends:
-
Allegro back-end (Windows, Linux): You will not need any extra library because the repository already contains a modified version of the Allegro library. This back-end is only available for Windows and Linux and it'll be removed in following versions.
-
Skia back-end (Windows, OS X): You will need a compiled version of Skia,
chrome/m50
branch, without GPU support, i.e. compiled withGYP_DEFINES='skia_gpu=0'
. When you compile Aseprite, you'll need to give some variables to CMake:-DUSE_SKIA_ALLEG4=OFF
,-DUSE_SKIA_BACKEND=ON
, and-DSKIA_DIR=...
pointing to the Skia checkout directory. (Note: The GPU support is a work-in-progress, so it will be available in a future.)
Linux dependencies
You will need the following dependencies:
sudo apt-get update -qq
sudo apt-get install -y g++ libx11-dev libxcursor-dev cmake ninja-build
The libxcursor-dev
package is needed to
hide the hardware cursor.
Compiling
The following are the steps to compile Aseprite (in this case we have
the repository clone in a directory called aseprite
):
-
Make a build directory to leave all the files that are result of the compilation process (
.exe
,.lib
,.obj
,.a
,.o
, etc).C:\>cd aseprite 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. -
Enter in the new directory and execute cmake giving to it your compiler as generator:
C:\aseprite>cd build
If you have ninja:
C:\aseprite\build>cmake -G Ninja ..
If you have nmake (MSVC compilers):
C:\aseprite\build>cmake -G "NMake Makefiles" ..
If you have Visual Studio you can generate a solution:
C:\aseprite\build>cmake -G "Visual Studio 12 2013" ..
If you are on Linux:
~/aseprite/build$ cmake -G "Unix Makefiles" ..
For more information in CMake wiki.
Additionally you can change build settings by passing them on the command line, like so:
~/aseprite/build$ cmake -DCMAKE_INSTALL_PREFIX=~/software ..
-
After you have executed one of the
cmake -G <generator> ..
commands, you have to compile the project executing make, nmake, opening the solution, etc. -
When the project is compiled, you can find the executable file inside
build/bin/aseprite.exe
. If you invokedmake install
it will be copied to an appropriate location (e.g./usr/local/bin/aseprite
on Linux).
Mac OS X details
From v1.1.4 we compile with Mac OS X 10.11 SDK universal. You should run cmake with the following parameters:
-D "CMAKE_OSX_ARCHITECTURES:STRING=x86_64"
-D "CMAKE_OSX_DEPLOYMENT_TARGET:STRING=10.7"
-D "CMAKE_OSX_SYSROOT:PATH=/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.11.sdk"
-D "WITH_HarfBuzz:BOOL=OFF"
Issues with Retina displays
If you have a Retina display, check this issue:
https://github.com/aseprite/aseprite/issues/589
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.
Linux issues
If you use the official version of Allegro 4.4 library (i.e. you
compile with USE_SHARED_ALLEGRO4=ON
) you will experience a couple of
known issues solved in
our patched version of Allegro 4.4 library:
- You will not be able to resize the window (patch).
- You will have problems adding HSV colors in non-English systems using the warning icon.