mirror of
https://github.com/aseprite/aseprite.git
synced 2024-12-27 21:19:18 +00:00
90 lines
3.2 KiB
Markdown
90 lines
3.2 KiB
Markdown
# What platforms are supported?
|
|
|
|
You should be able to compile Aseprite successfully on the following
|
|
platforms:
|
|
|
|
* Windows + MSVC 2012 + DirectX SDK
|
|
* Mac OS X 10.8 Mountain Lion + Xcode 5.1.1 + Mac OS X 10.4 SDK universal
|
|
* Linux + gcc with some C++11 support, this port is not compiled
|
|
regularly so you can expect some errors in the master branch.
|
|
|
|
# How can I compile Aseprite?
|
|
|
|
Aseprite uses the latest version of [CMake](http://www.cmake.org/)
|
|
(3.0) as its build system. You will not need any extra library
|
|
because the repository already contains the source code of all
|
|
dependencies, even a modified version of the Allegro library is
|
|
included in master branch.
|
|
|
|
The following are the steps to compile Aseprite (in this case we have
|
|
the source code in a directory called `aseprite-source`):
|
|
|
|
1. 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-source
|
|
C:\...\aseprite-source>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 giving to it
|
|
your compiler as generator:
|
|
|
|
C:\...\aseprite-source>cd build
|
|
|
|
If you have nmake (MSVC compilers):
|
|
|
|
C:\...\aseprite-source\build>cmake .. -G "NMake Makefiles"
|
|
|
|
If you have Visual Studio you can generate a solution:
|
|
|
|
C:\...\aseprite-source\build>cmake .. -G "Visual Studio 11 2012"
|
|
C:\...\aseprite-source\build>cmake .. -G "Visual Studio 12 2013"
|
|
|
|
If you are on Linux:
|
|
|
|
/.../aseprite-source/build$ cmake .. -G "Unix Makefiles"
|
|
|
|
For more information in [CMake wiki](http://www.vtk.org/Wiki/CMake_Generator_Specific_Information).
|
|
|
|
3. After you have executed one of the `cmake .. -G <generator>`
|
|
commands, you have to compile the project executing make, nmake,
|
|
opening the solution, etc.
|
|
|
|
4. When the project is compiled, you can find the executable file
|
|
inside `build/bin/aseprite.exe`.
|
|
|
|
## Mac OS X details
|
|
|
|
You need the old Mac OS X 10.4 SDK universal, which can be obtained
|
|
from Xcode 3.1 Developer Tools (Xcode 3.1 Developer DVD,
|
|
`xcode31_2199_developerdvd.dmg`). You can get it from Apple developer
|
|
website (you need to be registered):
|
|
|
|
https://developer.apple.com/downloads/
|
|
|
|
Inside the `Packages` folder, there is a MacOSX10.4.Universal.pkg,
|
|
install it (it will be installed in `/SDKs/MacOSX10.4u.sdk`), and run
|
|
cmake with the following parameters:
|
|
|
|
-DCMAKE_OSX_ARCHITECTURES:STRING=i386
|
|
-DCMAKE_OSX_DEPLOYMENT_TARGET:STRING=10.4
|
|
-DCMAKE_OSX_SYSROOT:STRING=/SDKs/MacOSX10.4u.sdk
|
|
|
|
# How to use installed 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 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.
|
|
|
|
# How to profile Aseprite?
|
|
|
|
You must compile with `Profile` configuration. For example on Linux:
|
|
|
|
/.../aseprite-source/build$ cmake .. -G "Unix Makefiles" -DCMAKE_BUILD_TYPE:STRING=Profile -DCOMPILER_GCC:BOOL=ON
|