Difference between revisions of "How to build VCMI (macOS)"
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===== Running VCMI ===== | ===== Running VCMI ===== | ||
− | You can run VCMI from DMG, but | + | You can run VCMI from DMG, but it's will also work from your IDE be it Xcode or Qt Creator. |
− | + | Alternatively you can run binaries directly from "bin" directory: | |
<pre> | <pre> | ||
− | ~/DEV/cmake/ | + | ~/DEV/cmake/bin/vcmilauncher |
− | ~/DEV/cmake/ | + | ~/DEV/cmake/bin/vcmiclient |
− | ~/DEV/cmake/build | + | ~/DEV/cmake/bin/vcmiserver |
+ | </pre> | ||
+ | CMake include commands to copy all needed assets from source directory into "bin" on each build. They'll work when you build from Xcode too. | ||
+ | |||
+ | '''Be aware you still need directories "Data", "Mp3" and "Maps" from Heroes 3 game assets in VCMI app data directory:''' | ||
+ | <pre> | ||
+ | ~/Library/Application\ Support/vcmi/ | ||
</pre> | </pre> |
Revision as of 13:26, 14 August 2017
Contents
Installing dependencies
Installing Xcode
App Store -> Xcode Launch it after the installation to agree with it's license terms.
Alternatively Xcode can be downloaded from Apple Developers website. Registration is easier and every possible version is available: https://developer.apple.com/download/more/
Setting Xcode version Xcode
In case you have some weird CMake errors during generation attempts such as
CMake Error: Xcode 1.5 not supported.
You might need to specify installed version of Xcode:
sudo /usr/bin/xcode-select --switch /Users/admin/Downloads/Xcode.app
After that Cmake will be able to generate projects properly!
Installing Homebrew
ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)"
Installing dependencies using Homebrew
brew install git cmake sdl2 sdl2_ttf sdl2_image boost ffmpeg minizip brew install sdl2_mixer --with-smpeg2 # Now install Qt5 for launcher brew install qt5 # Make sure to read brew output on Qt carefully # It's will tell you how to add Qt to your $PATH environment variable # # Currently it's can be done like that # echo 'export PATH="/usr/local/opt/qt/bin:$PATH"' >> ~/.bash_profile
Building VCMI in command line with Makefiles
Getting and configuring VCMI
# You can choose any directory mkdir ~/DEV && cd ~/DEV # Clone VCMI with all submodules git clone -b develop --depth 1 --recursive https://github.com/vcmi/vcmi.git # Creating directory for building mkdir cmake && cd cmake cmake ../vcmi -G "Unix Makefiles" -DCMAKE_BUILD_TYPE=Release -Wno-devc
You can as well build VCMI without Qt5 or launcher by disabling it:
# But please don't do that unless you know what you're doing cmake ../vcmi -G "Unix Makefiles" -DCMAKE_BUILD_TYPE=Release -DENABLE_LAUNCHER=0 -Wno-devc
Building and packaging VCMI
cd ~/DEV/cmake # Start build using cmake cmake --build . -- -j 4 # Or you can as well use simple # make -j 4 # When build is completed you can trigger packaging into DMG cpack # After file named such as "vcmi-0.99.dmg" will be created
Running VCMI
You can run VCMI from DMG, but it's will also work from your IDE be it Xcode or Qt Creator.
Alternatively you can run binaries directly from "bin" directory:
~/DEV/cmake/bin/vcmilauncher ~/DEV/cmake/bin/vcmiclient ~/DEV/cmake/bin/vcmiserver
CMake include commands to copy all needed assets from source directory into "bin" on each build. They'll work when you build from Xcode too.
Be aware you still need directories "Data", "Mp3" and "Maps" from Heroes 3 game assets in VCMI app data directory:
~/Library/Application\ Support/vcmi/