Merge pull request #3234 from Calinou/improve-compiling-macos

Improve the Compiling for macOS documentation
This commit is contained in:
Rémi Verschelde
2020-03-13 12:58:42 +01:00
committed by GitHub

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@@ -10,10 +10,19 @@ Requirements
For compiling under macOS, the following is required:
- Python 2.7+ or Python 3.5+
- SCons build system
- Xcode (or the more lightweight Command Line Tools for Xcode)
- *Optional* - yasm (for WebM SIMD optimizations)
- Python 3.5+ (recommended) or Python 2.7+.
- `SCons <https://www.scons.org>`_ build system.
- `Xcode <https://apps.apple.com/us/app/xcode/id497799835>`_
(or the more lightweight Command Line Tools for Xcode).
- *Optional* - `yasm <https://yasm.tortall.net/>`_ (for WebM SIMD optimizations).
.. note:: If you have `Homebrew <https://brew.sh/>`_ installed, you can easily
install SCons and yasm using the following command::
brew install scons yasm
Installing Homebrew will also fetch the Command Line Tools
for Xcode automatically if you don't have them already.
.. seealso:: For a general overview of SCons usage for Godot, see
:ref:`doc_introduction_to_the_buildsystem`.
@@ -21,55 +30,37 @@ For compiling under macOS, the following is required:
Compiling
---------
Start a terminal, go to the root dir of the engine source code and type:
::
Start a terminal, go to the root directory of the engine source code and type::
scons platform=osx --jobs=$(sysctl -n hw.logicalcpu)
If all goes well, the resulting binary executable will be placed in the
"bin" subdirectory. This executable file contains the whole engine and
``bin/`` subdirectory. This executable file contains the whole engine and
runs without any dependencies. Executing it will bring up the project
manager.
To create an .app like in the official builds, you need to use the template
located in ``misc/dist/osx_tools.app``. Typically, for a ".64" optimised binary
built with `scons p=osx target=release_debug`:
::
located in ``misc/dist/osx_tools.app``. Typically, for an optimized editor
binary built with ``scons p=osx target=release_debug``::
user@host:~/godot$ cp -r misc/dist/osx_tools.app ./Godot.app
user@host:~/godot$ mkdir -p Godot.app/Contents/MacOS
user@host:~/godot$ cp bin/godot.osx.tools.64 Godot.app/Contents/MacOS/Godot
user@host:~/godot$ chmod +x Godot.app/Contents/MacOS/Godot
Compiling for 32 and 64-bit
---------------------------
Cross-compiling for macOS from Linux
------------------------------------
All macOS versions after 10.6 are 64-bit exclusive, so the executable
will be a ".64" file by default for most users. If you would like to
compile a ".fat" executable which contains both 32 and 64-bit code,
you can do so by specifying the bits in the scons command like so:
It is possible to compile for macOS in a Linux environment (and maybe also in
Windows using the Windows Subsystem for Linux). For that, you'll need to install
`OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS
as a target. First, follow the instructions to install it:
::
Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__
somewhere on your machine (or download a ZIP file and extract it somewhere),
e.g.::
user@host:~/godot$ scons platform=osx bits=fat
Cross-compiling
---------------
It is possible to compile for macOS in a Linux environment (and maybe
also in Windows with Cygwin). For that you will need
`OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able
to use macOS as target. First, follow the instructions to install it:
Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`
somewhere on your machine (or download a zip file and extract it somewhere),
e.g.:
::
user@host:~$ git clone https://github.com/tpoechtrager/osxcross.git /home/myuser/sources/osxcross
user@host:~$ git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
1. Follow the instructions to package the SDK:
https://github.com/tpoechtrager/osxcross#packaging-the-sdk
@@ -78,20 +69,14 @@ e.g.:
After that, you will need to define the ``OSXCROSS_ROOT`` as the path to
the OSXCross installation (the same place where you cloned the
repository/extracted the zip), e.g.:
repository/extracted the zip), e.g.::
::
user@host:~$ export OSXCROSS_ROOT="$HOME/osxcross"
user@host:~$ export OSXCROSS_ROOT=/home/myuser/sources/osxcross
Now you can compile with SCons like you normally would:
::
Now you can compile with SCons like you normally would::
user@host:~/godot$ scons platform=osx
If you have an OSXCross SDK version different from the one expected by the SCons buildsystem, you can specify a custom one with the ``osxcross_sdk`` argument:
::
If you have an OSXCross SDK version different from the one expected by the SCons buildsystem, you can specify a custom one with the ``osxcross_sdk`` argument::
user@host:~/godot$ scons platform=osx osxcross_sdk=darwin15