Difference between revisions of "Compiling Gideros Source"

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The following instructions are for developers who want to contribute to or otherwise experiment with the Gideros C/C++ engine and are ''not'' necessary for either building or deploying apps made with Gideros.
 
The following instructions are for developers who want to contribute to or otherwise experiment with the Gideros C/C++ engine and are ''not'' necessary for either building or deploying apps made with Gideros.
  
 
The Gideros project consists of the Gideros Studio IDE, the Gideros SDK libraries, Gideros Texture Packer, Gideros Font Creator, "players" or export templates for all the platforms Gideros supports, all targets of all plugins, a daemon and a bridge. The build system is flexible, so you only need the tools for the targets you are interested in deploying to with Qt (and MSYS2 on Windows) being a realistic minimum.
 
The Gideros project consists of the Gideros Studio IDE, the Gideros SDK libraries, Gideros Texture Packer, Gideros Font Creator, "players" or export templates for all the platforms Gideros supports, all targets of all plugins, a daemon and a bridge. The build system is flexible, so you only need the tools for the targets you are interested in deploying to with Qt (and MSYS2 on Windows) being a realistic minimum.
  
== Requirements ==
+
<div class="noautonum">__TOC__</div>
 +
 
 +
== 1. Requirements ==
 
=== 1.1 Install QT ===
 
=== 1.1 Install QT ===
    https://www.qt.io/download-open-source/
+
https://www.qt.io/download-open-source/
  
When installing, expand the tree view and ensure you are installing the MinGW child option of the Qt
+
Recommended version 6.3 with MinGW <br />
version checkbox, as well as the MinGW option in the Tools section.
 
  
Recommended version 5.9.1 with MinGW 5.3
+
Double click on the downloaded file and follow instructions. When installing, expand the tree view and ensure you have ticked the MinGW child option of the Qt version checkbox, as well as the MinGW option in the Tools section.
 
+
Beside main QT package, you'll need the following additional components:
Double click on the downloaded file and follow instructions.  
+
* WebSocket additional library
 +
* Multimedia additional library
 +
* Qt5 Compatibility addon
 
    
 
    
 
(MAC) Move the created folder into your user account folder  
 
(MAC) Move the created folder into your user account folder  
 +
 +
(LINUX)
 +
On Debian 11:
 +
echo "deb http://deb.debian.org/debian bullseye-backports main" >>/etc/apt/sources.list
 +
apt update
 +
apt install qt6-base-dev qt6-websockets-dev qt6-multimedia-dev qt6-5compat-dev
 +
 +
Depending on your distribution, you may need to install qt5 websocket lib seperately (sudo apt-get install libqt5websockets5-dev)
  
 
------
 
------
  
=== 1.2 (PC) Install console MSYS2 ===
+
===1.2 (PC) Install MSYS2 Console===
 
     https://msys2.github.io/  
 
     https://msys2.github.io/  
  
Double click on the downloaded file and follow instructions.  
+
Double click on the downloaded file (msys2-i686) and follow instructions.  
  
 
Open 32 bit MSYS2 shell: msys2_shell.cmd
 
Open 32 bit MSYS2 shell: msys2_shell.cmd
<source lang="bash">
+
<syntaxhighlight lang="bash">
pacman –Sy pacman
+
pacman -Sy pacman
pacman –Syu
+
pacman -Syu
pacman –Su
+
pacman -Su
pacman –S tar
+
pacman -S tar
pacman –S zip
+
pacman -S zip
pacman –S git
+
pacman -S unzip
pacman –S base-devel
+
pacman -S git
</source>
+
pacman -S base-devel
 +
pacman -S python
 +
#For compiling win32/32bit under a MinGW64
 +
pacman -S mingw-w64-i686-toolchain
 +
pacman -S mingw-w64-i686-glew
 +
pacman -S mingw-w64-i686-curl
 +
pacman -S mingw-w64-i686-libpng
 +
#For compiling win32/64bit under a MinGW64
 +
pacman -S mingw-w64-x86_64-toolchain
 +
pacman -S mingw-w64-x86_64-glew
 +
pacman -S mingw-w64-x86_64-curl
 +
pacman -S mingw-w64-x86_64-libpng
 +
</syntaxhighlight>
 
------
 
------
  
=== 1.3 (Mac) Install Git ===
+
=== 1.3 (Mac) Install Git & xcpretty ===
 
     http://git-scm.com/downloads
 
     http://git-scm.com/downloads
 
      
 
      
Line 42: Line 64:
  
 
(MAC) open a terminal window  
 
(MAC) open a terminal window  
<source lang="bash">
+
<syntaxhighlight lang="bash">
git config –global user.name "your git login"  
+
git config -global user.name "your git login"  
git config –global user.email "your git email"
+
git config -global user.email "your git email"
</source>
+
sudo gem install xcpretty
 
+
</syntaxhighlight>
 +
------
 +
=== 1.3.1 (Linux/Debian) Install Git, build-tools ===
 +
<syntaxhighlight lang="bash">
 +
apt install git build-essential libxcb-xinerama0 libgl1-mesa-dev libz-dev libasound2-dev libglew-dev libglfw3-dev libcurl4-openssl-dev patchelf zip
 +
git config --global user.email "your git email"
 +
</syntaxhighlight>
 
------
 
------
  
=== 1.4 Install Gideros ===
+
=== 1.4 (PC) Android requirements ===
  
==== 1.4.1 Fetch gideros source code ====
+
==== 1.4.1 Install Android Studio and NDK ====
(PC) Open MSYS2 32 bit shell
 
  
(MAC) Open a terminal
+
    https://developer.android.com/studio/index.html
 +
    https://developer.android.com/ndk/downloads/older_releases.html
  
Navigate to the folder where you into to work.
+
Recommended NDK is 25c (the x86_64 version)
  
    git clone https://github.com/gideros/gideros
+
Once downloaded, copy the contents of the NDK to your home or C: folder, rename the folder that you copied to 'android-ndk', for example you will end up with 'c:\android-ndk' and below that folders that say build, meta, platforms, etc.
 
==== 1.4.2 Configure scripts ====
 
Make a copy of the file gideros/scripts/Makefile.def.example, rename it to Makefile.def and update the file copy according
 
to your installation. Ensure that the QT\_ARCH and QT_TOOLSARCH paths are formatted correctly according to your Qt
 
install directory structure (see below that they are named differently by Qt).
 
  
''''''Example:''''''
+
==== 1.4.2 Install Ant (no longer required but kept util someone confirms this)====
 +
    https://ant.apache.org/
  
'''On PC:'''
+
Once downloaded, copy the contents of the install archive/zip file to your home folder or C: drive.
 +
Eg: so you have a folder called c:\apache-ant-1.10.5 with bin, etc, lib, manual folders within that.
  
For Qt:
+
==== 1.4.3 Mix Old and New Tools (no longer required but kept util someone confirms this) ====
  
<source lang="bash>QTBASEDIR=/c/Qt
+
Gideros uses Ant to build the player, unfortunately the tools to support Ant are now missing from the latest Android tools.
QT_ARCH=mingw53_32
 
QT_TOOLSARCH=mingw530_32
 
QTVER=5.9.1
 
QT5ICUVER=59
 
</source>
 
For Android:
 
  
<source lang="bash">
 
# on Windows, also add this to PATH
 
NDK_HOME=/c/android/android-ndk-r17b
 
  
NDKBUILD=cmd //c /c/android/android-ndk-r17b/ndk-build.cmd
+
There is a fix for this:
  
# remember to escape disallowed characters, or wrap in quotes
+
# Rename the existing 'tools' folder in the Android SDK folder to 'tools_new'.
JAVA_HOME=/c/Program\ Files\ \(x86\)/Java/jdk1.8.0_144
+
# Download an older (March 2016) version of the tools and copy that folder to the Android SDK folder.
ANT_HOME=/c/apache-ant-1.10.1
+
# Copy the contents of 'tools_new' over the contents of 'tools'.
ANDROID_HOME=C:/SDKs/Android/Sdk
 
</source>
 
  
For WinRT:
+
Here is where you can download the compatible set of tools from:
  
<source lang="bash">
+
(PC) https://dl.google.com/android/repository/tools_r25.2.5-windows.zip
FXC="/c/Program Files (x86)/Windows Kits/8.1/bin/x86/fxc.exe"
 
MSBUILD="/c/Program Files (x86)/MSBuild/14.0/Bin/MSbuild.exe"
 
</source>
 
  
For html5:
+
(MAC) https://dl.google.com/android/repository/tools_r25.2.5-macosx.zip
  
<source lang="bash">
+
(LINUX) https://dl.google.com/android/repository/tools_r25.2.5-linux.zip
EMSDK=/c/emsdkwin
 
EMSDKPATH=$(EMSDK):$(EMSDK)/clang/e1.35.0_64bit:$(EMSDK)/node/4.1.1_64bit/bin:$(EMSDK)/python/2.7.5.3_64bit:$(EMSDK)/emscripten/1.35.0
 
EMSDK_PREFIX=PATH=$(EMSDKPATH):$$$$PATH cmd //c
 
CRUNCHME=crunchme-win32.exe
 
</source>
 
 
 
'''On MAC:'''
 
 
 
<source lang="bash">
 
QTBASEDIR=~/Qt QT_ARCH=clang_64
 
QT_TOOLSARCH=clang_64
 
QTVER=5.8
 
QT5ICUVER=54 #deprecated stuff
 
</source>
 
  
 
------
 
------
  
=== 1.5 (PC) Android requirements ===
+
=== 1.5 Install Java ===
 
+
You need the Java JDK
==== 1.5.1 Install Android Studio and NDK ====
+
https://www.oracle.com/technetwork/java/javase/downloads/jdk8-downloads-2133151.html
 
 
    https://developer.android.com/studio/index.html
 
    https://developer.android.com/ndk/downloads/older_releases.html
 
 
 
Recommended NDK is 17b (the x86_64 version)
 
 
 
==== 1.5.2 Install Ant ====
 
    https://ant.apache.org/
 
  
 
------
 
------
Line 148: Line 137:
 
------
 
------
  
=== 1.8 Install QScintilla ===
+
=== 1.8 (Mac) ensure xcode command line tools are working ===
    https://www.riverbankcomputing.com/software/qscintilla/download
+
(MAC) Open a terminal window
Double click on the downloaded file and follow instructions.
+
<syntaxhighlight lang="bash">
 +
sudo xCodebuild -license
 +
quit
 +
agree
 +
</syntaxhighlight>
 +
<br />
 +
------
 +
 
 +
=== 1.9 Install Python ===
 +
https://www.python.org/downloads/release/python-2712/
  
(PC) Unzip the file into the folder of your choice.  
+
You need Python 2.7.12 or later to install emscripten properly.
  
(MAC) Move the created folder into the Applications subfolder of your home directory.  
+
Once installed, add it to your command line path, eg: c:\python27, on windows you can do this by right-clicking on 'myComputer' or 'This PC', go to 'Properties', click 'Advanced System Settings', Click 'Environmental Variables', double-click 'Path', add 'c:\python27'.
  
(MAC) Open a terminal window
+
------
  
(MAC) On the first install:
+
=== 1.10 Install emscripten ===
 +
    http://kripken.github.io/emscripten-site/
  
<source lang="bash">
+
You need this is you want to build for HTML5 + Facebook games.
sudo xCodebuild –license
 
quit
 
agree
 
</source>
 
  
'''(MAC) WARNING ! if you use QScintilla 2.9.4 and QT 5.7 :'''
+
Using a shell or MSYS2 (previously installed) on windows, go to your home or C: folder and type:
 +
<syntaxhighlight lang="bash">
 +
git clone https://github.com/juj/emsdk.git
 +
</syntaxhighlight>
  
You need to change two files from QScintilla :
+
Once that has completed open a command prompt in that folder on Windows, on other system just cd to the folder.
  
QScintilla_gpl-2.9.4/Qt4Qt5/qsciscintilla.cpp
+
Using emsdk, install and activate all the latest packages:
  
QScintilla_gpl-2.9.4/Qt4Qt5/Qsci/qsciscintilla.h
+
<syntaxhighlight lang="bash">
 +
#(on non-PC put ./ before emsdk)
 +
emsdk install latest
 +
emsdk activate latest
 +
</syntaxhighlight>
  
See https://github.com/opencor/opencor/commit/70f3944e36b8b95b3ad92106aeae2f511b3f0e90
+
(PC) Type:
 +
<syntaxhighlight lang="bash">
 +
emsdk_env.bat
 +
</syntaxhighlight>
  
 +
(MAC) Type:
 +
<syntaxhighlight lang="bash">
 +
source ./emsdk_env.sh
 +
</syntaxhighlight>
  
''' With the command line, go to Q4Qt5 subfolder of QScintilla : '''
+
To use incoming branch of emscripten, use these commands instead:
 +
<syntaxhighlight lang="bash">
 +
#(on non-PC put ./ before emsdk)
 +
emsdk install sdk-incoming-64bit
 +
emsdk activate sdk-incoming-64bit
 +
</syntaxhighlight>
  
On PC :
+
To further use Gideros own git fork of emscripten:
 +
<syntaxhighlight lang="bash">
 +
cd emscripten/incoming
 +
# Add a git remote link to your own repository.
 +
git remote add gideros https://github.com/gideros/emscripten.git
 +
# Obtain the changes in your link.
 +
git fetch gideros
 +
# Switch the emscripten-incoming tool to use your fork.
 +
git checkout -b gideros_incoming --track gideros/incoming
 +
#Get back to emscripten directory and rebuild
 +
cd ../..
 +
emsdk install sdk-incoming-64bit
 +
</syntaxhighlight>
  
Open Qt command prompt (called (eg) Qt 5.9.1 for Desktop). This command prompt just sets environment variables, allowing direct running of tools installed with Qt.
 
  
Navigate to QScintilla's Qt4Qt5 subfolder with ‘cd’ command, then type :
+
These can also be installed within emsdk: git, crunch, and spidermonkey
 +
<syntaxhighlight lang="bash">
 +
(on non-PC put ./ before emsdk)
 +
emsdk install git-1.9.4
 +
emsdk install crunch-1.03
 +
emsdk install spidermonkey-37.0.1-64bit
 +
emsdk activate git-1.9.4
 +
emsdk activate crunch-1.03
 +
emsdk activate spidermonkey-37.0.1-64bit
 +
(PC) emsdk_env.bat
 +
(MAC) source ./emsdk_env.sh
 +
</syntaxhighlight>
  
<source lang="bash">
+
(PC) Make sure the environment variable EM_CONFIG is set to the location of your emscripten config file.
qmake qscintilla.pro
 
mingw32-make
 
mingw32-make install
 
</source>
 
  
On Mac:
+
The emscripten build also needs the CMake command.  You can download it and extract it to your home or C: folder. Don't forget to add it's path to the end of the EMSDKPATH in Makefile.def.
Assuming X.x is your QT version, do the following :
 
  
<source lang="bash">
+
https://cmake.org/download/
~/Qt/X.x/clang_64/bin/qmake qscintilla.pro
 
make
 
make install
 
</source>
 
  
 
------
 
------
  
=== 1.9 Install emscripten ===
+
=== 1.11 Install Steam SDK ===
     http://kripken.github.io/emscripten-site/
+
     https://partner.steamgames.com/?goto=%2Fdownloads%2Fsteamworks_sdk.zip
 +
 
 +
Extract the archive/zip file to your home or C: folder, for example if the file is called 'steamworks_sdk_142.zip' then you will have a 'c:\steamworks_sdk_142' folder with a solder called 'sdk' within it.  The sdk folder contains other folders such as glmgr, public, tools, etc.
 +
 
 +
This is necessary for the Steam plugin.
 +
 
 +
------
 +
 
 +
=== 1.12 Install Gideros ===
 +
 
 +
==== 1.12.1 Fetch gideros source code ====
 +
(PC) Open MSYS2 32 bit shell
 +
 
 +
(MAC/Linux) Open a terminal
 +
 
 +
Navigate to the folder where you into to work.
 +
 
 +
<syntaxhighlight lang="bash">
 +
    git clone https://github.com/gideros/gideros
 +
</syntaxhighlight>
 +
 
 +
==== 1.12.2 Configure scripts ====
 +
Make a copy of the file gideros/scripts/Makefile.def.example, rename it to Makefile.def and update the file copy according
 +
to your installation. Ensure that the QT\_ARCH and QT_TOOLSARCH paths are formatted correctly according to your Qt
 +
install directory structure (see below that they are named differently by Qt).
 +
 
 +
''''''Example:''''''
 +
<br/>
 +
'''On PC:'''
 +
 
 +
For Qt:<syntaxhighlight lang="bash>QTBASEDIR=/c/Qt
 +
QT_ARCH=mingw53_32
 +
QT_TOOLSARCH=mingw530_32
 +
QTVER=5.9.1
 +
QT5ICUVER=59
 +
 
 +
STEAMSDK=/c/Applications/steamworks_sdk_142
 +
export STEAMSDK
 +
</syntaxhighlight>
 +
<br/>
 +
For Android:
 +
 
 +
<syntaxhighlight lang="bash">
 +
# on Windows, also add this to PATH
 +
NDK_HOME=/c/android/android-ndk-r17b
 +
NDKBUILD=cmd //c /c/android/android-ndk-r17b/ndk-build.cmd
 +
#We use windows syntax for this one, as it will be used by gradle.bat script
 +
JAVA_HOME=C:\Program Files\Java\jdk1.8.0_144
 +
#Windows syntax with quadruple backslashs!
 +
ANDROID_HOME=C:\\\\Users\\\\Gideros\\\\AppData\\\\Local\\\\Android\\\\sdk
 +
 
 +
</syntaxhighlight>
 +
<br/>
 +
For WinRT:
 +
 
 +
<syntaxhighlight lang="bash">
 +
FXC="/c/Program Files (x86)/Windows Kits/8.1/bin/x86/fxc.exe"
 +
MSBUILD="/c/Program Files (x86)/MSBuild/14.0/Bin/MSbuild.exe"
 +
</syntaxhighlight>
 +
<br/>
 +
 
 +
For html5:
 +
 
 +
<syntaxhighlight lang="bash">
 +
EMSDK=/c/emsdkwin
 +
EMSDKPATH=$(EMSDK):$(EMSDK)/clang/e1.35.0_64bit:$(EMSDK)/node/4.1.1_64bit/bin:$(EMSDK)/python/2.7.5.3_64bit:$(EMSDK)/emscripten/1.35.0
 +
EMSDK_PREFIX=PATH=$(EMSDKPATH):$$$$PATH cmd //c
 +
CRUNCHME=crunchme-win32.exe
 +
</syntaxhighlight>
 +
<br/>
 +
'''On MAC:'''
 +
 
 +
<syntaxhighlight lang="bash">
 +
QTBASEDIR=~/Qt QT_ARCH=clang_64
 +
QT_TOOLSARCH=clang_64
 +
QTVER=5.8
 +
QT5ICUVER=54 #deprecated stuff
 +
</syntaxhighlight>
  
You need this is you want to build for HTML5 + Facebook games.
+
'''On Linux:'''
 +
(tested on Debian 11)
 +
<syntaxhighlight lang="bash">
 +
QT=/usr
 +
QMAKE=qmake6
 +
QTLIBS=/lib/x86_64-linux-gnu
 +
QTPLUGINS=$(QTLIBS)/qt6/plugins
 +
</syntaxhighlight>
  
Using emsdk, install packages sdk, clang, node, python and emscripten.
+
==== 1.12.3 Complete working example Makefile.def for Windows ====
  
<source lang="bash">
+
Here is a working example, you will have to change the filename details to match your setup:
emsdk install <PACKAGE>
 
emsdk update <PACKAGE>
 
emsdk activate <PACKAGE>
 
</source>
 
  
(PC) Make sure the environment variable EM_CONFIG is set to the location of your emscripten config file.
+
[[Example Makefile.def file|example Makefile.def file]].
  
(MAC) run ./emsdk_env to set environment variables
+
==== 1.12.4 Fetch additional repositories ====
  
------
+
Go into just cloned gideros source folder and run make prep.repo
 +
<syntaxhighlight lang="bash">
 +
    cd gideros
 +
    make -f scripts/Makefile.gid prep.repo
 +
</syntaxhighlight>
  
=== 1.10 Install Steam SDK ===
+
If you intend to build the studio, you'll need scintilla and Lexilla libraries. Compile them now with:
     https://partner.steamgames.com/?goto=%2Fdownloads%2Fsteamworks_sdk.zip
+
<syntaxhighlight lang="bash">
 +
     make -f scripts/Makefile.gid qlexilla
 +
    make -f scripts/Makefile.gid qscintilla
 +
</syntaxhighlight>
  
This is necessary for the Steam plugin. Once you have it installed, create an environment variable called `STEAMSDK` that points to the directory you unzipped the SDK to.
+
------
  
 +
== 2. Building ==
  
 +
If you have all dependencies in place for all targets, you can build everything at once via MSYS2 or Terminal with:
  
== Building ==
+
<pre lang="bash">
 +
make -f scripts/Makefile.gid
 +
</pre>
  
 
=== 2.1 Compilation on PC :===
 
=== 2.1 Compilation on PC :===
  
Open MSYS2 shell (msys2_shell.cmd). Standard compilation is 32 bit so use a 32 bit shell. Make sure you have installed the necessary build tools in MSYS2 using pacman, as detailed in [Requirements](Requirements).
+
Open MSYS2 shell (msys2_shell.cmd). Standard compilation is 32 bit so use a 32 bit shell. Make sure you have installed the necessary build tools in MSYS2 using pacman, as detailed in [[#1.2 (PC) Install MSYS2 Console|Install MSYS2 Console]].
 +
.
  
 
Navigate to gideros folder  
 
Navigate to gideros folder  
Line 238: Line 357:
 
==== 2.1.1 Build QT tools : ====
 
==== 2.1.1 Build QT tools : ====
 
<pre lang="bash">
 
<pre lang="bash">
make –f scripts/Makefile.gid qtapp.install
+
make -f scripts/Makefile.gid qtapp.install
 
</pre>
 
</pre>
  
Line 245: Line 364:
 
==== 2.1.2 Android: ====
 
==== 2.1.2 Android: ====
 
<pre lang="bash">
 
<pre lang="bash">
make –f scripts/Makefile.gid android.install  
+
make -f scripts/Makefile.gid android.install  
 
</pre>
 
</pre>
  
-> file GiderosAndroidPlayer.apk in folder Build.Win/Players  
+
= file GiderosAndroidPlayer.apk in folder Build.Win/Players  
  
 
==== 2.1.3 winRT: ====
 
==== 2.1.3 winRT: ====
Line 256: Line 375:
  
 
<pre lang="bash">
 
<pre lang="bash">
make –f scripts/Makefile.gid winrt.install  
+
make -f scripts/Makefile.gid winrt.install  
 
</pre>
 
</pre>
  
-> file _bundle.appxupload in folder Build.Win/Players/WinRT
+
= file _bundle.appxupload in folder Build.Win/Players/WinRT
  
 
==== 2.1.4 win32: ====
 
==== 2.1.4 win32: ====
 
   
 
   
 
<pre lang="bash">
 
<pre lang="bash">
make –f scripts/Makefile.gid win32.install  
+
make -f scripts/Makefile.gid win32.install  
 
</pre>
 
</pre>
  
-> files in folder Build.Win/Templates/win32  
+
= files in folder Build.Win/Templates/win32  
 
   
 
   
 
==== 2.1.5 Html5: ====
 
==== 2.1.5 Html5: ====
 
<pre lang="bash">
 
<pre lang="bash">
make –f scripts/Makefile.gid html5.install
+
make -f scripts/Makefile.gid html5.install
 
</pre>
 
</pre>
  
Line 278: Line 397:
 
==== 2.1.6 Plugins: ====
 
==== 2.1.6 Plugins: ====
 
<pre lang="bash">
 
<pre lang="bash">
make –f scripts/Makefile.gid bundle.win  
+
make -f scripts/Makefile.gid bundle.win  
 
</pre>
 
</pre>
  
-> folder bin and file gplugin in folder Build.Win/All Plugins  
+
= folder bin and file gplugin in folder Build.Win/All Plugins
 +
 
 +
==== 2.1.7 To build everything that can be built on Windows ====
 +
<syntaxhighlight lang="bash">
 +
make -f scripts/Makefile.gid all
 +
</syntaxhighlight>
 +
 
 +
Then you need to copy all the plugins to the 'Build.Win' folder with:
 +
<syntaxhighlight lang="bash">
 +
make -f scripts/Makefile.gid bundle.win
 +
</syntaxhighlight>
  
 
=== 2.2 Compilation on Mac :===
 
=== 2.2 Compilation on Mac :===
Line 308: Line 437:
  
 
= folders bin and files gplugin in folder Buid.Mac/All Plugins
 
= folders bin and files gplugin in folder Buid.Mac/All Plugins
 +
 +
------
 +
 +
== 3. Cleaning ==
 +
 +
If you want to reset the build process and start again then you can issue a 'clean' command.  To do this type 'make -f scripts/Makefile.gid clean'.
 +
 +
eg:
 +
<syntaxhighlight lang="bash">
 +
make -f scripts/Makefile.gid clean
 +
</syntaxhighlight>
 +
 +
 +
Sometimes you need to make a clean a particular build.  To do this type 'make -f scripts/Makefile.gid ' followed by something like 'html5' then '.clean'.
 +
 +
eg:
 +
<syntaxhighlight lang="bash">
 +
make -f scripts/Makefile.gid html5.clean
 +
</syntaxhighlight>
 +
 +
{{GIDEROS IMPORTANT LINKS}}

Latest revision as of 23:56, 18 November 2023

The following instructions are for developers who want to contribute to or otherwise experiment with the Gideros C/C++ engine and are not necessary for either building or deploying apps made with Gideros.

The Gideros project consists of the Gideros Studio IDE, the Gideros SDK libraries, Gideros Texture Packer, Gideros Font Creator, "players" or export templates for all the platforms Gideros supports, all targets of all plugins, a daemon and a bridge. The build system is flexible, so you only need the tools for the targets you are interested in deploying to with Qt (and MSYS2 on Windows) being a realistic minimum.

1. Requirements

1.1 Install QT

https://www.qt.io/download-open-source/

Recommended version 6.3 with MinGW

Double click on the downloaded file and follow instructions. When installing, expand the tree view and ensure you have ticked the MinGW child option of the Qt version checkbox, as well as the MinGW option in the Tools section. Beside main QT package, you'll need the following additional components:

  • WebSocket additional library
  • Multimedia additional library
  • Qt5 Compatibility addon

(MAC) Move the created folder into your user account folder

(LINUX) On Debian 11: echo "deb http://deb.debian.org/debian bullseye-backports main" >>/etc/apt/sources.list apt update apt install qt6-base-dev qt6-websockets-dev qt6-multimedia-dev qt6-5compat-dev

Depending on your distribution, you may need to install qt5 websocket lib seperately (sudo apt-get install libqt5websockets5-dev)


1.2 (PC) Install MSYS2 Console

   https://msys2.github.io/ 

Double click on the downloaded file (msys2-i686) and follow instructions.

Open 32 bit MSYS2 shell: msys2_shell.cmd

pacman -Sy pacman
pacman -Syu
pacman -Su
pacman -S tar
pacman -S zip
pacman -S unzip
pacman -S git
pacman -S base-devel
pacman -S python
#For compiling win32/32bit under a MinGW64
pacman -S mingw-w64-i686-toolchain
pacman -S mingw-w64-i686-glew
pacman -S mingw-w64-i686-curl
pacman -S mingw-w64-i686-libpng
#For compiling win32/64bit under a MinGW64
pacman -S mingw-w64-x86_64-toolchain
pacman -S mingw-w64-x86_64-glew
pacman -S mingw-w64-x86_64-curl
pacman -S mingw-w64-x86_64-libpng

1.3 (Mac) Install Git & xcpretty

   http://git-scm.com/downloads
   

Ctrl + right click, open with « Install program.app » Follow instructions keeping default values as they are.

(MAC) open a terminal window

git config -global user.name "your git login" 
git config -global user.email "your git email"
sudo gem install xcpretty

1.3.1 (Linux/Debian) Install Git, build-tools

apt install git build-essential libxcb-xinerama0 libgl1-mesa-dev libz-dev libasound2-dev libglew-dev libglfw3-dev libcurl4-openssl-dev patchelf zip
git config --global user.email "your git email"

1.4 (PC) Android requirements

1.4.1 Install Android Studio and NDK

   https://developer.android.com/studio/index.html
   https://developer.android.com/ndk/downloads/older_releases.html

Recommended NDK is 25c (the x86_64 version)

Once downloaded, copy the contents of the NDK to your home or C: folder, rename the folder that you copied to 'android-ndk', for example you will end up with 'c:\android-ndk' and below that folders that say build, meta, platforms, etc.

1.4.2 Install Ant (no longer required but kept util someone confirms this)

   https://ant.apache.org/

Once downloaded, copy the contents of the install archive/zip file to your home folder or C: drive. Eg: so you have a folder called c:\apache-ant-1.10.5 with bin, etc, lib, manual folders within that.

1.4.3 Mix Old and New Tools (no longer required but kept util someone confirms this)

Gideros uses Ant to build the player, unfortunately the tools to support Ant are now missing from the latest Android tools.


There is a fix for this:

  1. Rename the existing 'tools' folder in the Android SDK folder to 'tools_new'.
  2. Download an older (March 2016) version of the tools and copy that folder to the Android SDK folder.
  3. Copy the contents of 'tools_new' over the contents of 'tools'.

Here is where you can download the compatible set of tools from:

(PC) https://dl.google.com/android/repository/tools_r25.2.5-windows.zip

(MAC) https://dl.google.com/android/repository/tools_r25.2.5-macosx.zip

(LINUX) https://dl.google.com/android/repository/tools_r25.2.5-linux.zip


1.5 Install Java

You need the Java JDK https://www.oracle.com/technetwork/java/javase/downloads/jdk8-downloads-2133151.html


1.6 (PC) Install Visual Studio

   https://www.visualstudio.com/downloads/

Install Win 8.1 SDK

Install Microsoft Advertising SDK for Windows and Windows Phone 8.x

Ensure that you have MSBuild v12 or v14 installed (building with the makefile will fail with an incorrect version).


1.7 (MAC) Install Xcode

   https://itunes.apple.com/fr/app/xcode/id497799835?mt=12

1.8 (Mac) ensure xcode command line tools are working

(MAC) Open a terminal window

sudo xCodebuild -license 
quit
agree



1.9 Install Python

https://www.python.org/downloads/release/python-2712/

You need Python 2.7.12 or later to install emscripten properly.

Once installed, add it to your command line path, eg: c:\python27, on windows you can do this by right-clicking on 'myComputer' or 'This PC', go to 'Properties', click 'Advanced System Settings', Click 'Environmental Variables', double-click 'Path', add 'c:\python27'.


1.10 Install emscripten

   http://kripken.github.io/emscripten-site/

You need this is you want to build for HTML5 + Facebook games.

Using a shell or MSYS2 (previously installed) on windows, go to your home or C: folder and type:

git clone https://github.com/juj/emsdk.git

Once that has completed open a command prompt in that folder on Windows, on other system just cd to the folder.

Using emsdk, install and activate all the latest packages:

#(on non-PC put ./ before emsdk)
emsdk install latest
emsdk activate latest

(PC) Type:

emsdk_env.bat

(MAC) Type:

source ./emsdk_env.sh

To use incoming branch of emscripten, use these commands instead:

#(on non-PC put ./ before emsdk)
emsdk install sdk-incoming-64bit
emsdk activate sdk-incoming-64bit

To further use Gideros own git fork of emscripten:

cd emscripten/incoming
# Add a git remote link to your own repository.
git remote add gideros https://github.com/gideros/emscripten.git
# Obtain the changes in your link.
git fetch gideros
# Switch the emscripten-incoming tool to use your fork.
git checkout -b gideros_incoming --track gideros/incoming
#Get back to emscripten directory and rebuild
cd ../..
emsdk install sdk-incoming-64bit


These can also be installed within emsdk: git, crunch, and spidermonkey

(on non-PC put ./ before emsdk)
emsdk install git-1.9.4
emsdk install crunch-1.03
emsdk install spidermonkey-37.0.1-64bit
emsdk activate git-1.9.4
emsdk activate crunch-1.03
emsdk activate spidermonkey-37.0.1-64bit
(PC) emsdk_env.bat
(MAC) source ./emsdk_env.sh

(PC) Make sure the environment variable EM_CONFIG is set to the location of your emscripten config file.

The emscripten build also needs the CMake command. You can download it and extract it to your home or C: folder. Don't forget to add it's path to the end of the EMSDKPATH in Makefile.def.

https://cmake.org/download/


1.11 Install Steam SDK

   https://partner.steamgames.com/?goto=%2Fdownloads%2Fsteamworks_sdk.zip

Extract the archive/zip file to your home or C: folder, for example if the file is called 'steamworks_sdk_142.zip' then you will have a 'c:\steamworks_sdk_142' folder with a solder called 'sdk' within it. The sdk folder contains other folders such as glmgr, public, tools, etc.

This is necessary for the Steam plugin.


1.12 Install Gideros

1.12.1 Fetch gideros source code

(PC) Open MSYS2 32 bit shell

(MAC/Linux) Open a terminal

Navigate to the folder where you into to work.

    git clone https://github.com/gideros/gideros

1.12.2 Configure scripts

Make a copy of the file gideros/scripts/Makefile.def.example, rename it to Makefile.def and update the file copy according to your installation. Ensure that the QT\_ARCH and QT_TOOLSARCH paths are formatted correctly according to your Qt install directory structure (see below that they are named differently by Qt).

'Example:'
On PC:

For Qt:

QTBASEDIR=/c/Qt
QT_ARCH=mingw53_32
QT_TOOLSARCH=mingw530_32
QTVER=5.9.1
QT5ICUVER=59

STEAMSDK=/c/Applications/steamworks_sdk_142
export STEAMSDK


For Android:

# on Windows, also add this to PATH
NDK_HOME=/c/android/android-ndk-r17b
NDKBUILD=cmd //c /c/android/android-ndk-r17b/ndk-build.cmd
#We use windows syntax for this one, as it will be used by gradle.bat script
JAVA_HOME=C:\Program Files\Java\jdk1.8.0_144
#Windows syntax with quadruple backslashs!
ANDROID_HOME=C:\\\\Users\\\\Gideros\\\\AppData\\\\Local\\\\Android\\\\sdk


For WinRT:

FXC="/c/Program Files (x86)/Windows Kits/8.1/bin/x86/fxc.exe" 
MSBUILD="/c/Program Files (x86)/MSBuild/14.0/Bin/MSbuild.exe"


For html5:

EMSDK=/c/emsdkwin
EMSDKPATH=$(EMSDK):$(EMSDK)/clang/e1.35.0_64bit:$(EMSDK)/node/4.1.1_64bit/bin:$(EMSDK)/python/2.7.5.3_64bit:$(EMSDK)/emscripten/1.35.0
EMSDK_PREFIX=PATH=$(EMSDKPATH):$$$$PATH cmd //c
CRUNCHME=crunchme-win32.exe


On MAC:

QTBASEDIR=~/Qt QT_ARCH=clang_64 
QT_TOOLSARCH=clang_64 
QTVER=5.8 
QT5ICUVER=54 #deprecated stuff

On Linux: (tested on Debian 11)

QT=/usr
QMAKE=qmake6
QTLIBS=/lib/x86_64-linux-gnu
QTPLUGINS=$(QTLIBS)/qt6/plugins

1.12.3 Complete working example Makefile.def for Windows

Here is a working example, you will have to change the filename details to match your setup:

example Makefile.def file.

1.12.4 Fetch additional repositories

Go into just cloned gideros source folder and run make prep.repo

    cd gideros
    make -f scripts/Makefile.gid prep.repo

If you intend to build the studio, you'll need scintilla and Lexilla libraries. Compile them now with:

    make -f scripts/Makefile.gid qlexilla
    make -f scripts/Makefile.gid qscintilla

2. Building

If you have all dependencies in place for all targets, you can build everything at once via MSYS2 or Terminal with:

make -f scripts/Makefile.gid

2.1 Compilation on PC :

Open MSYS2 shell (msys2_shell.cmd). Standard compilation is 32 bit so use a 32 bit shell. Make sure you have installed the necessary build tools in MSYS2 using pacman, as detailed in Install MSYS2 Console. .

Navigate to gideros folder

2.1.1 Build QT tools :

make -f scripts/Makefile.gid qtapp.install

-> files GiderosStudio.exe, GiderosPlayer.exe, GiderosTexturePacker.exe (…) in Build.Win folder

2.1.2 Android:

make -f scripts/Makefile.gid android.install 

= file GiderosAndroidPlayer.apk in folder Build.Win/Players

2.1.3 winRT:

If necessary : Open the solution, gideros/winRT_example/giderosgame.sln in Visual Studio. Check that the SQLite version for Windows and Windows Phone is up to date. Save and close the solution.

make -f scripts/Makefile.gid winrt.install 

= file _bundle.appxupload in folder Build.Win/Players/WinRT

2.1.4 win32:

make -f scripts/Makefile.gid win32.install 

= files in folder Build.Win/Templates/win32

2.1.5 Html5:

make -f scripts/Makefile.gid html5.install

-> files in folders Build.Win//Players/Html5 and Build.Win/Templates/Html5

2.1.6 Plugins:

make -f scripts/Makefile.gid bundle.win 

= folder bin and file gplugin in folder Build.Win/All Plugins

2.1.7 To build everything that can be built on Windows

make -f scripts/Makefile.gid all

Then you need to copy all the plugins to the 'Build.Win' folder with:

make -f scripts/Makefile.gid bundle.win

2.2 Compilation on Mac :

Open Terminal.

cd to the folder « gideros »

2.2.1 QT :

make -f scripts/Makefile.gid qtapp.install 

= GiderosStudio.exe, GiderosPlayer.exe, GiderosTexturePacker.exe (…) in folder Build.Mac

2.2.2 iOS :

make -f scripts/Makefile.gid ios.install 

= GiderosiOSPlayer.zip in folder Buid.Mac/Players

2.2.3 Plugins:

make -f scripts/Makefile.gid bundle.mac 

= folders bin and files gplugin in folder Buid.Mac/All Plugins


3. Cleaning

If you want to reset the build process and start again then you can issue a 'clean' command. To do this type 'make -f scripts/Makefile.gid clean'.

eg:

make -f scripts/Makefile.gid clean


Sometimes you need to make a clean a particular build. To do this type 'make -f scripts/Makefile.gid ' followed by something like 'html5' then '.clean'.

eg:

make -f scripts/Makefile.gid html5.clean