Compiling Gideros Source

From GiderosMobile
Revision as of 15:26, 13 July 2023 by Hgy29 (talk | contribs) (Text replacement - "<source" to "<syntaxhighlight")

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 6.2 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) 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 <syntaxhighlight lang="bash"> 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

  1. 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

  1. 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 </source>


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 <syntaxhighlight lang="bash"> git config –global user.name "your git login" git config –global user.email "your git email" sudo gem install xcpretty </source>


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

<syntaxhighlight lang="bash"> apt install git build-essential libxcb-xinerama0 libgl1-mesa-dev libz-dev git config –global user.email "your git email" </source>


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 17b (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 <syntaxhighlight lang="bash"> sudo xCodebuild –license quit agree </source>


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: <syntaxhighlight lang="bash"> git clone https://github.com/juj/emsdk.git </source>

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:

<syntaxhighlight lang="bash">

  1. (on non-PC put ./ before emsdk)

emsdk install latest emsdk activate latest </source>

(PC) Type: <syntaxhighlight lang="bash"> emsdk_env.bat </source>

(MAC) Type: <syntaxhighlight lang="bash"> source ./emsdk_env.sh </source>

To use incoming branch of emscripten, use these commands instead: <syntaxhighlight lang="bash">

  1. (on non-PC put ./ before emsdk)

emsdk install sdk-incoming-64bit emsdk activate sdk-incoming-64bit </source>

To further use Gideros own git fork of emscripten: <syntaxhighlight lang="bash"> cd emscripten/incoming

  1. Add a git remote link to your own repository.

git remote add gideros https://github.com/gideros/emscripten.git

  1. Obtain the changes in your link.

git fetch gideros

  1. Switch the emscripten-incoming tool to use your fork.

git checkout -b gideros_incoming --track gideros/incoming

  1. Get back to emscripten directory and rebuild

cd ../.. emsdk install sdk-incoming-64bit </source>


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 </source>

(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.

<syntaxhighlight lang="bash">

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

</source>

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:<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 </source>
For Android:

<syntaxhighlight lang="bash">

  1. 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

  1. 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

  1. Windows syntax with quadruple backslashs!

ANDROID_HOME=C:\\\\Users\\\\Gideros\\\\AppData\\\\Local\\\\Android\\\\sdk

</source>
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" </source>

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 </source>
On MAC:

<syntaxhighlight lang="bash"> QTBASEDIR=~/Qt QT_ARCH=clang_64 QT_TOOLSARCH=clang_64 QTVER=5.8 QT5ICUVER=54 #deprecated stuff </source>

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 <syntaxhighlight lang="bash">

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

</source>

If you intend to build the studio, you'll need scintilla and Lexilla libraries. Compile them now with: <syntaxhighlight lang="bash">

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

</source>


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

<syntaxhighlight lang="bash"> make -f scripts/Makefile.gid all </source>

Then you need to copy all the plugins to the 'Build.Win' folder with: <syntaxhighlight lang="bash"> make -f scripts/Makefile.gid bundle.win </source>

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: <syntaxhighlight lang="bash"> make -f scripts/Makefile.gid clean </source>


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 </source>