stk-code_catmod/INSTALL.md

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# Building from source
In order to build SuperTuxKart from source, you'll need both the code and the assets (See <https://supertuxkart.net/Source_control> for more information):
```bash
git clone https://github.com/supertuxkart/stk-code stk-code
svn co https://svn.code.sf.net/p/supertuxkart/code/stk-assets stk-assets
```
## Building SuperTuxKart on Linux
### Dependencies
To build SuperTuxKart from source, you'll need to install the following packages:
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* OpenGL (mesa)
* OpenAL (recommended: openal-soft-devel)
* Ogg (libogg-dev)
* Vorbis (libvorbis-dev)
* Freetype (libfreetype6-dev)
* Harfbuzz (libharfbuzz-dev)
* Fribidi (libfribidi-dev)
* libcurl (libcurl-devel)
* libbluetooth (bluez-devel)
* openssl (openssl-dev)
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* libpng (libpng-devel)
* zlib (zlib-devel)
* jpeg (libjpeg-turbo-devel)
Fedora command:
```bash
sudo dnf install @development-tools angelscript-devel \
bluez-libs-devel cmake desktop-file-utils \
freealut-devel freeglut-devel freetype-devel fribidi-devel \
gcc-c++ git-core libXrandr-devel libcurl-devel libjpeg-turbo-devel \
libpng-devel libsquish-devel libtool libvorbis-devel mesa-libEGL-devel \
mesa-libGLES-devel openal-soft-devel openssl-devel libcurl-devel harfbuzz-devel \
fribidi-devel mesa-libGL-devel libogg-devel libGLEW openssl-devel pkgconf \
wiiuse-devel zlib-devel
```
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Mageia 6 command:
```bash
su -c 'urpmi gcc-c++ cmake openssl-devel libcurl-devel freetype-devel harfbuzz-devel \
fribidi-devel libjpeg-turbo-devel libogg-devel openal-soft-devel \
libpng-devel libvorbis-devel nettle-devel zlib-devel git subversion \
mesa-comon-devel libxrandr-devel libbluez-devel libfreetype6-devel'
```
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OpenSUSE command:
```bash
sudo zypper install gcc-c++ cmake openssl-devel libcurl-devel \
freetype-devel harfbuzz-devel fribidi-devel libogg-devel openal-soft-devel libpng-devel \
libvorbis-devel libXrandr-devel pkgconf zlib-devel enet-devel glew-devel \
libjpeg-devel bluez-devel freetype2-devel glu-devel
```
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Ubuntu command:
```bash
sudo apt-get install build-essential cmake libbluetooth-dev \
libcurl4-openssl-dev libenet-dev libfreetype6-dev libharfbuzz-dev libfribidi-dev \
libgl1-mesa-dev libglew-dev libjpeg-dev libogg-dev libopenal-dev libpng-dev \
libssl-dev libvorbis-dev libxrandr-dev libx11-dev nettle-dev pkg-config zlib1g-dev
```
### In-game recorder
To build the in-game recorder for STK, you have to install
libopenglrecorder from your distribution, or compile it yourself from [here](https://github.com/Benau/libopenglrecorder).
Compilation instruction is explained there. If you don't need this feature, pass `-DBUILD_RECORDER=off` to cmake.
### Compiling
To compile SuperTuxKart, run the following commands inside `stk-code` directory
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```bash
# go into the stk-code directory
cd stk-code
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# create and enter the cmake_build directory
mkdir cmake_build
cd cmake_build
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# run cmake to generate the makefile
cmake ..
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# compile
make -j$(nproc)
```
STK can then be run from the build directory with `bin/supertuxkart`
#### Keeping your build up to date
To recompile the latest code without redownloading the entire source, first run the ```svn up``` command inside the 'stk-assets' directory, then run the following commands inside the 'stk-code' directory:
```bash
git pull
cd cmake_build
cmake ..
make -j$(nproc)
```
##### Build Speed Optimization
"-j$(nproc)" is an example, for a faster build, use "-jx" instead, where "x" is the amount of CPU threads you have, minus one.
### Further options
To create a debug version of STK, run:
```bash
cmake .. -DCMAKE_BUILD_TYPE=Debug
```
You can install your build system-wide:
```bash
sudo make install
```
The default install location is `/usr/local`, i.e. the data files will
be written to `/usr/local/share/games/supertuxkart`, the executable
will be copied to `/usr/local/bin`. To change the default installation
location, specify `CMAKE_INSTALL_PREFIX` when running cmake, e.g.:
`cmake .. -DCMAKE_INSTALL_PREFIX=/opt/stk`
## Building SuperTuxKart on Windows
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To Build SuperTuxKart on Windows, follow these instructions:
1. Download and install Visual Studio from here: [Visual Studio - Download](https://www.visualstudio.com/downloads/). The free Visual Studio Community edition works fine. Remember to select "Desktop development with C++" in the installer.
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2. If you want the stable version, download the SuperTuxKart source package from the latest stable version [SuperTuxKart download area - SourceForge.net](https://sourceforge.net/projects/supertuxkart/files/SuperTuxKart/) and unpack it.
3. If you want the development version, you will need a Git client and a SVN client. More information can be found here: [SuperTuxKart.net - Source Control](https://supertuxkart.net/Source_control).
Open your file browser and find somewhere you want to put the development version of SuperTuxKart. For example in C:\Users\<Your Username> as the Git and SVN clients will have write permissions there, and you should create its own directory, for example SuperTuxKart-dev. Enter that directory, and create a directory inside called stk-assets, and enter it. If you installed TortoiseSVN, right-click, select TortoiseSVN -> Checkout... and paste the correspodning URL found in [SuperTuxKart.net - Source Control](https://supertuxkart.net/Source_control). While it is downloading the game assets, go back to your file browser and one level up. Right-click again somewhere empty and select "Git clone..." and paste the corresponding link found in [SuperTuxKart.net - Source Control](https://supertuxkart.net/Source_control).
*Note: Both `stk-code` and `stk-assets` **must** be in the same directory, otherwise the build will likely fail!*
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4. If you got the stable version, download the Windows dependencies package from [SuperTuxKart download area: Dependencies - SourceForge.net](https://sourceforge.net/projects/supertuxkart/files/SuperTuxKart%20Dependencies/Windows/) and unpack it.
5. If you got the development version go to SuperTuxKart-dev in your file browser, right-click somewhere empty, select "Git clone..." and paste <https://github.com/supertuxkart/dependencies.git> in the URL field; click OK. When finished, copy the `dependencies` directory from either the `windows` or the `windows_64bit` directories into the `stk-code` directory; rename the latter to `dependencies-64bit` if you want to compile a 64-bit build.
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6. Download CMake from here: [CMake - download page](https://cmake.org/download/), install it; once CMake is installed, double click on the CMake icon on your desktop, and point it towards your `stk-code` directory in the 'Where is the source code' field, and point it to a new directory called `build` or `bld` inside the stk-code directory.
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7. Press 'Configure'; CMake will ask you if it is OK to create the aforementioned directory, press `Yes`. CMake will then ask you about your version of Visual Studio.
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Confirm your selection; *Please look at the table below to avoid confusion between version numbers and releases of Visual Studio*; CMake will begin creating the required files for the build in the directory. If you want to do a 64-bit build, select the version of Visual Studio you installed with "Win64" appended.
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8. Navigate to your build directory and open the `SuperTuxKart.sln` file; Visual Studio will now load the solution.
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9. In the 'Solution Explorer', right click on the `supertuxkart` project and select "Set as StartUp project".
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10. Open the 'Build' menu and select 'Build Solution'; or, press the default keyboard shortcut: `CTRL + SHIFT + B` to build the solution.
*Note: To avoid confusion between releases and versions, refer to this table:*
Visual Studio Release | Version
----------------------|------------
Visual Studio 2017| 15
Visual Studio 2015| 14
Visual Studio 2013| 13
## Building SuperTuxKart on Windows (from PowerShell/Command line)
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1. Download and install Visual Studio from here: [Visual Studio - Download](https://www.visualstudio.com/downloads/), the free Visual Studio Community edition works fine.
2. Download a source package from either [SuperTuxKart 0.9.2 download area - SourceForge.net](https://sourceforge.net/projects/supertuxkart/files/SuperTuxKart/0.9.2) or [SuperTuxKart.net - Source Control](https://supertuxkart.net/Source_control)
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NOTE: the `stk-code` and `stk-assets` directories **must** be in the same directory
3. Download the Windows dependencies package from either [SuperTuxKart download area - SourceForge.net](https://sourceforge.net/projects/supertuxkart/files/SuperTuxKart%20Dependencies/Windows/)
or [SuperTuxKart on GitHub - Dependencies](https://github.com/supertuxkart/dependencies)
and unpack the archive; once unpacked, copy the `dependencies` directory from either the `windows` or the `windows_64bit` directories into the `stk-code` directory
4. Download CMake from here: [CMake - download page](https://cmake.org/download/); and install it. Navigate to the `stk-code` directory; and create an directory called "build":
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```cmd
mkdir build
cd build
```
5. Once inside the build directory; run CMake to start the compilation process:
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```cmd
cmake ..
```
6. Now that CMake finished configuring and creating the necessary files for the build, run the build command in the same directory:
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```cmd
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msbuild.exe SuperTuxKart.sln
```
SuperTuxKart can now be run as `bin\Debug\supertuxkart.exe` or `bin\Release\supertuxkart.exe`
## Building SuperTuxKart on macOS
### Getting Started
Install the developer tools, either from the OS X Install DVD or from Apple's website.
If you have never built anything before, you have create `/usr/local/include/` first:
```bash
sudo mkdir -p /usr/local/include/
```
Symlink the `include`-folder of OpenGL framework to `/usr/local/include/GL` (Unix programs have an easier time finding it this way):
```bash
sudo ln -s /System/Library/Frameworks/OpenGL.framework/Versions/A/Headers/ /usr/local/include/GL
```
On OS X 10.9.5, you might need the following workaround:
```bash
sudo ln -s `xcrun --show-sdk-path`/usr/include/ /usr/include
sudo ln -s `xcrun --show-sdk-path`/System/Library/Frameworks/OpenGL.framework/Headers/ /usr/local/include/OpenGL
```
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The first link is required in order to find libcurl, the second to find opengl.
### STK 0.10 or later (or latest git)
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Install [homebrew](https://brew.sh/)
Install all of the dependencies using homebrew:
```bash
cd /path/to/stk-code
brew bundle
```
Build STK
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```bash
mkdir cmake_build
cd cmake_build
CMAKE_PREFIX_PATH=/usr/local/opt/freetype/:/usr/local/opt/curl/:/usr/local/opt/libogg/:/usr/local/opt/libogg/:/usr/local/opt/libvorbis/:/usr/local/opt/glew/:/usr/local/opt/fribidi/ cmake .. -DFREETYPE_INCLUDE_DIRS=/usr/local/opt/freetype/include/freetype2/ -DUSE_SYSTEM_GLEW=1 -DOPENAL_INCLUDE_DIR=/usr/local/opt/openal-soft/include/ -DOPENAL_LIBRARY=/usr/local/opt/openal-soft/lib/libopenal.dylib -DFREETYPE_LIBRARY=/usr/local/opt/freetype/lib/libfreetype.dylib
make
```
#### (Optional) packaging for distribution
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By default, the executable that is produced is not ready for distribution. Install <https://github.com/auriamg/macdylibbundler> and run:
```bash
dylibbundler -od -b -x ./bin/SuperTuxKart.app/Contents/MacOS/supertuxkart -d ./bin/SuperTuxKart.app/Contents/libs/ -p @executable_path/../libs/
```
Afterwards, copy the contents of `stk-assets` into `/SuperTuxKart.app/Contents/Resources/data`.
### STK 0.9.3 or earlier
Download pre-built dependencies from [here](https://sourceforge.net/projects/supertuxkart/files/SuperTuxKart%20Dependencies/OSX/) and put the frameworks in [hard disk root]/Library/Frameworks
Building with clang:
```bash
cd /path/to/stk-code
mkdir cmake_build
cd cmake_build
cmake ..
make
```
Building with GCC:
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```bash
cd /path/to/stk-code
mkdir cmake_build
cd cmake_build
cmake .. -DCMAKE_CXX_COMPILER=/usr/bin/g++ -DCMAKE_C_COMPILER=/usr/bin/gcc
make
```
Building on 10.10 with 10.9 compatibility:
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```bash
cmake .. -DCMAKE_OSX_SYSROOT=/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk -DCMAKE_OSX_DEPLOYMENT_TARGET=10.9
```
#### Xcode
Place an additional copy of the dependencies into `Users/<YOUR_USERNAME>/Library/Frameworks`.
Then cd to your cloned stk-code directory and execute the following commands:
```bash
mkdir xcode_build && cd xcode_build
cmake .. -GXcode
```
Use Finder to navigate to your stk-code/xcode_build folder and open the newly generated Xcode project (`SuperTuxKart.xcodeproj`).
You can then build the project in Xcode using Product -> Build
Note: Xcode is much less well tested than makefiles, so there may be issues when trying to use Xcode.