compiling_for_osx.rst 3.1 KB

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  1. .. _doc_compiling_for_osx:
  2. Compiling for macOS
  3. ===================
  4. .. highlight:: shell
  5. Requirements
  6. ------------
  7. For compiling under macOS, the following is required:
  8. - `Python 3.5+ <https://www.python.org>`_
  9. - `SCons <https://www.scons.org>`_ build system.
  10. - `Xcode <https://apps.apple.com/us/app/xcode/id497799835>`_
  11. (or the more lightweight Command Line Tools for Xcode).
  12. - *Optional* - `yasm <https://yasm.tortall.net/>`_ (for WebM SIMD optimizations).
  13. .. note:: If you have `Homebrew <https://brew.sh/>`_ installed, you can easily
  14. install SCons and yasm using the following command::
  15. brew install scons yasm
  16. Installing Homebrew will also fetch the Command Line Tools
  17. for Xcode automatically if you don't have them already.
  18. .. seealso:: For a general overview of SCons usage for Godot, see
  19. :ref:`doc_introduction_to_the_buildsystem`.
  20. Compiling
  21. ---------
  22. Start a terminal, go to the root directory of the engine source code and type::
  23. scons platform=osx --jobs=$(sysctl -n hw.logicalcpu)
  24. If all goes well, the resulting binary executable will be placed in the
  25. ``bin/`` subdirectory. This executable file contains the whole engine and
  26. runs without any dependencies. Executing it will bring up the project
  27. manager.
  28. To create an .app like in the official builds, you need to use the template
  29. located in ``misc/dist/osx_tools.app``. Typically, for an optimized editor
  30. binary built with ``scons p=osx target=release_debug``::
  31. user@host:~/godot$ cp -r misc/dist/osx_tools.app ./Godot.app
  32. user@host:~/godot$ mkdir -p Godot.app/Contents/MacOS
  33. user@host:~/godot$ cp bin/godot.osx.tools.64 Godot.app/Contents/MacOS/Godot
  34. user@host:~/godot$ chmod +x Godot.app/Contents/MacOS/Godot
  35. Cross-compiling for macOS from Linux
  36. ------------------------------------
  37. It is possible to compile for macOS in a Linux environment (and maybe also in
  38. Windows using the Windows Subsystem for Linux). For that, you'll need to install
  39. `OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS
  40. as a target. First, follow the instructions to install it:
  41. Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__
  42. somewhere on your machine (or download a ZIP file and extract it somewhere),
  43. e.g.::
  44. user@host:~$ git clone --depth=1 https://github.com/tpoechtrager/osxcross.git "$HOME/osxcross"
  45. 1. Follow the instructions to package the SDK:
  46. https://github.com/tpoechtrager/osxcross#packaging-the-sdk
  47. 2. Follow the instructions to install OSXCross:
  48. https://github.com/tpoechtrager/osxcross#installation
  49. After that, you will need to define the ``OSXCROSS_ROOT`` as the path to
  50. the OSXCross installation (the same place where you cloned the
  51. repository/extracted the zip), e.g.::
  52. user@host:~$ export OSXCROSS_ROOT="$HOME/osxcross"
  53. Now you can compile with SCons like you normally would::
  54. user@host:~/godot$ scons platform=osx
  55. 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::
  56. user@host:~/godot$ scons platform=osx osxcross_sdk=darwin15