compiling_for_x11.rst 5.4 KB

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  1. .. _doc_compiling_for_x11:
  2. Compiling for X11 (Linux, *BSD)
  3. ===============================
  4. .. highlight:: shell
  5. Requirements
  6. ------------
  7. For compiling under Linux or other Unix variants, the following is
  8. required:
  9. - GCC (G++) or Clang
  10. - Python 2.7+ (3.0 is untested as of now)
  11. - SCons build system
  12. - pkg-config (used to detect the dependencies below)
  13. - X11, Xcursor and Xinerama development libraries
  14. - MesaGL development libraries
  15. - ALSA development libraries
  16. - PulseAudio development libraries (for sound support)
  17. - Freetype (for the editor)
  18. - OpenSSL (for HTTPS and TLS)
  19. - libudev-dev (optional, for gamepad support)
  20. Distro-specific oneliners
  21. ^^^^^^^^^^^^^^^^^^^^^^^^^
  22. +---------------+------------------------------------------------------------------------------------------------------------+
  23. | **Fedora** | :: |
  24. | | |
  25. | | sudo dnf install scons pkgconfig libX11-devel libXcursor-devel libXinerama-devel \ |
  26. | | mesa-libGL-devel alsa-lib-devel pulseaudio-libs-devel freetype-devel openssl-devel libudev-devel |
  27. +---------------+------------------------------------------------------------------------------------------------------------+
  28. | **FreeBSD** | :: |
  29. | | |
  30. | | sudo pkg install scons pkg-config xorg-libraries libXcursor xineramaproto libglapi libGLU \ |
  31. | | freetype2 openssl |
  32. +---------------+------------------------------------------------------------------------------------------------------------+
  33. | **Mageia** | :: |
  34. | | |
  35. | | urpmi scons pkgconfig "pkgconfig(alsa) pkgconfig(freetype2) pkgconfig(glu) pkgconfig(libpulse)" \ |
  36. | | "pkgconfig(openssl) pkgconfig(udev) pkgconfig(x11) pkgconfig(xcursor) pkgconfig(xinerama)" |
  37. +---------------+------------------------------------------------------------------------------------------------------------+
  38. | **Ubuntu** | :: |
  39. | | |
  40. | | sudo apt-get install build-essential scons pkg-config libx11-dev libxcursor-dev libxinerama-dev \ |
  41. | | libgl1-mesa-dev libglu-dev libasound2-dev libpulse-dev libfreetype6-dev libssl-dev libudev-dev |
  42. +---------------+------------------------------------------------------------------------------------------------------------+
  43. | **Arch** | :: |
  44. | | |
  45. | | pacman -S scons libxcursor libxinerama mesa glu alsa-lib pulseaudio freetype2 |
  46. +---------------+------------------------------------------------------------------------------------------------------------+
  47. Compiling
  48. ---------
  49. Start a terminal, go to the root dir of the engine source code and type:
  50. ::
  51. user@host:~/godot$ scons platform=x11
  52. If all goes well, the resulting binary executable will be placed in the
  53. "bin" subdirectory. This executable file contains the whole engine and
  54. runs without any dependencies. Executing it will bring up the project
  55. manager.
  56. Building export templates
  57. -------------------------
  58. To build X11 (Linux, *BSD) export templates, run the build system with the
  59. following parameters:
  60. - (32 bits)
  61. ::
  62. user@host:~/godot$ scons platform=x11 tools=no target=release bits=32
  63. user@host:~/godot$ scons platform=x11 tools=no target=release_debug bits=32
  64. - (64 bits)
  65. ::
  66. user@host:~/godot$ scons platform=x11 tools=no target=release bits=64
  67. user@host:~/godot$ scons platform=x11 tools=no target=release_debug bits=64
  68. Note that cross compiling for the opposite bits (64/32) as your host
  69. platform is not always straight-forward and might need a chroot environment.
  70. To create standard export templates, the resulting files must be copied to:
  71. ::
  72. /home/youruser/.godot/templates
  73. and named like this (even for *BSD which is seen as "Linux X11" by Godot):
  74. ::
  75. linux_x11_32_debug
  76. linux_x11_32_release
  77. linux_x11_64_debug
  78. linux_x11_64_release
  79. However, if you are writing your custom modules or custom C++ code, you
  80. might instead want to configure your binaries as custom export templates
  81. here:
  82. .. image:: /img/lintemplates.png
  83. You don't even need to copy them, you can just reference the resulting
  84. files in the bin/ directory of your Godot source folder, so the next
  85. time you build you automatically have the custom templates referenced.