3.6 KiB
Building with Xcode
Types of builds and requirements
Currently there are two types of builds:
- local builds - useful for regular builds which should work mainly on actual system and hardware. They are easiest to reproduce.
- package builds - useful (only) for packagers. These builds are trying to be as compatible as possible. They depends on
MacCompileStuff
which contains precompiled universal but sometimes outdated libraries.
Requirements for local builds
- Xcode 4.6.3 or higher...
- Mac OS X 10.7.5 or higher...
scons
andgettext
(if you want to compile translations)- Homebrew from https://brew.sh/
Requirements for package builds
- Xcode 4.6.3 or higher...
- Mac OS X 10.7.5 or higher...
scons
andgettext
(if you want to compile translations)- The Headers and lib folders, which can be found in the newest zip here: https://sourceforge.net/downloads/wesnoth/unofficial/Mac%20Compile%20Stuff/
Targets
-
Wesnoth: Builds the actual game, depends on wesnothd. If you don't want to build wesnothd, get info on the Wesnoth target, go to the General tab, and remove wesnothd from its dependencies.
-
wesnothd: Builds the multiplayer server. The MP server is needed for hosting a local MP server, not for connecting to the official one.
-
unit_tests: Builds the unit tests. This is mainly useful when trying to fix a failing Travis build.
-
campaignd: Builds the addons server. This doesn't work currently.
-
liblua: Builds the lua library for Wesnoth.
Configurations
-
Release: Builds for maximum (runtime) speed and compatibility; it builds for 32-bit and 64-bit, with the latest SDK, but targets 10.7. You do not however need 10.7 SDK to build it. This is what's used for official releases.
-
Debug: Builds for maximum compiling speed, and uses the current OS as the SDK. If you just want to compile for testing things yourself, this is the way to go.
Step by step building
-
Obtain sources from github using
git clone https://github.com/wesnoth/wesnoth
or use your favourite git program -
Use
Finder
to navigate intowesnoth/projectfiles/Xcode
. And now, there will be 2 options.- If you are going to build local build you can just double click on
Fix_Xcode_Dependencies
script and wait until it will be done. - If you are going to build package build you must download
MacCompileStuff
and extract it here.
- If you are going to build local build you can just double click on
-
(Optional) Compile translations as it is described in Translations section.
-
Now you can open
Wesnoth.xcodeproj
file in Xcode.
Translations
To compile translations you need gettext-tools
and scons
. You can obtain these tools using brew install gettext scons
. In the Terminal, cd
to the Wesnoth root directory, and run scons translations
. This will compile all the translations into a translations directory.
Packaging
When compiling Wesnoth for an official release, the following steps should be taken:
- You must use package build
- Update version numbers in Info.plist (if not already by the release manager)
- Update the changelog in SDLMain.nib with player_changelog
- Rebuild translations
- Rebuild all in XCode (clean all, then build). Be sure to set it to release configuration first!
- Download old
.dmg
release. - Convert it using Disk Utility to Read and Write disk image and mount it.
- Delete old
Wesnoth.app
and copy newWesnoth.app
. - Rename disk image to match new release version.
- Unmount it and convert it back using
hdiutil convert /PATH/TO/IMAGE.dmg -format UDBZ -o /PATH/TO/NEW/IMAGE.dmg
command. - Create SHA-256 checksum using
shasum -a 256 /PATH/TO/NEW/IMAGE.dmg
command. - Done! You can release it now.