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Bug 37832
действительно нужен libbluez-devel для _установки_?
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список зависимостей от upstream-а
INSTALL.md (text/markdown), 12.42 KB, created by
Leontiy Volodin
on 2020-01-24 14:28:10 MSK
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список зависимостей от upstream-а
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Leontiy Volodin
Created:
2020-01-24 14:28:10 MSK
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12.42 KB
patch
obsolete
># 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: > >* 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) >* 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 >``` > >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' >``` > >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 >``` > >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 > >```bash ># go into the stk-code directory >cd stk-code > ># create and enter the cmake_build directory >mkdir cmake_build >cd cmake_build > ># run cmake to generate the makefile >cmake .. > ># 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 > >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. > >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!* > >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. > >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 'Where to build the binaries' to a new directory called `build` or `bld` inside the stk-code directory. > >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. > > 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. Press 'Generate' button. > >8. Navigate to your build directory and open the `SuperTuxKart.sln` file; Visual Studio will now load the solution. > >9. In the 'Solution Explorer', right click on the `supertuxkart` project and select "Set as StartUp project". > >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 2019| 16 >Visual Studio 2017| 15 >Visual Studio 2015| 14 >Visual Studio 2013| 13 > >## Building SuperTuxKart on Windows (from PowerShell/Command line) > >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) >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": > > ```cmd > mkdir build > cd build > ``` > >5. Once inside the build directory; run CMake to start the compilation process: > > ```cmd > cmake .. > ``` > >6. Now that CMake finished configuring and creating the necessary files for the build, run the build command in the same directory: > >```cmd >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 >``` > >The first link is required in order to find libcurl, the second to find opengl. > >### STK 0.10 or later (or latest git) > >Install [homebrew](https://brew.sh/) >Install all of the dependencies using homebrew: > >```bash >cd /path/to/stk-code >brew bundle >``` > >Build STK > >```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 > >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: > >```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: > >```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.
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