aseprite/INSTALL.md

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# Table of contents
* [Platforms](#platforms)
* [Get the source code](#get-the-source-code)
* [Dependencies](#dependencies)
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* [Windows dependencies](#windows-dependencies)
* [macOS dependencies](#macos-dependencies)
* [Linux dependencies](#linux-dependencies)
* [Automatic Building](#automatic-building)
* [Manual Building](#manual-building)
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* [Windows details](#windows-details)
* [MinGW](#mingw)
* [macOS details](#macos-details)
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* [Issues with Retina displays](#issues-with-retina-displays)
* [Linux details](#linux-details)
* [Using shared third party libraries](#using-shared-third-party-libraries)
# Platforms
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You should be able to compile Aseprite successfully on the following
platforms (older and newer versions might work):
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* Windows 11 + [Visual Studio Community 2022 + Windows 11 SDK](https://imgur.com/a/7zs51IT)
* *Important*: We don't support [MinGW](#mingw)
* macOS 15.2 Sequoia + Xcode 16.3 + macOS 15.4 SDK
* Linux Ubuntu Focal Fossa 20.04 + clang 12
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# Get the source code
You can get the source code downloading a `Aseprite-v1.x-Source.zip`
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file from the latest Aseprite release (*in that case please follow the
compilation instructions inside the `.zip` file*):
https://github.com/aseprite/aseprite/releases
Or you can clone the repository and all its submodules using the
following command:
git clone --recursive https://github.com/aseprite/aseprite.git
To update an existing clone you can use the following commands:
cd aseprite
git pull
git submodule update --init --recursive
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You can use [Git for Windows](https://git-for-windows.github.io/) to
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clone the repository on Windows.
# Dependencies
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To compile Aseprite you will need:
* The latest version of [CMake](https://cmake.org)
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* [Ninja](https://ninja-build.org) build system
* And a compiled version of the `aseprite-m124` branch of
the [Skia library](https://github.com/aseprite/skia#readme).
There are [pre-built packages available](https://github.com/aseprite/skia/releases).
You can get some extra information in
the [*laf* dependencies](https://github.com/aseprite/laf#dependencies) page.
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## Windows dependencies
* Windows 11 (we don't support cross-compiling)
* [Visual Studio Community 2022](https://visualstudio.microsoft.com/downloads/) (we don't support [MinGW](#mingw))
* The [Desktop development with C++ item + Windows 10.0.26100.0 SDK](https://imgur.com/a/7zs51IT)
from Visual Studio installer
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## macOS dependencies
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On macOS you will need macOS 15.4 SDK and Xcode 16.3 (older versions might work).
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## Linux dependencies
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You will need the following dependencies on Ubuntu/Debian:
sudo apt-get install -y g++ clang cmake ninja-build libx11-dev libxcursor-dev libxi-dev libxrandr-dev libgl1-mesa-dev libfontconfig1-dev
Or use clang-12 packages (or newer) in case that clang in your distribution is older than clang 12.0:
sudo apt-get install -y clang-12
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On Fedora:
sudo dnf install -y gcc-c++ clang libcxx-devel cmake ninja-build libX11-devel libXcursor-devel libXi-devel libXrandr-devel mesa-libGL-devel fontconfig-devel
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On Arch:
sudo pacman -S gcc clang cmake ninja libx11 libxcursor libxi libxrandr mesa-libgl fontconfig libwebp
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On SUSE:
sudo zypper install gcc-c++ clang cmake ninja libX11-devel libXcursor-devel libXi-devel libXrandr-devel Mesa-libGL-devel fontconfig-devel
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# Automatic Building
We offer a new [build script](build.sh) that automates and help you to
compile Aseprite following instructions on screen. This will be the
preferred method for new users and developers to compile Aseprite.
After you get [get Aseprite code](#get-the-source-code) and install
[its dependencies](#dependencies), you can run [build.cmd](build.cmd)
file on Windows double-clicking it, or [build.sh](build.sh) on macOS or
Linux running it from the terminal from the same Aseprite folder.
# Manual Building
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1. [Get Aseprite code](#get-the-source-code), put it in a folder like
`C:\aseprite`, and create a `build` directory inside to leave all
the files that are result of the compilation process (`.exe`,
`.lib`, `.obj`, `.a`, `.o`, etc).
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cd C:\aseprite
mkdir build
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In this way, if you want to start with a fresh copy of Aseprite
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source code, you can remove the `build` directory and start again.
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2. Enter in the new directory and execute `cmake`:
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cd C:\aseprite\build
cmake -G Ninja -DLAF_BACKEND=skia ..
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Here `cmake` needs different options depending on your
platform. You must check the details for
[Windows](#windows-details), [macOS](#macos-details), and
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[Linux](#linux-details). Some `cmake` options can be modified using tools like
[`ccmake`](https://cmake.org/cmake/help/latest/manual/ccmake.1.html)
or [`cmake-gui`](https://cmake.org/cmake/help/latest/manual/cmake-gui.1.html).
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3. After you have executed and configured `cmake`, you have to compile
the project:
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cd C:\aseprite\build
ninja aseprite
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4. When `ninja` finishes the compilation, you can find the executable
inside `C:\aseprite\build\bin\aseprite.exe`.
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## Windows details
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Open a command prompt window with the VS 2022 tools. For this you can
search for `x64 Native Tools Command Prompt for VS 2022` in the Start
menu, or open a `cmd.exe` terminal and run:
call "C:\Program Files\Microsoft Visual Studio\2022\Community\Common7\Tools\VsDevCmd.bat" -arch=x64
The command above is required while using the 64-bit version of
Skia. When compiling with the 32-bit version, it is possible to open a
[developer command prompt](https://docs.microsoft.com/en-us/dotnet/framework/tools/developer-command-prompt-for-vs)
instead.
And then
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cd aseprite
mkdir build
cd build
cmake -DCMAKE_BUILD_TYPE=RelWithDebInfo -DLAF_BACKEND=skia -DSKIA_DIR=C:\deps\skia -DSKIA_LIBRARY_DIR=C:\deps\skia\out\Release-x64 -DSKIA_LIBRARY=C:\deps\skia\out\Release-x64\skia.lib -G Ninja ..
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ninja aseprite
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In this case, `C:\deps\skia` is the directory where Skia was compiled
or uncompressed.
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### MinGW
We don't support MinGW compiler and it might bring some problems into
the compilation process. If you see that the detected C++ compiler by
cmake is `C:\MinGW\bin\c++.exe` or something similar, you have to get
rid of MinGW path (`C:\MinGW\bin`) from the `PATH` environment
variable and run cmake again from scratch, so the Visual Studio C++
compiler (`cl.exe`) is used instead.
You can define the `CMAKE_IGNORE_PATH` variable when running cmake for
the first time in case that you don't know or don't want to modify the
`PATH` variable, e.g.:
cmake -DCMAKE_IGNORE_PATH=C:\MinGW\bin ...
More information in [issue #2449](https://github.com/aseprite/aseprite/issues/2449)
## macOS details
Run `cmake` with the following parameters and then `ninja`:
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cd aseprite
mkdir build
cd build
cmake \
-DCMAKE_BUILD_TYPE=RelWithDebInfo \
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-DCMAKE_OSX_ARCHITECTURES=x86_64 \
-DCMAKE_OSX_DEPLOYMENT_TARGET=10.9 \
-DCMAKE_OSX_SYSROOT=/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk \
-DLAF_BACKEND=skia \
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-DSKIA_DIR=$HOME/deps/skia \
-DSKIA_LIBRARY_DIR=$HOME/deps/skia/out/Release-x64 \
-DSKIA_LIBRARY=$HOME/deps/skia/out/Release-x64/libskia.a \
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-G Ninja \
..
ninja aseprite
In this case, `$HOME/deps/skia` is the directory where Skia was
compiled or downloaded. Make sure that `CMAKE_OSX_SYSROOT` is
pointing to the correct SDK directory (in this case
`/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk`),
but it could be different in your Mac.
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### Apple Silicon
If you running macOS on an ARM64/AArch64/Apple Silicon Mac (e.g. M1),
you can compile a native ARM64 version of Aseprite following similar
steps as above but when we call `cmake`, we have some differences:
cd aseprite
mkdir build
cd build
cmake \
-DCMAKE_BUILD_TYPE=RelWithDebInfo \
-DCMAKE_OSX_ARCHITECTURES=arm64 \
-DCMAKE_OSX_DEPLOYMENT_TARGET=11.0 \
-DCMAKE_OSX_SYSROOT=/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk \
-DLAF_BACKEND=skia \
-DSKIA_DIR=$HOME/deps/skia \
-DSKIA_LIBRARY_DIR=$HOME/deps/skia/out/Release-arm64 \
-DSKIA_LIBRARY=$HOME/deps/skia/out/Release-arm64/libskia.a \
-DPNG_ARM_NEON:STRING=on \
-G Ninja \
..
ninja aseprite
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### Issues with Retina displays
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If you have a Retina display, check the following issue:
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https://github.com/aseprite/aseprite/issues/589
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## Linux details
You can compile Aseprite with gcc or clang. In case that you are using
the [pre-compiled Skia version](https://github.com/aseprite/skia/releases/),
you must use libstdc++ to compile Aseprite:
cd aseprite
mkdir build
cd build
export CC=clang
export CXX=clang++
cmake \
-DCMAKE_BUILD_TYPE=RelWithDebInfo \
-DCMAKE_CXX_FLAGS:STRING=-stdlib=libstdc++ \
-DCMAKE_EXE_LINKER_FLAGS:STRING=-stdlib=libstdc++ \
-DLAF_BACKEND=skia \
-DSKIA_DIR=$HOME/deps/skia \
-DSKIA_LIBRARY_DIR=$HOME/deps/skia/out/Release-x64 \
-DSKIA_LIBRARY=$HOME/deps/skia/out/Release-x64/libskia.a \
-G Ninja \
..
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ninja aseprite
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In this case, `$HOME/deps/skia` is the directory where Skia was
compiled or uncompressed.
# Using shared third party libraries
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If you don't want to use the embedded code of third party libraries
(i.e. to use your installed versions), you can disable static linking
configuring each `USE_SHARED_` option.
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After running `cmake -G`, you can edit `build/CMakeCache.txt` file,
and enable the `USE_SHARED_` flag (set its value to `ON`) of the
library that you want to be linked dynamically.