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Platform Specific Build Instructions

Gary Wang edited this page Dec 4, 2024 · 1 revision

Version applied to this wiki:

  • Platform: All
  • Version: Git master HEAD

Here I assume you already read the Build it manually section in the project README file.

Linux

Just normal build process as other program will be fine. Nothing special ;)

For Archlinux there are also a PKGBUILD you can use.

For packaging to debian-based distro, the CMakeLists.txt provides some cpack configurations for generating a .deb package. After the build process, use cpack -G DEB to generate the package. You can also take .github/workflows/ubuntu.yml as a reference.

For this project, DEB is the only supported cpack generator in current state, feel free to submit a PR if you like improving cpack support for this project.

Windows

The normal build steps for Linux is also applied to Windows, but since Windows doesn't have a decent package manager, so if you need any other image formats support other than the supported formats which Qt provided, you need to get and build these imageformats plugins manually and vendor it. It's optional and can be skipped if you don't need extra image formats support.

For the Windows binary I provided, kimageformats plugin is used (for formats like kra, xcf, psd and etc.). You can take appveyor.yml as a reference to learn what I did when building the Windows binary.

KDE Craft environment also can be used to build and package this program. I did also created a blueprint for building this project that you can found it at here. It's not the way I used to create the release binary, but still worth trying.

macOS

brew can also be used for getting build dependencies (well, Qt and exiv2) for this app but you are still likely needs to build the image formats plugins manually. Maybe KDE/homebrew-kde can be handy in the upcoming future.

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