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# Setting Up the Development Environment on macOS
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## Necessary Software
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- git
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- brew
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- Xcode
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- cmake (3.2.2 or later)
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- Qt (5.9.2 or later)
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- boost (1.55.0 or later)
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## Building on macOS
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### Download boost from https://boost.org
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Download the .bz2 mac (unix if mac not specified) version 1_55_0 or later (last tested with 1_72_0)
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Save for later step.
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### Download and install Xcode from Apple
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When downloading Xcode, you should use the appropriate version for your OS version.  You can refer to the Version Comparison Table on https://en.wikipedia.org/wiki/Xcode to find out which version you should use.
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Apple store usually provides for the most recent macOS version.  For older versions, you will need to go to the Apple Developer site.
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After installing the application, you will need to start it in order to complete the installation.
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### Install Homebrew from https://brew.sh
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Check site for any changes in installation instructions, but they will probably just be this:
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1. Open a Terminal window
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2. Execute the following statement:
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```
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$ /bin/bash -c "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install.sh)"
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```
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### Install required software using brew
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In a Terminal window, execute the following statements:
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```
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$ brew install glew lz4 libjpeg libpng lzo pkg-config libusb cmake git-lfs libmypaint qt
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$ git lfs install
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```
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NOTE: This will install the latest version of QT which may not be compatible with older OS versions.
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If you cannot use the most recent version, download the online installer from https://www.qt.io/download and install the appropriate `macOS` version (min 5.9.2).  If installing via this method, be sure to install the `Qt Script (Deprecated)` libraries.
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### Remove incompatible symbolic directory
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Check to see if this symbolic glew directory exists. If so, remove it:
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```
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$ ls -l /usr/local/lib/cmake/glew
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$ rm /usr/local/lib/cmake/glew
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```
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### Set up OpenToonz repository
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These steps will put the OpenToonz repository under /Users/yourlogin/Documents.
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```
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$ cd ~/Documents   #or where you want to store the repository#
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$ git clone https://github.com/opentoonz/opentoonz
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$ cd opentoonz
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$ git lfs pull
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$ cd thirdparty/boost
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$ mv ~/Downloads/boost_1_72_0.tar.bz2 .   #or whatever the boost filename you downloaded is#
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$ tar xvjf boost_1_72_0.tar.bz2
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$ cd ../lzo
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$ cp -r 2.03/include/lzo driver
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$ cd ../tiff-4.0.3
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$ ./configure && make
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```
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### Configure build for QT version
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Edit the `/Users/yourlogin/Documents/opentoonz/toonz/sources/CMakeLists.txt` file at line 160 (64-bit OS) or 172 (32-bit OS) and modify the root path for the QT lib directory
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If you installed QT using `brew`, you can get the version and path to use with: `$ brew info qt`.  The lib path will look something like this: `/usr/local/Cellar/qt/5.12.2/lib`
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If you downloaded the QT installer and installed to `/Users/yourlogin/Qt`, your lib path may look something like this: `~/Qt/5.12.2/clang_64/lib` or `~/Qt/5.12.2/clang_32/lib`
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### Configure environment and Build OpenToonz
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1. Create the build directory with the following:
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```
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$ cd ~/Documents/opentoonz/toonz
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$ mkdir build
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$ cd build
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```
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2. Set up build environment
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To build from command line, do the following:
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```
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$ CMAKE_PREFIX_PATH=/usr/local/Cellar/qt/5.12.2 cmake ../sources   #replace QT path with your installed QT version#
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$ make
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```
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To build using Xcode, do the following:
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```
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$ sudo xcode-select -s /Applications/Xcode.app/Contents/Developer
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$ CMAKE_PREFIX_PATH=/usr/local/Cellar/qt/5.12.2 cmake -G Xcode ../sources -B.   #replace QT path with your installed QT version#
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```
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- Open Xcode app and open project /Users/yourlogin/Documents/opentoonz/toonz/build/OpenToonz.xcodeproj
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- Change `ALL_BUILD` to `OpenToonz`
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- Start build with: Product -> Build
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    - NOTE about rebuilding in Xcode: The initial build should succeed without any errors.  There after, the build will succeed but the following 3 errors can be ignored:
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```
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/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/install_name_tool: for: /Users/yourlogin/Documents/opentoonz/toonz/build/toonz/Debug/OpenToonz.app/Contents/MacOS/OpenToonz (for architecture x86_64) option "-add_rpath @executable_path/." would duplicate path, file already has LC_RPATH for: @executable_path/.
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/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/install_name_tool: for: /Users/yourlogin/Documents/opentoonz/toonz/build/toonz/Debug/OpenToonz.app/Contents/MacOS/OpenToonz (for architecture x86_64) option "-add_rpath /usr/local/Cellar/qt/5.12.2/lib/" would duplicate path, file already has LC_RPATH for: /usr/local/Cellar/qt/5.12.2/lib/
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Command /bin/sh emitted errors but did not return a nonzero exit code to indicate failure
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```
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Side note: If you want the option to build by command line and Xcode, create a separate build directory for each.
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### Create the stuff Directory
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If you have installed OpenToonz on the machine already, you can skip this.  Otherwise, you need to create the stuff folder with the following:
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```
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$ cd ~/Documents/opentoonz
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$ sudo mkdir /Applications/OpenToonz
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$ sudo cp -r stuff /Applications/OpenToonz/OpenToonz_stuff
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$ sudo chmod -R 777 /Applications/OpenToonz
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```
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### Running the build
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- If built using command line, run the following:
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```
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$ open ~/Documents/opentoonz/build/toonz/OpenToonz.app
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```
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- If built using Xcode, do the following:
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    - Open Scheme editor for OpenToonz: Product -> Scheme -> Edit Scheme
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    - Uncheck: Run -> Options -> Document Versions
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    - Run in Debug mode: Product -> Run
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    - To open with command line or from Finder window, the application is found in `/Users/yourlogin/Documents/opentoonz/toonz/build/Debug/OpenToonz.app`