LLQtWebKit Mac OSX Build Instructions

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These are instructions for building the Qt/WebKit library (LLQtWebKit) on Mac OS X as well as the test applications (testGL and uBrowser). They have been tested using XCode 3.2.1 on Mac OS X 10.6.2.

Set up

Create a directory you'll use for the build. This can be anywhere you like, but for the purposes of the example I'll use ~/llqtwebkit.

Acquire LLQtWebKit source code

  • In a Web browser, navigate to http://bitbucket.org/lindenlab/llqtwebkit/
  • Select "get source->zip" from menu
  • A zip file of the source code will be downloaded
  • Extract the files in the zip into ~/llqtwebkit (this should create the directory ~/llqtwebkit/llqtwebkit

Build the open source version of Qt using XCode

Acquire the Qt 4.6 source with our patches

  • Our clone of Qt is available here: http://gitorious.org/+lindenqt/qt/lindenqt
  • Download the source by clicking on the "lindenqt" branch under "Branches" and then using the "download as tar.gz" link on the right hand side of the page
    • Alternately, if you prefer you can clone the repository with git using the "clone" link on the page -- details of this are left as an exercise to the reader
  • Extract the tarball into ~/llqtwebkit
  • This may take some as the archive contains a lot of files
  • You should now have a directory ~/llqtwebkit/qt-lindenqt
  • Open a terminal window and cd to ~/llqtwebkit/qt-lindenqt directory
  • run the following commands (we'll use the QTDIR variable in later steps)
export QTDIR=`pwd`
export PATH=$QTDIR/bin:$PATH

Configure Qt

  • In the terminal window, make sure you're still in the directory ~/llqtwebkit/qt-lindenqt
  • Run the following command:
./configure -platform macx-g++40 -no-framework -fast -no-qt3support -prefix $PWD -static -release -no-xmlpatterns -no-phonon -universal -sdk /Developer/SDKs/MacOSX10.4u.sdk/ -nomake examples -nomake demos -nomake docs -nomake translations
  • When you are asked if you want to use the Commercial or Open Source version type o to select Open Source and press <enter>
  • When the license agreement appears, if you agree type yes <enter>
  • This operation takes around 10-15 minutes on a typical development system

Note: you can also add -opensource -confirm-license to automatically select and accept the LGPL.

Build Qt

  • In the terminal window, make sure you're still in the directory ~/llqtwebkit/qt-lindenqt
  • Run this command:
  • If you're on a multicore machine, you can speed up the build substantially by using the '-j' argument to make, which will cause it to build files in parallel. For example, on a 4-core system, I use:
make -j4
  • This takes a little over an hour on a 4-core Mac Pro.
  • After building Qt the built libraries will be in ~/llqtwebkit/qt-lindenqt/lib
  • For me, the full build fails with "duplicate symbol _sqlite3_status", but at that point it has already built most of what we need.
  • The one additional piece we need is the JavaScriptCore library in Webkit. To build that do the following:
cd $QTDIR/src/3rdparty/webkit/JavaScriptCore

Build LLQtWebKit

  • In the terminal window, change to the directory ~/llqtwebkit/llqtwebkit
  • Create a symlink to QTDIR in this directory (this allows the Xcode project to find it easily):
  • Open the llqtwebkit.xcodeproj project with Xcode
  • Build the "Release" configuration of the "llqtwebkit" target
  • The output of the build is ~/llqtwebkit/llqtwebkit/build/Release/libllqtwebkit.dylib
    • to build the Second Life viewer, this library needs to be copied to {VIEWERSRC}/libraries/universal-darwin/lib_release/ and llqtwebkit.h needs to go in {VIEWERSRC}/libraries/include/

Optional: build testgl

testgl is a simple example that uses the OpenGL GLUT toolkit to open a window, and renders web pages to an OpenGL texture using llqtwebkit.

  • First, build the llqtwebkit library as described above
  • In Terminal, go into the tests/testgl/ directory
  • Create a symlink to your built version of the llqtwebkit library:
ln -s ../../build/Release/libllqtwebkit.dylib
  • run the following commands:
  • this should create a 'testgl' binary, which you can run from the terminal window like so:

Optional: build ubrowser

ubrowser is a more complex example that uses the GLUI toolkit to render web pages to OpenGL textures and apply them to various 3d models.

  • First, build the llqtwebkit library as described above
  • Open the Xcode project at tests/ubrowser/ubrowser.xcodeproj
  • Build and run using the Xcode UI