Sync INSTALL docs after Mark's macOS updates

This commit is contained in:
Bill Kendrick 2022-01-24 23:43:46 -08:00
parent 0175773efc
commit 3b027b9a4c
11 changed files with 217 additions and 157 deletions

View file

@ -7,7 +7,7 @@ Various contributors (see below, and AUTHORS.txt)
http://www.tuxpaint.org/
2022.January.21 (0.9.28)
2022.January.24 (0.9.28)
* Improvements to "Paint" and "Lines" tools:
------------------------------------------
* Brush spacing may now be altered within Tux Paint.

View file

@ -658,11 +658,11 @@ Compiling and Installation
% make install
... to create the TuxPaint.app application bundle that can be run
in-place or copied to /Applications. It also creates TuxPaint.dmg
for distribution.
in-place or copied to /Applications. To create the DMG file for
distribution, use 'make TuxPaint.dmg'.
Additional steps may be required when building for Apple Silicon.
See "Building for Apple Silicon" below.
Additional steps may be required when building for the Apple
Silicon. See "Building for Apple Silicon" below.
-------------------------------------------------------
@ -699,7 +699,11 @@ Compiling and Installation
flash drive accordingly.
Dual booting multiple versions of macOS for Apple Silicon has been
so far unsuccessful.
so far unsuccessful. Instead of installing an older version of macOS
for Apple Silicon to build Tux Paint to run on the old version of
macOS for Apple Silicon, use the instructions found in the
"Recompiling MacPorts" section to build Tux Paint to run on older
versions of macOS for Apple Silicon.
As of this writing, the oldest version of macOS available on Apple's
support site is Yosemite 10.10, which expects "GPT (GUID Partition
@ -730,7 +734,7 @@ Compiling and Installation
Recompiling MacPorts
To recompile MacPorts to be usable on older versions of macOS, set
the following options in /opt/local/etc/macports/macports.conf:172
the following options in /opt/local/etc/macports/macports.conf:
buildfromsource always
macosx_deployment_target 10.10
@ -748,7 +752,9 @@ Compiling and Installation
Silicon. Unfortunately, although MacPorts has the option to enable
the building of universal libraries, several libraries Tux Paint
require cannot be built as universal libraries so they can only be
built to run natively on the hardware on which they were built.
built to run natively on the hardware on which they were built. See
"Building a Universal Binary" below for instructions on how to build
Tux Paint as a Universal Binary.
Building for Apple Silicon
@ -756,17 +762,22 @@ Compiling and Installation
applications be signed, even if it is signed "ad-hoc" (anonymously).
Because of this, compilers that produce native Apple Silicon
applications sign all produced binaries and libraries as a part of
the compilation process. However, the Tux Paint compilation process
modifies the libraries to be modular so they can be added into the
application bundle, which has the unfortunate side effect of
breaking the signature. This can be addressed by signing the
application bundle ad-hoc (example below) or using your own Apple
Developer license key. The DMG file, if needed, also needs to be
recreated using the signed application bundle:
the compilation process.^* However, the Tux Paint compilation
process modifies the libraries to be modular (using
install_name_tool) so they can be added into the application bundle,
which has the unfortunate side effect of breaking the signature.
This can be addressed by signing the application bundle ad-hoc
(example below) or using your own Apple Developer Identity if you
have one. The DMG file, if needed, must be created after signing the
App Bundle so the DMG file is created with signed App Bundle:
$ codesign -s - TuxPaint.app
$ make TuxPaint.dmg
^* For more information on the code signing requirements on the
Apple Silicon, see
https://developer.apple.com/documentation/macos-release-notes/macos-big-sur-11_0_1-universal-apps-release-notes#:~:text=New%20in%20macOS,pass%20through%20Gatekeeper.
If you get an error that the application bundle is already signed,
remove it before signing::
@ -779,15 +790,15 @@ Compiling and Installation
Building a Universal Binary
To build the Universal binary, compile Tux Paint for the Intel CPU
and the Apple Silicon separately. Rename the app bundle for the
Intel CPU to TuxPaint-x86_64.app, and the bundle for the Apple
Silicon to TuxPaint-arm64.app, copy the app bundle from the Intel
machine to the Apple Silicon machine, then use the provided
build-universal.sh script to combine the two application bundles as
below. The produced bundle must be signed (see "Building for Apple
Silicon" above for more details) and DMG, is required, must also be
rebuilt:
To build Tux Paint as a Universal Binary, compile Tux Paint for the
Intel CPU and the Apple Silicon separately first. Then rename the
app bundle for the Intel CPU to TuxPaint-x86_64.app, and the bundle
for the Apple Silicon to TuxPaint-arm64.app, copy the app bundle
from the Intel machine to the Apple Silicon machine, then use the
provided build-universal.sh script to combine the two application
bundles as below. The produced bundle must be signed (see "Building
for Apple Silicon" above for more details). The DMG file, if
required, must be built after the signing:
$ macos/build-universal.sh
$ codesign -s - TuxPaint.app

View file

@ -823,10 +823,10 @@
% make install
</code>
</blockquote>
... to create the <code>TuxPaint.app</code> application bundle that can be run in-place or copied to <code>/Applications</code>. It also creates <code>TuxPaint.dmg</code> for distribution. </p>
... to create the <code>TuxPaint.app</code> application bundle that can be run in-place or copied to <code>/Applications</code>. To create the DMG file for distribution, use 'make TuxPaint.dmg'. </p>
<p>
Additional steps may be required when building for Apple Silicon. See "Building for Apple Silicon" below. </p>
Additional steps may be required when building for the Apple Silicon. See "Building for Apple Silicon" below. </p>
</blockquote>
<hr size="1" noshade width="75%" />
@ -854,7 +854,7 @@
macOS for Intel CPU does allow dual booting of multiple versions of the OS, but it's safer and easier to install the old macOS onto a flash drive. Wherever you're installing it, the target drive's partitioniong scheme and partition type must match what the old macOS expects, so use the Disk Utility to partition and format the flash drive accordingly. </p>
<p>
Dual booting multiple versions of macOS for Apple Silicon has been so far unsuccessful. </p>
Dual booting multiple versions of macOS for Apple Silicon has been so far unsuccessful. Instead of installing an older version of macOS for Apple Silicon to build Tux Paint to run on the old version of macOS for Apple Silicon, use the instructions found in the "Recompiling MacPorts" section to build Tux Paint to run on older versions of macOS for Apple Silicon. </p>
<p>
As of this writing, the oldest version of macOS available on Apple's support site is Yosemite 10.10, which expects "GPT (GUID Partition Table)" partitioning scheme instead of the older MBR scheme, and "Mac OS Extended (Journaled)" as the partition type instead of the newer APFS partition type. </p>
@ -876,7 +876,7 @@
<h4>Recompiling MacPorts</h4>
<blockquote>
<p>
To recompile MacPorts to be usable on older versions of macOS, set the following options in <code style="white-space: nowrap;">/opt/local/etc/macports/macports.conf</code>:172 <blockquote>
To recompile MacPorts to be usable on older versions of macOS, set the following options in <code style="white-space: nowrap;">/opt/local/etc/macports/macports.conf</code>: <blockquote>
<code>
buildfromsource always<br/>
macosx_deployment_target 10.10
@ -896,17 +896,18 @@
Then reinstall all MacPorts packages needed by Tux Paint. Also rebuild libimagequant using the updated Cargo package from MacPorts. </p>
<p>
As of this writing, all libraries Tux Paint requires from MacPorts can be recompiled in this manner to run on macOS 10.10 Yosemite and later on Intel CPUs, and macOS 11.0 Big Sur and later on Apple Silicon. Unfortunately, although MacPorts has the option to enable the building of universal libraries, several libraries Tux Paint require cannot be built as universal libraries so they can only be built to run natively on the hardware on which they were built. </p>
As of this writing, all libraries Tux Paint requires from MacPorts can be recompiled in this manner to run on macOS 10.10 Yosemite and later on Intel CPUs, and macOS 11.0 Big Sur and later on Apple Silicon. Unfortunately, although MacPorts has the option to enable the building of universal libraries, several libraries Tux Paint require cannot be built as universal libraries so they can only be built to run natively on the hardware on which they were built. See "Building a Universal Binary" below for instructions on how to build Tux Paint as a Universal Binary. </p>
</blockquote>
<h4>Building for Apple Silicon</h4>
<blockquote>
<p>macOS for Applie Silicon requires all native Apple Silicon applications be signed, even if it is signed "ad-hoc" (anonymously). Because of this, compilers that produce native Apple Silicon applications sign all produced binaries and libraries as a part of the compilation process. However, the Tux Paint compilation process modifies the libraries to be modular so they can be added into the application bundle, which has the unfortunate side effect of breaking the signature. This can be addressed by signing the application bundle ad-hoc (example below) or using your own Apple Developer license key. The DMG file, if needed, also needs to be recreated using the signed application bundle: <blockquote>
<p>macOS for Applie Silicon requires all native Apple Silicon applications be signed, even if it is signed "ad-hoc" (anonymously). Because of this, compilers that produce native Apple Silicon applications sign all produced binaries and libraries as a part of the compilation process.<sup>*</sup> However, the Tux Paint compilation process modifies the libraries to be modular (using <code>install_name_tool</code>) so they can be added into the application bundle, which has the unfortunate side effect of breaking the signature. This can be addressed by signing the application bundle ad-hoc (example below) or using your own Apple Developer Identity if you have one. The DMG file, if needed, must be created after signing the App Bundle so the DMG file is created with signed App Bundle: <blockquote>
<code>
$ codesign -s - TuxPaint.app<br/>
$ make TuxPaint.dmg
</code>
</blockquote>
<sup>*</sup> For more information on the code signing requirements on the Apple Silicon, see https://developer.apple.com/documentation/macos-release-notes/macos-big-sur-11_0_1-universal-apps-release-notes#:~:text=New%20in%20macOS,pass%20through%20Gatekeeper.
</p>
<p>If you get an error that the application bundle is already signed, remove it before signing:: <blockquote>
<code>
@ -914,13 +915,13 @@
</code>
</blockquote>
</p>
<p>If you plan to combine the Apple Silicon bundle with the Intel CPU bundle to produce the Universal bundle, the code signing must be done after they are combined. See "Building a Universal Binary" below. </p>
<p>If you plan to combine the Apple Silicon bundle with the Intel CPU bundle to produce the Universal bundle, the code signing must be done after they are combined. See "Building a Universal Binary" below. </p>
</blockquote>
<h4>Building a Universal Binary</h4>
<blockquote>
<p>
To build the Universal binary, compile Tux Paint for the Intel CPU and the Apple Silicon separately. Rename the app bundle for the Intel CPU to TuxPaint-x86_64.app, and the bundle for the Apple Silicon to TuxPaint-arm64.app, copy the app bundle from the Intel machine to the Apple Silicon machine, then use the provided <code>build-universal.sh</code> script to combine the two application bundles as below. The produced bundle must be signed (see "Building for Apple Silicon" above for more details) and DMG, is required, must also be rebuilt: <blockquote>
To build Tux Paint as a Universal Binary, compile Tux Paint for the Intel CPU and the Apple Silicon separately first. Then rename the app bundle for the Intel CPU to TuxPaint-x86_64.app, and the bundle for the Apple Silicon to TuxPaint-arm64.app, copy the app bundle from the Intel machine to the Apple Silicon machine, then use the provided <code>build-universal.sh</code> script to combine the two application bundles as below. The produced bundle must be signed (see "Building for Apple Silicon" above for more details). The DMG file, if required, must be built after the signing: <blockquote>
<code>
$ macos/build-universal.sh<br/>
$ codesign -s - TuxPaint.app <br/>

View file

@ -658,11 +658,11 @@ Compiling and Installation
% make install
... to create the TuxPaint.app application bundle that can be run
in-place or copied to /Applications. It also creates TuxPaint.dmg
for distribution.
in-place or copied to /Applications. To create the DMG file for
distribution, use 'make TuxPaint.dmg'.
Additional steps may be required when building for Apple Silicon.
See "Building for Apple Silicon" below.
Additional steps may be required when building for the Apple
Silicon. See "Building for Apple Silicon" below.
-------------------------------------------------------
@ -699,7 +699,11 @@ Compiling and Installation
flash drive accordingly.
Dual booting multiple versions of macOS for Apple Silicon has been
so far unsuccessful.
so far unsuccessful. Instead of installing an older version of macOS
for Apple Silicon to build Tux Paint to run on the old version of
macOS for Apple Silicon, use the instructions found in the
"Recompiling MacPorts" section to build Tux Paint to run on older
versions of macOS for Apple Silicon.
As of this writing, the oldest version of macOS available on Apple's
support site is Yosemite 10.10, which expects "GPT (GUID Partition
@ -730,7 +734,7 @@ Compiling and Installation
Recompiling MacPorts
To recompile MacPorts to be usable on older versions of macOS, set
the following options in /opt/local/etc/macports/macports.conf:172
the following options in /opt/local/etc/macports/macports.conf:
buildfromsource always
macosx_deployment_target 10.10
@ -748,7 +752,9 @@ Compiling and Installation
Silicon. Unfortunately, although MacPorts has the option to enable
the building of universal libraries, several libraries Tux Paint
require cannot be built as universal libraries so they can only be
built to run natively on the hardware on which they were built.
built to run natively on the hardware on which they were built. See
"Building a Universal Binary" below for instructions on how to build
Tux Paint as a Universal Binary.
Building for Apple Silicon
@ -756,17 +762,22 @@ Compiling and Installation
applications be signed, even if it is signed "ad-hoc" (anonymously).
Because of this, compilers that produce native Apple Silicon
applications sign all produced binaries and libraries as a part of
the compilation process. However, the Tux Paint compilation process
modifies the libraries to be modular so they can be added into the
application bundle, which has the unfortunate side effect of
breaking the signature. This can be addressed by signing the
application bundle ad-hoc (example below) or using your own Apple
Developer license key. The DMG file, if needed, also needs to be
recreated using the signed application bundle:
the compilation process.^* However, the Tux Paint compilation
process modifies the libraries to be modular (using
install_name_tool) so they can be added into the application bundle,
which has the unfortunate side effect of breaking the signature.
This can be addressed by signing the application bundle ad-hoc
(example below) or using your own Apple Developer Identity if you
have one. The DMG file, if needed, must be created after signing the
App Bundle so the DMG file is created with signed App Bundle:
$ codesign -s - TuxPaint.app
$ make TuxPaint.dmg
^* For more information on the code signing requirements on the
Apple Silicon, see
https://developer.apple.com/documentation/macos-release-notes/macos-big-sur-11_0_1-universal-apps-release-notes#:~:text=New%20in%20macOS,pass%20through%20Gatekeeper.
If you get an error that the application bundle is already signed,
remove it before signing::
@ -779,15 +790,15 @@ Compiling and Installation
Building a Universal Binary
To build the Universal binary, compile Tux Paint for the Intel CPU
and the Apple Silicon separately. Rename the app bundle for the
Intel CPU to TuxPaint-x86_64.app, and the bundle for the Apple
Silicon to TuxPaint-arm64.app, copy the app bundle from the Intel
machine to the Apple Silicon machine, then use the provided
build-universal.sh script to combine the two application bundles as
below. The produced bundle must be signed (see "Building for Apple
Silicon" above for more details) and DMG, is required, must also be
rebuilt:
To build Tux Paint as a Universal Binary, compile Tux Paint for the
Intel CPU and the Apple Silicon separately first. Then rename the
app bundle for the Intel CPU to TuxPaint-x86_64.app, and the bundle
for the Apple Silicon to TuxPaint-arm64.app, copy the app bundle
from the Intel machine to the Apple Silicon machine, then use the
provided build-universal.sh script to combine the two application
bundles as below. The produced bundle must be signed (see "Building
for Apple Silicon" above for more details). The DMG file, if
required, must be built after the signing:
$ macos/build-universal.sh
$ codesign -s - TuxPaint.app

View file

@ -823,10 +823,10 @@
% make install
</code>
</blockquote>
... to create the <code>TuxPaint.app</code> application bundle that can be run in-place or copied to <code>/Applications</code>. It also creates <code>TuxPaint.dmg</code> for distribution. </p>
... to create the <code>TuxPaint.app</code> application bundle that can be run in-place or copied to <code>/Applications</code>. To create the DMG file for distribution, use 'make TuxPaint.dmg'. </p>
<p>
Additional steps may be required when building for Apple Silicon. See "Building for Apple Silicon" below. </p>
Additional steps may be required when building for the Apple Silicon. See "Building for Apple Silicon" below. </p>
</blockquote>
<hr size="1" noshade width="75%" />
@ -854,7 +854,7 @@
macOS for Intel CPU does allow dual booting of multiple versions of the OS, but it's safer and easier to install the old macOS onto a flash drive. Wherever you're installing it, the target drive's partitioniong scheme and partition type must match what the old macOS expects, so use the Disk Utility to partition and format the flash drive accordingly. </p>
<p>
Dual booting multiple versions of macOS for Apple Silicon has been so far unsuccessful. </p>
Dual booting multiple versions of macOS for Apple Silicon has been so far unsuccessful. Instead of installing an older version of macOS for Apple Silicon to build Tux Paint to run on the old version of macOS for Apple Silicon, use the instructions found in the "Recompiling MacPorts" section to build Tux Paint to run on older versions of macOS for Apple Silicon. </p>
<p>
As of this writing, the oldest version of macOS available on Apple's support site is Yosemite 10.10, which expects "GPT (GUID Partition Table)" partitioning scheme instead of the older MBR scheme, and "Mac OS Extended (Journaled)" as the partition type instead of the newer APFS partition type. </p>
@ -876,7 +876,7 @@
<h4>Recompiling MacPorts</h4>
<blockquote>
<p>
To recompile MacPorts to be usable on older versions of macOS, set the following options in <code style="white-space: nowrap;">/opt/local/etc/macports/macports.conf</code>:172 <blockquote>
To recompile MacPorts to be usable on older versions of macOS, set the following options in <code style="white-space: nowrap;">/opt/local/etc/macports/macports.conf</code>: <blockquote>
<code>
buildfromsource always<br/>
macosx_deployment_target 10.10
@ -896,17 +896,18 @@
Then reinstall all MacPorts packages needed by Tux Paint. Also rebuild libimagequant using the updated Cargo package from MacPorts. </p>
<p>
As of this writing, all libraries Tux Paint requires from MacPorts can be recompiled in this manner to run on macOS 10.10 Yosemite and later on Intel CPUs, and macOS 11.0 Big Sur and later on Apple Silicon. Unfortunately, although MacPorts has the option to enable the building of universal libraries, several libraries Tux Paint require cannot be built as universal libraries so they can only be built to run natively on the hardware on which they were built. </p>
As of this writing, all libraries Tux Paint requires from MacPorts can be recompiled in this manner to run on macOS 10.10 Yosemite and later on Intel CPUs, and macOS 11.0 Big Sur and later on Apple Silicon. Unfortunately, although MacPorts has the option to enable the building of universal libraries, several libraries Tux Paint require cannot be built as universal libraries so they can only be built to run natively on the hardware on which they were built. See "Building a Universal Binary" below for instructions on how to build Tux Paint as a Universal Binary. </p>
</blockquote>
<h4>Building for Apple Silicon</h4>
<blockquote>
<p>macOS for Applie Silicon requires all native Apple Silicon applications be signed, even if it is signed "ad-hoc" (anonymously). Because of this, compilers that produce native Apple Silicon applications sign all produced binaries and libraries as a part of the compilation process. However, the Tux Paint compilation process modifies the libraries to be modular so they can be added into the application bundle, which has the unfortunate side effect of breaking the signature. This can be addressed by signing the application bundle ad-hoc (example below) or using your own Apple Developer license key. The DMG file, if needed, also needs to be recreated using the signed application bundle: <blockquote>
<p>macOS for Applie Silicon requires all native Apple Silicon applications be signed, even if it is signed "ad-hoc" (anonymously). Because of this, compilers that produce native Apple Silicon applications sign all produced binaries and libraries as a part of the compilation process.<sup>*</sup> However, the Tux Paint compilation process modifies the libraries to be modular (using <code>install_name_tool</code>) so they can be added into the application bundle, which has the unfortunate side effect of breaking the signature. This can be addressed by signing the application bundle ad-hoc (example below) or using your own Apple Developer Identity if you have one. The DMG file, if needed, must be created after signing the App Bundle so the DMG file is created with signed App Bundle: <blockquote>
<code>
$ codesign -s - TuxPaint.app<br/>
$ make TuxPaint.dmg
</code>
</blockquote>
<sup>*</sup> For more information on the code signing requirements on the Apple Silicon, see https://developer.apple.com/documentation/macos-release-notes/macos-big-sur-11_0_1-universal-apps-release-notes#:~:text=New%20in%20macOS,pass%20through%20Gatekeeper.
</p>
<p>If you get an error that the application bundle is already signed, remove it before signing:: <blockquote>
<code>
@ -914,13 +915,13 @@
</code>
</blockquote>
</p>
<p>If you plan to combine the Apple Silicon bundle with the Intel CPU bundle to produce the Universal bundle, the code signing must be done after they are combined. See "Building a Universal Binary" below. </p>
<p>If you plan to combine the Apple Silicon bundle with the Intel CPU bundle to produce the Universal bundle, the code signing must be done after they are combined. See "Building a Universal Binary" below. </p>
</blockquote>
<h4>Building a Universal Binary</h4>
<blockquote>
<p>
To build the Universal binary, compile Tux Paint for the Intel CPU and the Apple Silicon separately. Rename the app bundle for the Intel CPU to TuxPaint-x86_64.app, and the bundle for the Apple Silicon to TuxPaint-arm64.app, copy the app bundle from the Intel machine to the Apple Silicon machine, then use the provided <code>build-universal.sh</code> script to combine the two application bundles as below. The produced bundle must be signed (see "Building for Apple Silicon" above for more details) and DMG, is required, must also be rebuilt: <blockquote>
To build Tux Paint as a Universal Binary, compile Tux Paint for the Intel CPU and the Apple Silicon separately first. Then rename the app bundle for the Intel CPU to TuxPaint-x86_64.app, and the bundle for the Apple Silicon to TuxPaint-arm64.app, copy the app bundle from the Intel machine to the Apple Silicon machine, then use the provided <code>build-universal.sh</code> script to combine the two application bundles as below. The produced bundle must be signed (see "Building for Apple Silicon" above for more details). The DMG file, if required, must be built after the signing: <blockquote>
<code>
$ macos/build-universal.sh<br/>
$ codesign -s - TuxPaint.app <br/>

View file

@ -686,12 +686,12 @@ Compilation et installation
% make
% make install
... pour crée l'application TuxPaint.app qui peut être exécutée sur
place ou copiée sur /Applications. Il crée également TuxPaint.dmg
pour la distribution.
... to create the TuxPaint.app application bundle that can be run
in-place or copied to /Applications. To create the DMG file for
distribution, use 'make TuxPaint.dmg'.
Additional steps may be required when building for Apple Silicon.
See "Building for Apple Silicon" below.
Additional steps may be required when building for the Apple
Silicon. See "Building for Apple Silicon" below.
-------------------------------------------------------
@ -730,7 +730,11 @@ Compilation et installation
flash drive accordingly.
Dual booting multiple versions of macOS for Apple Silicon has been
so far unsuccessful.
so far unsuccessful. Instead of installing an older version of macOS
for Apple Silicon to build Tux Paint to run on the old version of
macOS for Apple Silicon, use the instructions found in the
"Recompiling MacPorts" section to build Tux Paint to run on older
versions of macOS for Apple Silicon.
À ce moment, l'ancienne version de macOS disponible sur le site
d'Apple est la Yosemite 10.10, qui un partitionnement "GPT (GUID
@ -762,7 +766,7 @@ Compilation et installation
Recompiling MacPorts
To recompile MacPorts to be usable on older versions of macOS, set
the following options in /opt/local/etc/macports/macports.conf:172
the following options in /opt/local/etc/macports/macports.conf:
buildfromsource always
macosx_deployment_target 10.10
@ -780,7 +784,9 @@ Compilation et installation
Silicon. Unfortunately, although MacPorts has the option to enable
the building of universal libraries, several libraries Tux Paint
require cannot be built as universal libraries so they can only be
built to run natively on the hardware on which they were built.
built to run natively on the hardware on which they were built. See
"Building a Universal Binary" below for instructions on how to build
Tux Paint as a Universal Binary.
Building for Apple Silicon
@ -788,17 +794,22 @@ Compilation et installation
applications be signed, even if it is signed "ad-hoc" (anonymously).
Because of this, compilers that produce native Apple Silicon
applications sign all produced binaries and libraries as a part of
the compilation process. However, the Tux Paint compilation process
modifies the libraries to be modular so they can be added into the
application bundle, which has the unfortunate side effect of
breaking the signature. This can be addressed by signing the
application bundle ad-hoc (example below) or using your own Apple
Developer license key. The DMG file, if needed, also needs to be
recreated using the signed application bundle:
the compilation process.^* However, the Tux Paint compilation
process modifies the libraries to be modular (using
install_name_tool) so they can be added into the application bundle,
which has the unfortunate side effect of breaking the signature.
This can be addressed by signing the application bundle ad-hoc
(example below) or using your own Apple Developer Identity if you
have one. The DMG file, if needed, must be created after signing the
App Bundle so the DMG file is created with signed App Bundle:
$ codesign -s - TuxPaint.app
$ make TuxPaint.dmg
^* For more information on the code signing requirements on the
Apple Silicon, see
https://developer.apple.com/documentation/macos-release-notes/macos-big-sur-11_0_1-universal-apps-release-notes#:~:text=New%20in%20macOS,pass%20through%20Gatekeeper.
If you get an error that the application bundle is already signed,
remove it before signing::
@ -811,15 +822,15 @@ Compilation et installation
Building a Universal Binary
To build the Universal binary, compile Tux Paint for the Intel CPU
and the Apple Silicon separately. Rename the app bundle for the
Intel CPU to TuxPaint-x86_64.app, and the bundle for the Apple
Silicon to TuxPaint-arm64.app, copy the app bundle from the Intel
machine to the Apple Silicon machine, then use the provided
build-universal.sh script to combine the two application bundles as
below. The produced bundle must be signed (see "Building for Apple
Silicon" above for more details) and DMG, is required, must also be
rebuilt:
To build Tux Paint as a Universal Binary, compile Tux Paint for the
Intel CPU and the Apple Silicon separately first. Then rename the
app bundle for the Intel CPU to TuxPaint-x86_64.app, and the bundle
for the Apple Silicon to TuxPaint-arm64.app, copy the app bundle
from the Intel machine to the Apple Silicon machine, then use the
provided build-universal.sh script to combine the two application
bundles as below. The produced bundle must be signed (see "Building
for Apple Silicon" above for more details). The DMG file, if
required, must be built after the signing:
$ macos/build-universal.sh
$ codesign -s - TuxPaint.app

View file

@ -823,10 +823,10 @@
% make install
</code>
</blockquote>
... pour crée l'application <code>TuxPaint.app</code> qui peut être exécutée sur place ou copiée sur <code>/Applications</code>. Il crée également <code>TuxPaint.dmg</code> pour la distribution. </p>
... to create the <code>TuxPaint.app</code> application bundle that can be run in-place or copied to <code>/Applications</code>. To create the DMG file for distribution, use 'make TuxPaint.dmg'. </p>
<p>
Additional steps may be required when building for Apple Silicon. See "Building for Apple Silicon" below. </p>
Additional steps may be required when building for the Apple Silicon. See "Building for Apple Silicon" below. </p>
</blockquote>
<hr size="1" noshade width="75%" />
@ -854,7 +854,7 @@
macOS for Intel CPU does allow dual booting of multiple versions of the OS, but it's safer and easier to install the old macOS onto a flash drive. Wherever you're installing it, the target drive's partitioniong scheme and partition type must match what the old macOS expects, so use the Disk Utility to partition and format the flash drive accordingly. </p>
<p>
Dual booting multiple versions of macOS for Apple Silicon has been so far unsuccessful. </p>
Dual booting multiple versions of macOS for Apple Silicon has been so far unsuccessful. Instead of installing an older version of macOS for Apple Silicon to build Tux Paint to run on the old version of macOS for Apple Silicon, use the instructions found in the "Recompiling MacPorts" section to build Tux Paint to run on older versions of macOS for Apple Silicon. </p>
<p>
À ce moment, l'ancienne version de macOS disponible sur le site d'Apple est la Yosemite 10.10, qui un partitionnement "GPT (GUID Partition Table)" au lieu de MBR, et "Mac OS Extended (Journalisé)" comme type de partition au lieu du nouveau type APFS. </p>
@ -876,7 +876,7 @@
<h4>Recompiling MacPorts</h4>
<blockquote>
<p>
To recompile MacPorts to be usable on older versions of macOS, set the following options in <code style="white-space: nowrap;">/opt/local/etc/macports/macports.conf</code>:172 <blockquote>
To recompile MacPorts to be usable on older versions of macOS, set the following options in <code style="white-space: nowrap;">/opt/local/etc/macports/macports.conf</code>: <blockquote>
<code>
buildfromsource always<br/>
macosx_deployment_target 10.10
@ -896,17 +896,18 @@
Then reinstall all MacPorts packages needed by Tux Paint. Also rebuild libimagequant using the updated Cargo package from MacPorts. </p>
<p>
As of this writing, all libraries Tux Paint requires from MacPorts can be recompiled in this manner to run on macOS 10.10 Yosemite and later on Intel CPUs, and macOS 11.0 Big Sur and later on Apple Silicon. Unfortunately, although MacPorts has the option to enable the building of universal libraries, several libraries Tux Paint require cannot be built as universal libraries so they can only be built to run natively on the hardware on which they were built. </p>
As of this writing, all libraries Tux Paint requires from MacPorts can be recompiled in this manner to run on macOS 10.10 Yosemite and later on Intel CPUs, and macOS 11.0 Big Sur and later on Apple Silicon. Unfortunately, although MacPorts has the option to enable the building of universal libraries, several libraries Tux Paint require cannot be built as universal libraries so they can only be built to run natively on the hardware on which they were built. See "Building a Universal Binary" below for instructions on how to build Tux Paint as a Universal Binary. </p>
</blockquote>
<h4>Building for Apple Silicon</h4>
<blockquote>
<p>macOS for Applie Silicon requires all native Apple Silicon applications be signed, even if it is signed "ad-hoc" (anonymously). Because of this, compilers that produce native Apple Silicon applications sign all produced binaries and libraries as a part of the compilation process. However, the Tux Paint compilation process modifies the libraries to be modular so they can be added into the application bundle, which has the unfortunate side effect of breaking the signature. This can be addressed by signing the application bundle ad-hoc (example below) or using your own Apple Developer license key. The DMG file, if needed, also needs to be recreated using the signed application bundle: <blockquote>
<p>macOS for Applie Silicon requires all native Apple Silicon applications be signed, even if it is signed "ad-hoc" (anonymously). Because of this, compilers that produce native Apple Silicon applications sign all produced binaries and libraries as a part of the compilation process.<sup>*</sup> However, the Tux Paint compilation process modifies the libraries to be modular (using <code>install_name_tool</code>) so they can be added into the application bundle, which has the unfortunate side effect of breaking the signature. This can be addressed by signing the application bundle ad-hoc (example below) or using your own Apple Developer Identity if you have one. The DMG file, if needed, must be created after signing the App Bundle so the DMG file is created with signed App Bundle: <blockquote>
<code>
$ codesign -s - TuxPaint.app<br/>
$ make TuxPaint.dmg
</code>
</blockquote>
<sup>*</sup> For more information on the code signing requirements on the Apple Silicon, see https://developer.apple.com/documentation/macos-release-notes/macos-big-sur-11_0_1-universal-apps-release-notes#:~:text=New%20in%20macOS,pass%20through%20Gatekeeper.
</p>
<p>If you get an error that the application bundle is already signed, remove it before signing:: <blockquote>
<code>
@ -914,13 +915,13 @@
</code>
</blockquote>
</p>
<p>If you plan to combine the Apple Silicon bundle with the Intel CPU bundle to produce the Universal bundle, the code signing must be done after they are combined. See "Building a Universal Binary" below. </p>
<p>If you plan to combine the Apple Silicon bundle with the Intel CPU bundle to produce the Universal bundle, the code signing must be done after they are combined. See "Building a Universal Binary" below. </p>
</blockquote>
<h4>Building a Universal Binary</h4>
<blockquote>
<p>
To build the Universal binary, compile Tux Paint for the Intel CPU and the Apple Silicon separately. Rename the app bundle for the Intel CPU to TuxPaint-x86_64.app, and the bundle for the Apple Silicon to TuxPaint-arm64.app, copy the app bundle from the Intel machine to the Apple Silicon machine, then use the provided <code>build-universal.sh</code> script to combine the two application bundles as below. The produced bundle must be signed (see "Building for Apple Silicon" above for more details) and DMG, is required, must also be rebuilt: <blockquote>
To build Tux Paint as a Universal Binary, compile Tux Paint for the Intel CPU and the Apple Silicon separately first. Then rename the app bundle for the Intel CPU to TuxPaint-x86_64.app, and the bundle for the Apple Silicon to TuxPaint-arm64.app, copy the app bundle from the Intel machine to the Apple Silicon machine, then use the provided <code>build-universal.sh</code> script to combine the two application bundles as below. The produced bundle must be signed (see "Building for Apple Silicon" above for more details). The DMG file, if required, must be built after the signing: <blockquote>
<code>
$ macos/build-universal.sh<br/>
$ codesign -s - TuxPaint.app <br/>

View file

@ -668,11 +668,11 @@ Compiling and Installation
% make install
... to create the TuxPaint.app application bundle that can be run
in-place or copied to /Applications. It also creates TuxPaint.dmg
for distribution.
in-place or copied to /Applications. To create the DMG file for
distribution, use 'make TuxPaint.dmg'.
Additional steps may be required when building for Apple Silicon.
See "Building for Apple Silicon" below.
Additional steps may be required when building for the Apple
Silicon. See "Building for Apple Silicon" below.
-------------------------------------------------------
@ -709,7 +709,11 @@ Compiling and Installation
flash drive accordingly.
Dual booting multiple versions of macOS for Apple Silicon has been
so far unsuccessful.
so far unsuccessful. Instead of installing an older version of macOS
for Apple Silicon to build Tux Paint to run on the old version of
macOS for Apple Silicon, use the instructions found in the
"Recompiling MacPorts" section to build Tux Paint to run on older
versions of macOS for Apple Silicon.
As of this writing, the oldest version of macOS available on Apple's
support site is Yosemite 10.10, which expects "GPT (GUID Partition
@ -740,7 +744,7 @@ Compiling and Installation
Recompiling MacPorts
To recompile MacPorts to be usable on older versions of macOS, set
the following options in /opt/local/etc/macports/macports.conf:172
the following options in /opt/local/etc/macports/macports.conf:
buildfromsource always
macosx_deployment_target 10.10
@ -758,7 +762,9 @@ Compiling and Installation
Silicon. Unfortunately, although MacPorts has the option to enable
the building of universal libraries, several libraries Tux Paint
require cannot be built as universal libraries so they can only be
built to run natively on the hardware on which they were built.
built to run natively on the hardware on which they were built. See
"Building a Universal Binary" below for instructions on how to build
Tux Paint as a Universal Binary.
Building for Apple Silicon
@ -766,17 +772,22 @@ Compiling and Installation
applications be signed, even if it is signed "ad-hoc" (anonymously).
Because of this, compilers that produce native Apple Silicon
applications sign all produced binaries and libraries as a part of
the compilation process. However, the Tux Paint compilation process
modifies the libraries to be modular so they can be added into the
application bundle, which has the unfortunate side effect of
breaking the signature. This can be addressed by signing the
application bundle ad-hoc (example below) or using your own Apple
Developer license key. The DMG file, if needed, also needs to be
recreated using the signed application bundle:
the compilation process.^* However, the Tux Paint compilation
process modifies the libraries to be modular (using
install_name_tool) so they can be added into the application bundle,
which has the unfortunate side effect of breaking the signature.
This can be addressed by signing the application bundle ad-hoc
(example below) or using your own Apple Developer Identity if you
have one. The DMG file, if needed, must be created after signing the
App Bundle so the DMG file is created with signed App Bundle:
$ codesign -s - TuxPaint.app
$ make TuxPaint.dmg
^* For more information on the code signing requirements on the
Apple Silicon, see
https://developer.apple.com/documentation/macos-release-notes/macos-big-sur-11_0_1-universal-apps-release-notes#:~:text=New%20in%20macOS,pass%20through%20Gatekeeper.
If you get an error that the application bundle is already signed,
remove it before signing::
@ -789,15 +800,15 @@ Compiling and Installation
Building a Universal Binary
To build the Universal binary, compile Tux Paint for the Intel CPU
and the Apple Silicon separately. Rename the app bundle for the
Intel CPU to TuxPaint-x86_64.app, and the bundle for the Apple
Silicon to TuxPaint-arm64.app, copy the app bundle from the Intel
machine to the Apple Silicon machine, then use the provided
build-universal.sh script to combine the two application bundles as
below. The produced bundle must be signed (see "Building for Apple
Silicon" above for more details) and DMG, is required, must also be
rebuilt:
To build Tux Paint as a Universal Binary, compile Tux Paint for the
Intel CPU and the Apple Silicon separately first. Then rename the
app bundle for the Intel CPU to TuxPaint-x86_64.app, and the bundle
for the Apple Silicon to TuxPaint-arm64.app, copy the app bundle
from the Intel machine to the Apple Silicon machine, then use the
provided build-universal.sh script to combine the two application
bundles as below. The produced bundle must be signed (see "Building
for Apple Silicon" above for more details). The DMG file, if
required, must be built after the signing:
$ macos/build-universal.sh
$ codesign -s - TuxPaint.app

View file

@ -823,10 +823,10 @@
% make install
</code>
</blockquote>
... to create the <code>TuxPaint.app</code> application bundle that can be run in-place or copied to <code>/Applications</code>. It also creates <code>TuxPaint.dmg</code> for distribution. </p>
... to create the <code>TuxPaint.app</code> application bundle that can be run in-place or copied to <code>/Applications</code>. To create the DMG file for distribution, use 'make TuxPaint.dmg'. </p>
<p>
Additional steps may be required when building for Apple Silicon. See "Building for Apple Silicon" below. </p>
Additional steps may be required when building for the Apple Silicon. See "Building for Apple Silicon" below. </p>
</blockquote>
<hr size="1" noshade width="75%" />
@ -854,7 +854,7 @@
macOS for Intel CPU does allow dual booting of multiple versions of the OS, but it's safer and easier to install the old macOS onto a flash drive. Wherever you're installing it, the target drive's partitioniong scheme and partition type must match what the old macOS expects, so use the Disk Utility to partition and format the flash drive accordingly. </p>
<p>
Dual booting multiple versions of macOS for Apple Silicon has been so far unsuccessful. </p>
Dual booting multiple versions of macOS for Apple Silicon has been so far unsuccessful. Instead of installing an older version of macOS for Apple Silicon to build Tux Paint to run on the old version of macOS for Apple Silicon, use the instructions found in the "Recompiling MacPorts" section to build Tux Paint to run on older versions of macOS for Apple Silicon. </p>
<p>
As of this writing, the oldest version of macOS available on Apple's support site is Yosemite 10.10, which expects "GPT (GUID Partition Table)" partitioning scheme instead of the older MBR scheme, and "Mac OS Extended (Journaled)" as the partition type instead of the newer APFS partition type. </p>
@ -876,7 +876,7 @@
<h4>Recompiling MacPorts</h4>
<blockquote>
<p>
To recompile MacPorts to be usable on older versions of macOS, set the following options in <code style="white-space: nowrap;">/opt/local/etc/macports/macports.conf</code>:172 <blockquote>
To recompile MacPorts to be usable on older versions of macOS, set the following options in <code style="white-space: nowrap;">/opt/local/etc/macports/macports.conf</code>: <blockquote>
<code>
buildfromsource always<br/>
macosx_deployment_target 10.10
@ -896,17 +896,18 @@
Then reinstall all MacPorts packages needed by Tux Paint. Also rebuild libimagequant using the updated Cargo package from MacPorts. </p>
<p>
As of this writing, all libraries Tux Paint requires from MacPorts can be recompiled in this manner to run on macOS 10.10 Yosemite and later on Intel CPUs, and macOS 11.0 Big Sur and later on Apple Silicon. Unfortunately, although MacPorts has the option to enable the building of universal libraries, several libraries Tux Paint require cannot be built as universal libraries so they can only be built to run natively on the hardware on which they were built. </p>
As of this writing, all libraries Tux Paint requires from MacPorts can be recompiled in this manner to run on macOS 10.10 Yosemite and later on Intel CPUs, and macOS 11.0 Big Sur and later on Apple Silicon. Unfortunately, although MacPorts has the option to enable the building of universal libraries, several libraries Tux Paint require cannot be built as universal libraries so they can only be built to run natively on the hardware on which they were built. See "Building a Universal Binary" below for instructions on how to build Tux Paint as a Universal Binary. </p>
</blockquote>
<h4>Building for Apple Silicon</h4>
<blockquote>
<p>macOS for Applie Silicon requires all native Apple Silicon applications be signed, even if it is signed "ad-hoc" (anonymously). Because of this, compilers that produce native Apple Silicon applications sign all produced binaries and libraries as a part of the compilation process. However, the Tux Paint compilation process modifies the libraries to be modular so they can be added into the application bundle, which has the unfortunate side effect of breaking the signature. This can be addressed by signing the application bundle ad-hoc (example below) or using your own Apple Developer license key. The DMG file, if needed, also needs to be recreated using the signed application bundle: <blockquote>
<p>macOS for Applie Silicon requires all native Apple Silicon applications be signed, even if it is signed "ad-hoc" (anonymously). Because of this, compilers that produce native Apple Silicon applications sign all produced binaries and libraries as a part of the compilation process.<sup>*</sup> However, the Tux Paint compilation process modifies the libraries to be modular (using <code>install_name_tool</code>) so they can be added into the application bundle, which has the unfortunate side effect of breaking the signature. This can be addressed by signing the application bundle ad-hoc (example below) or using your own Apple Developer Identity if you have one. The DMG file, if needed, must be created after signing the App Bundle so the DMG file is created with signed App Bundle: <blockquote>
<code>
$ codesign -s - TuxPaint.app<br/>
$ make TuxPaint.dmg
</code>
</blockquote>
<sup>*</sup> For more information on the code signing requirements on the Apple Silicon, see https://developer.apple.com/documentation/macos-release-notes/macos-big-sur-11_0_1-universal-apps-release-notes#:~:text=New%20in%20macOS,pass%20through%20Gatekeeper.
</p>
<p>If you get an error that the application bundle is already signed, remove it before signing:: <blockquote>
<code>
@ -914,13 +915,13 @@
</code>
</blockquote>
</p>
<p>If you plan to combine the Apple Silicon bundle with the Intel CPU bundle to produce the Universal bundle, the code signing must be done after they are combined. See "Building a Universal Binary" below. </p>
<p>If you plan to combine the Apple Silicon bundle with the Intel CPU bundle to produce the Universal bundle, the code signing must be done after they are combined. See "Building a Universal Binary" below. </p>
</blockquote>
<h4>Building a Universal Binary</h4>
<blockquote>
<p>
To build the Universal binary, compile Tux Paint for the Intel CPU and the Apple Silicon separately. Rename the app bundle for the Intel CPU to TuxPaint-x86_64.app, and the bundle for the Apple Silicon to TuxPaint-arm64.app, copy the app bundle from the Intel machine to the Apple Silicon machine, then use the provided <code>build-universal.sh</code> script to combine the two application bundles as below. The produced bundle must be signed (see "Building for Apple Silicon" above for more details) and DMG, is required, must also be rebuilt: <blockquote>
To build Tux Paint as a Universal Binary, compile Tux Paint for the Intel CPU and the Apple Silicon separately first. Then rename the app bundle for the Intel CPU to TuxPaint-x86_64.app, and the bundle for the Apple Silicon to TuxPaint-arm64.app, copy the app bundle from the Intel machine to the Apple Silicon machine, then use the provided <code>build-universal.sh</code> script to combine the two application bundles as below. The produced bundle must be signed (see "Building for Apple Silicon" above for more details). The DMG file, if required, must be built after the signing: <blockquote>
<code>
$ macos/build-universal.sh<br/>
$ codesign -s - TuxPaint.app <br/>

View file

@ -658,11 +658,11 @@ Compiling and Installation
% make install
... to create the TuxPaint.app application bundle that can be run
in-place or copied to /Applications. It also creates TuxPaint.dmg
for distribution.
in-place or copied to /Applications. To create the DMG file for
distribution, use 'make TuxPaint.dmg'.
Additional steps may be required when building for Apple Silicon.
See "Building for Apple Silicon" below.
Additional steps may be required when building for the Apple
Silicon. See "Building for Apple Silicon" below.
-------------------------------------------------------
@ -699,7 +699,11 @@ Compiling and Installation
flash drive accordingly.
Dual booting multiple versions of macOS for Apple Silicon has been
so far unsuccessful.
so far unsuccessful. Instead of installing an older version of macOS
for Apple Silicon to build Tux Paint to run on the old version of
macOS for Apple Silicon, use the instructions found in the
"Recompiling MacPorts" section to build Tux Paint to run on older
versions of macOS for Apple Silicon.
As of this writing, the oldest version of macOS available on Apple's
support site is Yosemite 10.10, which expects "GPT (GUID Partition
@ -730,7 +734,7 @@ Compiling and Installation
Recompiling MacPorts
To recompile MacPorts to be usable on older versions of macOS, set
the following options in /opt/local/etc/macports/macports.conf:172
the following options in /opt/local/etc/macports/macports.conf:
buildfromsource always
macosx_deployment_target 10.10
@ -748,7 +752,9 @@ Compiling and Installation
Silicon. Unfortunately, although MacPorts has the option to enable
the building of universal libraries, several libraries Tux Paint
require cannot be built as universal libraries so they can only be
built to run natively on the hardware on which they were built.
built to run natively on the hardware on which they were built. See
"Building a Universal Binary" below for instructions on how to build
Tux Paint as a Universal Binary.
Building for Apple Silicon
@ -756,17 +762,22 @@ Compiling and Installation
applications be signed, even if it is signed "ad-hoc" (anonymously).
Because of this, compilers that produce native Apple Silicon
applications sign all produced binaries and libraries as a part of
the compilation process. However, the Tux Paint compilation process
modifies the libraries to be modular so they can be added into the
application bundle, which has the unfortunate side effect of
breaking the signature. This can be addressed by signing the
application bundle ad-hoc (example below) or using your own Apple
Developer license key. The DMG file, if needed, also needs to be
recreated using the signed application bundle:
the compilation process.^* However, the Tux Paint compilation
process modifies the libraries to be modular (using
install_name_tool) so they can be added into the application bundle,
which has the unfortunate side effect of breaking the signature.
This can be addressed by signing the application bundle ad-hoc
(example below) or using your own Apple Developer Identity if you
have one. The DMG file, if needed, must be created after signing the
App Bundle so the DMG file is created with signed App Bundle:
$ codesign -s - TuxPaint.app
$ make TuxPaint.dmg
^* For more information on the code signing requirements on the
Apple Silicon, see
https://developer.apple.com/documentation/macos-release-notes/macos-big-sur-11_0_1-universal-apps-release-notes#:~:text=New%20in%20macOS,pass%20through%20Gatekeeper.
If you get an error that the application bundle is already signed,
remove it before signing::
@ -779,15 +790,15 @@ Compiling and Installation
Building a Universal Binary
To build the Universal binary, compile Tux Paint for the Intel CPU
and the Apple Silicon separately. Rename the app bundle for the
Intel CPU to TuxPaint-x86_64.app, and the bundle for the Apple
Silicon to TuxPaint-arm64.app, copy the app bundle from the Intel
machine to the Apple Silicon machine, then use the provided
build-universal.sh script to combine the two application bundles as
below. The produced bundle must be signed (see "Building for Apple
Silicon" above for more details) and DMG, is required, must also be
rebuilt:
To build Tux Paint as a Universal Binary, compile Tux Paint for the
Intel CPU and the Apple Silicon separately first. Then rename the
app bundle for the Intel CPU to TuxPaint-x86_64.app, and the bundle
for the Apple Silicon to TuxPaint-arm64.app, copy the app bundle
from the Intel machine to the Apple Silicon machine, then use the
provided build-universal.sh script to combine the two application
bundles as below. The produced bundle must be signed (see "Building
for Apple Silicon" above for more details). The DMG file, if
required, must be built after the signing:
$ macos/build-universal.sh
$ codesign -s - TuxPaint.app

View file

@ -823,10 +823,10 @@
% make install
</code>
</blockquote>
... to create the <code>TuxPaint.app</code> application bundle that can be run in-place or copied to <code>/Applications</code>. It also creates <code>TuxPaint.dmg</code> for distribution. </p>
... to create the <code>TuxPaint.app</code> application bundle that can be run in-place or copied to <code>/Applications</code>. To create the DMG file for distribution, use 'make TuxPaint.dmg'. </p>
<p>
Additional steps may be required when building for Apple Silicon. See "Building for Apple Silicon" below. </p>
Additional steps may be required when building for the Apple Silicon. See "Building for Apple Silicon" below. </p>
</blockquote>
<hr size="1" noshade width="75%" />
@ -854,7 +854,7 @@
macOS for Intel CPU does allow dual booting of multiple versions of the OS, but it's safer and easier to install the old macOS onto a flash drive. Wherever you're installing it, the target drive's partitioniong scheme and partition type must match what the old macOS expects, so use the Disk Utility to partition and format the flash drive accordingly. </p>
<p>
Dual booting multiple versions of macOS for Apple Silicon has been so far unsuccessful. </p>
Dual booting multiple versions of macOS for Apple Silicon has been so far unsuccessful. Instead of installing an older version of macOS for Apple Silicon to build Tux Paint to run on the old version of macOS for Apple Silicon, use the instructions found in the "Recompiling MacPorts" section to build Tux Paint to run on older versions of macOS for Apple Silicon. </p>
<p>
As of this writing, the oldest version of macOS available on Apple's support site is Yosemite 10.10, which expects "GPT (GUID Partition Table)" partitioning scheme instead of the older MBR scheme, and "Mac OS Extended (Journaled)" as the partition type instead of the newer APFS partition type. </p>
@ -876,7 +876,7 @@
<h4>Recompiling MacPorts</h4>
<blockquote>
<p>
To recompile MacPorts to be usable on older versions of macOS, set the following options in <code style="white-space: nowrap;">/opt/local/etc/macports/macports.conf</code>:172 <blockquote>
To recompile MacPorts to be usable on older versions of macOS, set the following options in <code style="white-space: nowrap;">/opt/local/etc/macports/macports.conf</code>: <blockquote>
<code>
buildfromsource always<br/>
macosx_deployment_target 10.10
@ -896,17 +896,18 @@
Then reinstall all MacPorts packages needed by Tux Paint. Also rebuild libimagequant using the updated Cargo package from MacPorts. </p>
<p>
As of this writing, all libraries Tux Paint requires from MacPorts can be recompiled in this manner to run on macOS 10.10 Yosemite and later on Intel CPUs, and macOS 11.0 Big Sur and later on Apple Silicon. Unfortunately, although MacPorts has the option to enable the building of universal libraries, several libraries Tux Paint require cannot be built as universal libraries so they can only be built to run natively on the hardware on which they were built. </p>
As of this writing, all libraries Tux Paint requires from MacPorts can be recompiled in this manner to run on macOS 10.10 Yosemite and later on Intel CPUs, and macOS 11.0 Big Sur and later on Apple Silicon. Unfortunately, although MacPorts has the option to enable the building of universal libraries, several libraries Tux Paint require cannot be built as universal libraries so they can only be built to run natively on the hardware on which they were built. See "Building a Universal Binary" below for instructions on how to build Tux Paint as a Universal Binary. </p>
</blockquote>
<h4>Building for Apple Silicon</h4>
<blockquote>
<p>macOS for Applie Silicon requires all native Apple Silicon applications be signed, even if it is signed "ad-hoc" (anonymously). Because of this, compilers that produce native Apple Silicon applications sign all produced binaries and libraries as a part of the compilation process. However, the Tux Paint compilation process modifies the libraries to be modular so they can be added into the application bundle, which has the unfortunate side effect of breaking the signature. This can be addressed by signing the application bundle ad-hoc (example below) or using your own Apple Developer license key. The DMG file, if needed, also needs to be recreated using the signed application bundle: <blockquote>
<p>macOS for Applie Silicon requires all native Apple Silicon applications be signed, even if it is signed "ad-hoc" (anonymously). Because of this, compilers that produce native Apple Silicon applications sign all produced binaries and libraries as a part of the compilation process.<sup>*</sup> However, the Tux Paint compilation process modifies the libraries to be modular (using <code>install_name_tool</code>) so they can be added into the application bundle, which has the unfortunate side effect of breaking the signature. This can be addressed by signing the application bundle ad-hoc (example below) or using your own Apple Developer Identity if you have one. The DMG file, if needed, must be created after signing the App Bundle so the DMG file is created with signed App Bundle: <blockquote>
<code>
$ codesign -s - TuxPaint.app<br/>
$ make TuxPaint.dmg
</code>
</blockquote>
<sup>*</sup> For more information on the code signing requirements on the Apple Silicon, see https://developer.apple.com/documentation/macos-release-notes/macos-big-sur-11_0_1-universal-apps-release-notes#:~:text=New%20in%20macOS,pass%20through%20Gatekeeper.
</p>
<p>If you get an error that the application bundle is already signed, remove it before signing:: <blockquote>
<code>
@ -914,13 +915,13 @@
</code>
</blockquote>
</p>
<p>If you plan to combine the Apple Silicon bundle with the Intel CPU bundle to produce the Universal bundle, the code signing must be done after they are combined. See "Building a Universal Binary" below. </p>
<p>If you plan to combine the Apple Silicon bundle with the Intel CPU bundle to produce the Universal bundle, the code signing must be done after they are combined. See "Building a Universal Binary" below. </p>
</blockquote>
<h4>Building a Universal Binary</h4>
<blockquote>
<p>
To build the Universal binary, compile Tux Paint for the Intel CPU and the Apple Silicon separately. Rename the app bundle for the Intel CPU to TuxPaint-x86_64.app, and the bundle for the Apple Silicon to TuxPaint-arm64.app, copy the app bundle from the Intel machine to the Apple Silicon machine, then use the provided <code>build-universal.sh</code> script to combine the two application bundles as below. The produced bundle must be signed (see "Building for Apple Silicon" above for more details) and DMG, is required, must also be rebuilt: <blockquote>
To build Tux Paint as a Universal Binary, compile Tux Paint for the Intel CPU and the Apple Silicon separately first. Then rename the app bundle for the Intel CPU to TuxPaint-x86_64.app, and the bundle for the Apple Silicon to TuxPaint-arm64.app, copy the app bundle from the Intel machine to the Apple Silicon machine, then use the provided <code>build-universal.sh</code> script to combine the two application bundles as below. The produced bundle must be signed (see "Building for Apple Silicon" above for more details). The DMG file, if required, must be built after the signing: <blockquote>
<code>
$ macos/build-universal.sh<br/>
$ codesign -s - TuxPaint.app <br/>