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How to build Mozc on macOS

macOS

Summary

If you are not sure what the following commands do, please check the descriptions below and make sure the operations before running them.

git clone https://github.com/google/mozc.git
cd mozc/src

export PYTHON_VENV_ROOT=${PWD}/python-venv
python3 -m venv ${PYTHON_VENV_ROOT}
source ${PYTHON_VENV_ROOT}/bin/activate
python3 -m pip install requests

python3 build_tools/update_deps.py

# CMake is also required to build Qt.
python3 build_tools/build_qt.py --release --confirm_license

MOZC_QT_PATH=${PWD}/third_party/qt bazel build package --config oss_macos -c opt
open bazel-bin/mac/Mozc.pkg

💡 With the above build steps, the target CPU architecture of the binaries in Mozc.pkg is the same as the CPU architecture of the build environment. That is, if you build Mozc on arm64 environment, Mozc.pkg contains arm64 binaries. See the "how to specify target CPU architectures" section below about how to do cross build.

💡 You can also download Mozc.pkg from GitHub Actions. Check Build with GitHub Actions for details.

Setup

System Requirements

64-bit macOS 11 and later versions are supported.

Software Requirements

Building on Mac requires the following software.

  • Xcode
    • Xcode 13 (macOS 13 SDK) or later
    • ⚠️Xcode Command Line Tools aren't sufficient.
  • Bazel for Bazel build
  • Python 3.9 or later with the following pip module.
    • requests
  • CMake 3.18.4 or later (to build Qt6)

Get the Code

You can download Mozc source code as follows:

git clone https://github.com/google/mozc.git
cd mozc/src

Hereafter you can do all the operations without changing directory.

Set up and enable Python virtual environment

The following commands set up Python virtual environment under mozc/src/python-venv.

export PYTHON_VENV_ROOT=${PWD}/python-venv
python3 -m venv ${PYTHON_VENV_ROOT}
source ${PYTHON_VENV_ROOT}/bin/activate
python3 -m pip install requests

Using mozc/src/python-venv as the virtual environment location is not mandatory. Any other location should also work.

Check out additional build dependencies

python build_tools/update_deps.py

In this step, additional build dependencies will be downloaded.

You can specify --noqt option if you would like to use your own Qt binaries.

Build Qt

python3 build_tools/build_qt.py --release --confirm_license

Drop --confirm_license option if you would like to manually confirm the Qt license.

You can also specify --debug option to build debug version of Mozc.

python3 build_tools/build_qt.py --release --debug --confirm_license

You can also specify --macos_cpus option, which has the same semantics as the same name option in Bazel, for cross-build including building a Universal macOS Binary.

# Building x86_64 binaries regardless of the host CPU architecture.
python3 build_tools/build_qt.py --release --debug --confirm_license --macos_cpus=x86_64

# Building Universal macOS Binary for both x86_64 and arm64.
python3 build_tools/build_qt.py --release --debug --confirm_license --macos_cpus=x86_64,arm64

You can skip this process if you have already installed Qt prebuilt binaries.

CMake is also required to build Qt. If you use brew, you can install cmake as follows.

brew install cmake

Build with Bazel

Build installer

MOZC_QT_PATH=${PWD}/third_party/qt bazel build package --config oss_macos -c opt
open bazel-bin/mac/Mozc.pkg

How to specify target CPU architectures

To build an Intel64 macOS binary regardless of the host CPU architecture.

python3 build_tools/build_qt.py --release --debug --confirm_license --macos_cpus=x64_64
MOZC_QT_PATH=${PWD}/third_party/qt bazel build package --config oss_macos -c opt --macos_cpus=x64_64
open bazel-bin/mac/Mozc.pkg

To build a Universal macOS Binary both x86_64 and arm64.

python3 build_tools/build_qt.py --release --debug --confirm_license --macos_cpus=x86_64,arm64
MOZC_QT_PATH=${PWD}/third_party/qt bazel build package --config oss_macos -c opt --macos_cpus=x86_64,arm64
open bazel-bin/mac/Mozc.pkg

Unit tests

MOZC_QT_PATH=${PWD}/third_party/qt bazel test ... --config oss_macos --build_tests_only -c dbg

See build Mozc in Docker for details.

Edit src/config.bzl

You can modify variables in src/config.bzl to fit your environment. Note: ~ does not represent the home directory. The exact path should be specified (e.g. MACOS_QT_PATH = "/Users/mozc/myqt").

Tips: the following command makes the specified file untracked by Git.

git update-index --assume-unchanged src/config.bzl

This command reverts the above change.

git update-index --no-assume-unchanged src/config.bzl

Build with GitHub Actions

GitHub Actions steps are already set up in macos.yaml. With that, you can build and install Mozc with your own commit as follows.

  1. Fork https://github.com/google/mozc to your GitHub repository.
  2. Push a new commit to your own fork.
  3. Click "Actions" tab on your fork.
  4. Wait until the action triggered with your commit succeeds.
  5. Download Mozc.pkg from the action result page.
  6. Install Mozc.pkg.

Files in the GitHub Actions page remain available up to 90 days.

You can also find Mozc Installers for macOS in google/mozc repository. Please keep in mind that Mozc is not an officially supported Google product, even if downloaded from https://github.com/google/mozc/.

  1. Sign in GitHub.
  2. Check recent successfull macOS runs in google/mozc repository.
  3. Find action in last 90 days and click it.
  4. Download Mozc.pkg from the action result page.

Build with GYP (maintenance mode)

GYP build is under maintenance mode. Bazel build is recommended.

While the existing targets are supported by both GYP and Bazel as much as possible, new targets will be supported by Bazel only.

Targets only for Bazel:

  • AUX dictionary (//data/dictionary_oss:aux_dictionary)
  • Filtered dictionary (//data/dictionary_oss:filtered_dictionary)
  • SVS character input instead of CJK compatibility ideographs (//rewriter:single_kanji_rewriter)
  • Zip code conversion (//server:mozc_server)

Software Requirements

For GYP build, Ninja and Packages are also required.

  • Ninja for GYP build
  • Packages for installer
  • Python 3.9 or later with the following pip module.
    • requests
    • six

Build executables

First, you'll need to generate Xcode project using a tool called GYP.

GYP_DEFINES="mac_sdk=13.0 mac_deployment_target=11.0" python3 build_mozc.py gyp

You can customize the SDK version target OS version here.

Then, build Mozc.app and necessary files:

python3 build_mozc.py build -c Release mac/mac.gyp:GoogleJapaneseInput

If you want to build Mozc without Qt dependencies, specify --noqt option as follows. Note that GUI tools will be built as a mock version that does nothing if you specify --noqt.

GYP_DEFINES="mac_sdk=13.0 mac_deployment_target=11.0" python3 build_mozc.py gyp --noqt
python3 build_mozc.py build -c Release mac/mac.gyp:GoogleJapaneseInput

Executables

Executables are written in out_mac/Release for Release builds, and out_mac/Debug for Debug builds. For instance, you'll have out_mac/Release/Mozc.app once the build finishes successfully in the Release mode.

GUI tools executables are linked with the libraries in third_party/qt. You might want to change it with install_name_tool.

Installer

You can also build an installer.

GYP_DEFINES="mac_sdk=13.0 mac_deployment_target=11.0" python3 build_mozc.py gyp
python3 build_mozc.py build -c Release :Installer

Clean up the Tree

To clean up the tree, execute the following. This will remove executables and intermediate files like object files, generated source files, project files, etc.

python3 build_mozc.py clean

Install built packages

Without building an installer .pkg file, you can just place the created Mozc.app into /Library/Input Methods, and mac/installer/LaunchAgents/org.mozc.inputmethod.Japanese.Converter.plist and org.mozc.inputmethod.Japanese.Renderer.plist into /Library/LaunchAgents, and then log in again. Then it works well.

sudo cp -r out_mac/Release/Mozc.app /Library/Input\ Methods/
sudo cp mac/installer/LaunchAgents/org.mozc.inputmethod.Japanese.Converter.plist /Library/LaunchAgents
sudo cp mac/installer/LaunchAgents/org.mozc.inputmethod.Japanese.Renderer.plist /Library/LaunchAgents