To build and run Organic Maps you'll need a machine with at least 4Gb of RAM and 20-30Gb of disk space depending on your target platform. Expect to download 5-10Gb of files.
For Windows you need to have Git for Windows installed and Git bash available in the PATH.
First of all get the source code. The full Organic Maps sources repository is ~8.5Gb in size, there are various clone options to reduce download size to suit your needs.
For Windows, enable symlinks support in git first. The easiest way is to reinstall the latest Git for Windows with the "Enable Symlinks" checkbox checked. If you don't want to reinstall Git, then you can add -c core.symlinks=true
parameter to the clone command below to enable symlinks for the repository.
git config --global core.symlinks true
Clone the repository including all submodules (see Special cases options below):
(if you plan to contribute and propose pull requests then use a web interface at https://github.com/organicmaps/organicmaps to fork the repo first and use your fork's url in the command below)
git clone --recurse-submodules https://github.com/organicmaps/organicmaps.git
Go into the cloned repo:
cd organicmaps
Configure the repository for an opensource build:
(if you plan to publish the app privately in stores check special options)
bash ./configure.sh
For Windows 10: You should be able to build the project by following either of these setups:
Setup 1: Using WSL
- Install WSL on your machine.
- Install g++ by running the following command in WSL:
sudo apt install g++
- Run
./configure.sh
in WSL.
Setup 2: Using Visual Studio Developer Command Prompt
- Install the Visual Studio Developer Command Prompt (make sure to choose the latest MSVC x64/x86 build tool and Windows 10/11 SDK as individual components while installing Visual Studio).
- Run the following command and follow instructions:
"C:\Program Files\Git\bin\bash.exe" configure.sh # execute the script by using Developer Command Prompt
If all you want is just a one-off build or your Internet bandwidth or disk space are limited then add following options to the git clone
command:
-
a
--filter=blob:limit=128k
option to make a partial clone (saves ~4Gb), i.e. blob files over 128k in size will be excluded from the history and downloaded on-demand - should be suitable for a generic development use; -
a
--depth=1
option to make a shallow copy (and possibly a--no-single-branch
to have all branches not justmaster
), i.e. omit history while retaining current commits only (saves ~4.5Gb) - suitable for one-off builds; -
a
--shallow-submodules
option to shallow clone the submodules (save ~1.3Gb) - should be suitable for a generic development if no work on submodules is planned.
To be able to publish the app in stores e.g. in Google Play its necessary to populate some configs with private keys, etc.
Check ./configure.sh --help
to see how to copy the configs automatically from a private repo.
You need a Linux or a Mac machine to build a desktop version of Organic Maps. Windows users can use the WSL (Windows Subsystem for Linux) and follow "Linux or Mac" steps described below.
Ensure that you have at least 20GB of free space.
Install Cmake (3.22.1 minimum), Boost, Qt 5 and other dependencies.
Installing ccache can speed up active development.
Ubuntu 20.04, 22.04:
sudo apt update && sudo apt install -y \
build-essential \
clang \
ninja-build \
python3 \
qtbase5-dev \
libc++-dev \
libfreetype-dev \
libglu1-mesa-dev \
libicu-dev \
libqt5svg5-dev \
libsqlite3-dev \
zlib1g-dev
For Ubuntu 20.04 the version of cmake
that ships with Ubuntu is too old; a more recent version can be installed using snap
:
sudo snap install --classic cmake
For Ubuntu 22.04 cmake
may be installed using snap
as well, or alternatively by using apt
:
sudo apt install -y cmake
Fedora:
sudo dnf install -y \
clang \
cmake \
ninja-build \
freetype-devel \
libicu-devel \
libstdc++-devel \
qt5-qtbase-devel \
qt5-qtsvg-devel \
sqlite-devel
macOS:
brew install cmake ninja qt@5
We haven't compiled Organic Maps on Windows natively in a long time, though it is possible. Some files should be updated. There is a work in progress on windows branch. Please contribute if you have time. You'll need to have python3, cmake, ninja, and QT5 in the PATH, and Visual Studio 2022 or Visual Studio 2022 Build Tools installed. Use Visual Studio Developer Command Prompt or generate Visual Studio project files with CMake to build the project.
However, it is possible to use the WSL (Windows Subsystem for Linux) to run GUI applications.
Since Windows 11 Build 22000 running GUI apps from the WSL is supported out-of-the box. After building the app you should be able to run it without any additional steps.
For Windows 10 you should do these steps (taken from here, check this blog post if you have any problems):
- Download and install VcXsrv Windows X Server.
- Run XLaunch app to launch X Server. During settings make sure "Disable access control" checkbox is selected.
- (optionally) Click "Save configuration" and save configuration to some file (for example to config.xlaunch). With this you will be able to quickly run desktop app in the future.
- When asked about firewall, allow access for public and private networks.
- Add this line:
to /etc/bash.bashrc file.
export DISPLAY=$(ip route|awk '/^default/{print $3}'):0.0
- Close WSL and open it again.
Now when you want to run the desktop app you just need to first launch the X Server on Windows (for example, by running previously saved config.xlaunch file) and then you should be able to build and run the app from WSL.
Running X Server is also required to run generate_symbols.sh
script when you change icons for styles
To build a desktop app:
tools/unix/build_omim.sh -r desktop
The output binary will go into ../omim-build-release
.
Check tools/unix/build_omim.sh -h
for more build options, e.g. to build a debug version.
Besides desktop there are other targets like generator_tool, to see a full list execute:
tools/unix/build_omim.sh -d help
- If you get "not enough memory" errors during builds, you may disable
CMake Unity Builds by
export UNITY_DISABLE=1
or by passing-DUNITY_DISABLE=1
option tocmake
invocation. Or you can reduce Unity build batch size from the default50
to a lower value (2-16) byexport UNITY_BUILD_BATCH_SIZE=8
. Note that these changes may significantly increase the build time.
The generated binaries appear in ../omim-build-<buildtype>
.
A desktop app binary is OMaps
. To run e.g. a release version:
Linux:
../omim-build-release/OMaps
macOS:
../omim-build-release/OMaps.app/Contents/MacOS/OMaps
Compile all unit tests in Debug mode:
cmake . -B build -G Ninja -DCMAKE_BUILD_TYPE=Debug
cmake --build build --target all
Run all unit tests:
cd build
../tools/python/run_desktop_tests.py -f . -u ../data/ -d ../data/
To run a limited set of tests, use -i
flag. To exclude some tests, use -e
flag:
cd build
../tools/python/run_desktop_tests.py -f . -u ../data/ -d ../data/ -i base_tests,coding_tests
../tools/python/run_desktop_tests.py -f . -u ../data/ -d ../data/ -e routing_integration_tests
When developing, it is more convenient to use a symlink:
cd build
ln -s ../data/ data
./coding_tests
Some tests are known to be broken.
Desktop app has some "hidden" debug commands that you can trigger by entering them in Offline Search input.
For example you can switch theme which is very useful for checking styles changes. To switch themes you can enter this commands:
?light
- Day theme?dark
- Night theme?vlight
- Day theme for vehicle navigation?vdark
- Night theme for vehicle navigation
There are also other commands for turning on/off isolines, antialiasing, etc. Check the code to learn about them.
To make the desktop app display maps in a different language add a -lang
option, e.g. for russian language:
../omim-build-release/OMaps -lang ru
By default OMaps
expects a repository's data
folder to be present in the current working dir, add a -data_path
option to override it.
Check OMaps -help
for a list of all run-time options.
When running the desktop app with a lot of maps increase open files limit, which is only 256 on Mac OS X.
Use ulimit -n 2000
, put it into ~/.bash_profile
to apply it to all new sessions.
In OS X to increase this limit globally, add limit maxfiles 2048 2048
to /etc/launchd.conf
and run
echo 'ulimit -n 2048' | sudo tee -a /etc/profile
If you have Qt installed in an unusual directory, use QT_PATH
variable (SET (QT_PATH "your-path-to-qt")
). You can skip building tests
with CMAKE_CONFIG=-DSKIP_TESTS
variable. You would need 1.5 GB of memory
to compile the stats
module.
The build_omim.sh
script basically runs these commands:
cmake <path_to_omim> -DCMAKE_BUILD_TYPE={Debug|Release}
<make or ninja> [<target>] -j <number_of_processes>
Linux, Mac, or Windows should work to build Organic Maps for Android.
Ensure that you have at least 30GB of free space.
Install Android Studio.
Install Android SDK and NDK:
- Run the Android Studio.
- Open "SDK Manager" (under "More Actions" in a welcome screen or a three-dot menu in a list of recent projects screen or "Tools" top menu item in an open project).
- Select "Android 13.0 (T) / API Level 33" SDK.
- Switch to "SDK Tools" tab.
- Check "Show Package Details" checkbox.
- Select "NDK (Side by side)" version 25.2.9519653.
- Select "CMake" version 3.22.1.
- Click "Apply" and wait for downloads and installation to finish.
- In the left pane menu select "Appearance & Behavior > System Settings > Memory Settings".
- Set "IDE max heap size" to 2048Mb or more (otherwise the Studio might get stuck on "Updating indexes" when opening the project).
Configure the repo with Android SDK and NDK paths. You can do it either by setting a global environment variable pointing at your Android SDK:
ANDROID_HOME=<here is the absolute path to the root folder of your Android SDK installation>
or by running the following script, that creates android/local.properties
file with the line sdk.dir=<path to your Android SDK>
in it:
Linux:
./tools/android/set_up_android.py --sdk $HOME/Android/Sdk
macOS:
./tools/android/set_up_android.py --sdk $HOME/Library/Android/Sdk
Windows 10: no action needed, should work out of the box.
In Android Studio open the project in android/
directory.
Setup a virtual device to use emulator ("Tools > Device Manager") or use a hardware device for debugging. If using an emulator, make sure to choose a system image with API Level 31 and ABI x86_64.
There is a matrix of different build variants:
-
Type:
Debug
is a debug version with all checks enabled.Beta
is a manual pre-release build for testing.Release
is a fully optimized version for app stores.
-
Flavor:
Web
is a light apk without any bundled maps.Google
is a full Google Play store version including a low-zoom overview world map.Fdroid
is a version for publishing on F-Droid open source apps store (no bundled maps and no Google services).- ...and other flavors like
Huawei
.
You can choose a build variant in Android Studio's "Build > Select Build Variant..." menu. There you can also choose a target architecture (Active ABI) like x86_64 (for e.g. emulator) or arm64-v8a (many modern devices).
To build and run the app in the emulator or on a hardware device use a "Run > Run (android)" menu item.
To build a redistributable apk use a "Build > Build Bundle(s) / APK(s) > Build APK(s)" menu item. Generated apks are stored in build/outputs/apk/
.
See also https://developer.android.com/studio/run.
To enable logging in case of crashes, after installing a debug version, run:
adb shell pm grant app.organicmaps.debug android.permission.READ_LOGS
First configure PATH
to prefer cmake
from Android SDK/NDK instead of one installed in the system:
Linux:
export PATH=$HOME/Android/Sdk/cmake/3.22.1/bin:$PATH
macOS:
export PATH=$HOME/Library/Android/Sdk/cmake/3.22.1/bin:$PATH
Check if you have a system-wide Java runtime environment (JRE) installed:
java -version
If your system doesn't have a JRE installed or Java version is less than 11 (openjdk)
or you want command line builds to use a JRE version bundled with the Studio
then set JAVA_HOME
environment variable:
Linux:
export JAVA_HOME=<path-to-android-studio-installation>/android-studio/jre
macOS:
export JAVA_HOME=<path-to-android-studio-installation>/Contents/jre/Contents/Home
Run the builds from the android subdirectory of the repo:
cd android
To build, install and run e.g. a Web Debug version on your device/emulator:
./gradlew runWebDebug
Or to compile a redistributable Fdroid Beta apk for testing:
./gradlew assembleFdroidBeta
Or to build Release apks for all Flavors:
./gradlew assembleRelease
Run ./gradlew tasks
to see all possible build variants.
Intermediate files for each build (Type + Flavor + target arch) take ~3-4.5Gb of space.
To remove all intermediate build files run ./gradlew clean
.
By default the build will run for all 3 target architectures: arm64-v8a, armeabi-v7a and x86_64. To speed up your build include only the arch you need by adding e.g. a -Parm64
option to the gradle build command (other options are -Parm32
for armeabi-v7a, -Px64
for x86_64 and -Px86
for x86).
To create separate apks for all target arches add a -PsplitApk
option (by default all arches are combined in one "fat" apk).
Adding a -Ppch
(use precompiled headers) option makes builds ~15% faster.
If a running build makes your computer slow and laggish then try lowering the priority of the build process by adding a --priority=low
option and/or add a -Pnjobs=<N>
option to limit number of parallel processes.
See also https://developer.android.com/studio/build/building-cmdline.
To add any of those options to in-studio builds list them in "Command-line Options" in "File > Settings... > Build, Execution, Deployment > Compiler"
You can install Android SDK and NDK without Android Studio. Please make sure that SDK for API Level 33, NDK version 25.2.9519653 and CMake version 3.22.1 are installed.
If you are low on RAM, disk space or traffic there are ways to reduce system requirements:
- in Android Studio enable "File > Power Save Mode";
- don't install Android Studio, run builds and emulator from command line;
- build only for target arches you actually need, e.g.
arm64
; - for debugging use an older emulated device with low RAM and screen resolution, e.g. "Nexus S";
- make sure the emulator uses hardware acceleration;
- don't use emulator, debug on a hardware device instead.
Building Organic Maps for iOS requires a Mac.
Ensure that you have at least 20GB of free space.
Install Command Line Tools:
- Launch Terminal application on your Mac.
- Type
git
in the command line. - Follow the instructions in GUI.
Install Xcode from AppStore.
Enroll in the Apple Developer Program (you can run Organic Maps in Simulator without this step).
Set up your developer account and add certificates:
- Run Xcode.
- Click "Xcode" → "Preferences".
- Open "Account" tab.
- Enter account credentials from the previous step.
- Click "Manage Certificates".
- Click "+" and choose "Apple Development".
- You may also need to register your Mac in your Apple Developer account.
Reconfigure the project to use your developer signing keys:
- Open
xcode/omim.xcworkspace
in Xcode. - Click on "Maps" project.
- Open "Signing & Capabilities" tab.
- Choose your team and your signing certificate.
Open xcode/omim.xcworkspace
in XCode.
Select "OMaps" product scheme.
- Choose "Your Mac (Designed for iPad)" to run on Mac without using Simulator.
- Choose arbitrary "iPhone _" or "iPad _" to run on Simulator.
Compile and run the project ("Product" → "Run").