source: AE/Installer/trunk/projects/README-Mac.txt @ 513

Last change on this file since 513 was 513, checked in by iritscen, 11 years ago

Ooh, commit #29. Updated Mac project files, fixed small About box text glitch.

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1== Building the AE Installer for the Macintosh ==
2last updated April.25.2010
3by Iritscen (
5Requirements: An Intel Macintosh computer, preferably with Mac OS X 10.5 or higher, and an administrator password. Mono must be installed to run the built product.
71. Preparing to build the Installer.
8   A. Install the Developer Tools.
9      If you have not installed OS X's Developer Tools, do so now. You can find the optional install on an OS X install disc, or your computer's system recovery disc. The Tools can also be downloaded from after registering a free account.  The project file on this repository was made with Xcode 3.x, which requires OS X 10.5.
10      If you have OS X 10.4, you may still be able to use the project file in this repository with Xcode 2.x, but I can't make any promises. However, you always have the option of creating a new project for the source if you have an Xcode version older than 3.x. Contact me if you need assistance with the project settings.
12   B. Download and build Boost.
13      Go to First, click the link for the latest Boost library release. When it takes you to a page offering the download in different formats, choose the .tar.bz2 version. Next, back up and look for the last version of Boost Jam. Download the version for the Mac. Place the "bjam" binary in /usr/local/bin/.
14      Navigate in the Terminal to the directory with the Boost source and issue these commands with the appropriate text in place of the text in brackets:
151.    mkdir build-dynamic-universal
162.    ./ --prefix=build-dynamic-universal
173.    ./bjam --libdir=[full path to build-dynamic-universal] --includedir=[full path to build-dynamic-universal] toolset=darwin variant=release link=shared threading=multi architecture=combined address-model=32 macosx-version=10.5 macosx-version-min=10.3
18      When all is done, look in the build-dynamic-universal/ folder in the Boost folder for files beginning with "libboost". If present, your build was successful.
20   C. Download and build wxWidgets.
21      Go to Look for a link for wxMac and download the file. Extract it and navigate in the Terminal to the base directory. Issue these commands:
221.    mkdir build-dynamic-universal
232.    cd build-dynamic-universal
243.    ../configure CC=gcc-4.0 CXX=g++-4.0 LD=g++-4.0 --with-opengl --enable-universal_binary --with-macosx-version-min=10.4 --with-macosx-sdk=/Developer/SDKs/MacOSX10.5.sdk --with-libjpeg=builtin --with-libpng=builtin --with-regex=builtin --with-libtiff=builtin --with-zlib=builtin --with-expat=builtin
254.    sudo make
26      After all above commands have finished, check in build-dynamic-universal/lib/ for files that start with "libwx_mac" to ensure the build was successful.
28   D. Download and build libiconv.
29      The libiconv project is at From the expanded folder's directory, use the commands:
301.    mkdir build-static-universal
312.    ./configure --enable-static --prefix=[full path to build-static-universal] CC="gcc -arch i386 -arch x86_64 -arch ppc -arch ppc64" CXX="g++ -arch i386 -arch x86_64 -arch ppc -arch ppc64" CPP="gcc -E" CXXCPP="g++ -E"
323.    sudo make
334.    make install
352. Downloading the project and source.
36   Go to Click the Tarball button on the same line as the Installer directory. The server will prepare the tarball, and then the download will begin. You will receive a .tar.gz file. Double-click it to automatically unzip and extract the files.
37   Note that the source is in Installer/trunk/source/, while the Xcode project file is in Installer/trunk/projects/xcode/AE_Installer-GUI/. When you move the extracted files to the place you wish to keep them, you must preserve the relative hierarchy that lies between the source and the project file -- "../../../source/", in the project's settings.
393. Building the Installer.
40   If you are able to use the included .xcodeproj file, then you will need to change the directory in which the build takes place. Get info on the project and change the settings "Per-configuration Build Products Path" and "Installation Directory" to point to the folders of your choosing.
41   The next thing you need to do before building is update the path strings in to reflect the locations of your project files and supporting libraries.
42   Once built, must be moved to the Edition/install/ folder inside your Oni installation, alongside the packages/ folder and OniSplit.exe, in order to work.
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