- Timestamp:
- Jul 6, 2009, 3:59:57 AM (15 years ago)
- Location:
- AE/Installer/trunk/projects
- Files:
-
- 6 added
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
AE/Installer/trunk/projects/README-Mac.txt
r345 r386 3 3 by Iritscen (iritscen@oni2.net) 4 4 5 Requirements: An Intel Macintosh computer, preferably with Mac OS X 10.5 or higher, and an administrator password. 5 Requirements: 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. 6 6 7 7 Note: At the moment, the project is still in flux. I am planning to eventually set up the project to build a Universal application, not an Intel-only one. However, such a project may still require an Intel Mac to build the Installer. … … 14 14 B. Download and build Boost. 15 15 Go to http://www.boost.org/users/download/. 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/. 16 Navigate in the Terminal to the directory with the Boost source and issue these commands: 17 sudo ./configure --with-bjam=/usr/local/bin/bjam 18 sudo make install 19 When all is done, look in /usr/local/lib/ for files beginning with "libboost". If present, your build was successful. 16 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: 17 1. mkdir build-dynamic-universal 18 2. ./bootstrap.sh --prefix=build-dynamic-universal 19 3. ./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 20 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 21 21 22 C. Download and build wxWidgets. 22 23 Go to http://www.wxwidgets.org/downloads/. Look for a link for wxMac and download the file. Extract it and navigate in the Terminal to the base directory. Issue these commands: 23 mkdir osx-build 24 cd osx-build 25 ../configure --with-opengl --disable-shared 26 sudo make 27 sudo make install 28 After all above commands have finished, check in /usr/local/lib/ for files that start with "libwx_mac" to ensure the build was successful. 24 1. mkdir build-dynamic-universal 25 2. cd build-dynamic-universal 26 3. ../configure --with-opengl --enable-universal_binary --with-macosx-version-min=10.3.9 --with-macosx-sdk=/Developer/SDKs/MacOSX10.4u.sdk --with-libjpeg=builtin --with-libpng=builtin --with-regex=builtin --with-libtiff=builtin --with-zlib=builtin --with-expat=builtin 27 4. sudo make 28 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. 29 30 D. Download and build libiconv. 31 The libiconv project is at http://www.gnu.org/software/libiconv/. From the expanded folder's directory, use the commands: 32 1. mkdir build-static-universal 33 2. ./configure --enable-static --prefix=/Users/mloudon/Programming/Third-Party/Development/libiconv-1.13/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" 34 3. sudo make 35 4. make install 29 36 30 37 2. Downloading the project and source. 31 38 Go to http://websvn.chrilly.net/listing.php?repname=Oni2&path=%2FAE%2F. 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. 32 Note that the source is in Installer/trunk/ , 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. The project file expects to find the source files in ../../../source/, so do not move the source files anywhere other than three levels up from the project file in a folder called 'source'.39 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. 33 40 34 41 3. Building the Installer. 35 If you are able to use the included .xcodeproj file, then you should immediately be able to build the Installer as soon as you open the project file. If there is difficulty, make sure that there are wxWidgets and Boost libraries in /usr/local/lib/ and that the project is in Release mode. If you are still stumped, contact me for help.36 Once built, "AE Installer.app" must be moved to the edition/install/ folder inside your Oni installation, alongside the packages/ folder, in order to work.42 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. 43 Once built, Installer.app must be moved to the edition/install/ folder inside your Oni installation, alongside the packages/ folder and OniSplit.exe, in order to work. -
AE/Installer/trunk/projects/xcode/AE_Installer-GUI/AE Installer (GUI).xcodeproj/project.pbxproj
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