Porting XBMC to Mac OS X (Leopard) - Developers only! - Printable Version +- Kodi Community Forum (https://forum.kodi.tv) +-- Forum: Development (https://forum.kodi.tv/forumdisplay.php?fid=32) +--- Forum: Kodi Application (https://forum.kodi.tv/forumdisplay.php?fid=93) +--- Thread: Porting XBMC to Mac OS X (Leopard) - Developers only! (/showthread.php?tid=30074) |
OS X changes are checked in! - elan - 2008-01-01 Revision 11180 now contains all the changes I needed to compile XBMC on Leopard 10.5.1. I also checked in an XCode 3.0 project, although I've run into so many serious issues with XCode (especially debugging), that I'm now moving to Eclipse, which seems to be a much better environment (plus I'm used to it from Java work). I'll check in the Eclipse project shortly. You'll need to install a bunch of MacPorts stuff, and the 1.2.12 libSDL has a nasty bug that causes lots of crashes (that's fixed in SVN). I'll try to post more instructions to the Wiki shortly. Happy 2008, everyone! XBMC on OS X is going to be great! -elan - elan - 2008-01-01 Versatile Wrote:That's really really nice work elan Thanks! I have a quad core 3GHz box with 8GB of memory, and it boots nearly instantly. Much faster than Front Row. Also, bear in mind XBMC is built to run in a really lean environment (the XBox), so it does really nicely on faster hardware. -elan - monkeyman - 2008-01-01 Great to see that you're checking in an Eclipse project, I can't wait to start using Eclipse to build XBMC. I was actually working on a similar patch, but you beat me to it. Thanks a million! PS: You may want to add a newline to the end of ALSADirectSound.cpp, it causes a warning. - elan - 2008-01-01 monkeyman_67156 Wrote:Great to see that you're checking in an Eclipse project, I can't wait to start using Eclipse to build XBMC. I was actually working on a similar patch, but you beat me to it. Thanks a million! Glad to hear others are interested as well! I hope to check it in tomorrow evening. monkeyman_67156 Wrote:PS: You may want to add a newline to the end of ALSADirectSound.cpp, it causes a warning. Many thanks, I just fixed that. -elan - monkeyman - 2008-01-01 Also, SDL_SemWaitTimeout2() in XSyncUtils.cpp can exit without a return value. - elan - 2008-01-01 monkeyman_67156 Wrote:Also, SDL_SemWaitTimeout2() in XSyncUtils.cpp can exit without a return value. Very true Fixed, thanks! -elan - monkeyman - 2008-01-01 I'm sorry, I don't mean to nit, really. But, I think nRet should be returned at the very bottom of the function, after the end of the #ifdefs. If APPLE is not defined, the function can still return without a value. Also, I think that there's some code at the end that is unreachable if APPLE is defined. Thanks again for your work. - elan - 2008-01-01 monkeyman_67156 Wrote:I'm sorry, I don't mean to nit, really. But, I think nRet should be returned at the very bottom of the function, after the end of the #ifdefs. All valid points. I fixed it up for __APPLE__ and left a comment for the Linux folks, as I'm not sure what the default return should be. Thanks, and Happy New Year. -elan - monkeyman - 2008-01-01 Looks good to me. Have a happy holiday. - ezar - 2008-01-01 Wow! Perfect! Can you upload a preview? I'm trying to build with xcode 3.0 but I have a lot of problems! Please elan post a preview or how to compile XBMC_OSX! Good Job! - ezar - 2008-01-01 Do you have a .dmg? xD - yuvalt - 2008-01-01 Yeah, I suggest elan will write a short README.osx to describe how to build + develop. Thanks! - ukp62 - 2008-01-01 Well I managed to get it to compile on my macbook pro. Unfortunately it does not run. Here is the first part of the backtrace: Exception Type: EXC_BAD_ACCESS (SIGBUS) Exception Codes: KERN_PROTECTION_FAILURE at 0x0000000000000000 Crashed Thread: 0 Thread 0 Crashed: 0 XBMC 0x002ceda6 CUtil::GetHomePath(CStdStr<char>&) + 74 (cstring:119) 1 XBMC 0x00080d5a CApplication::Create(void*) + 134 (Application.cpp:820) 2 XBMC 0x0035c348 SDL_main + 160 (XboxMediaCenter.cpp:59) 3 XBMC 0x0038f79c -[SDLMain applicationDidFinishLaunching:] + 76 Not really got the time at the moment to look deeper into it. To get it to compile in xcode 3.0 you need to make a few changes to the project properties. 1) Change Valid Architectures to i386 only. 2) Add the header search path to where your libSDL headers are. In my case this is /usr/local/include/ 3) Do the same for libs. In my case /usr/local/lib/ 4) Set user Header Searchpath to /opt/local/Library/Frameworks/Python.framework/Versions/2.4/include/ Use macports to install python2.4 and the other libraries mentioned in the readme.linux file. Do not install SDL with macports, go to http://www.libsdl.org/ and download the svn version of 1.2. Also download SDL_image, SDL_mixer (same site) and SDL_gfx from http://www.ferzkopp.net/joomla/content/view/19/14/ I'm pretty sure that is all I did. - ukp62 - 2008-01-01 ok, managed to get a bit further. export XBMC_HOME=<dir where xbmc binary is run from> Gives me a white app that is almost fullscreen. Missing from my previous post was, you need to add /opt/local/lib/ to the Library Search Paths in the xcode project. - Gamester17 - 2008-01-01 Great stuff! ...and happy new year! elan Wrote:I'll try to post more instructions to the Wiki shortly.You have Ninja status for the WIKI right? http://xboxmediacenter.com/wiki/index.php?title=HOW-TO_compile_XBMC_for_Mac_OS_X_from_source_code&action=edit |