Developer forums (C::B DEVELOPMENT STRICTLY!) > Development

Building Code::Blocks on Mac OS X

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afb:
There is a $300 wxWidgets bounty on it, I believe...  8)
http://www.wxwidgets.org/wiki/index.php/WxWidgets_Bounties#wxMac_bounties

But there should be a generic implementation in C::B,
perhaps it just needs an extra Hide() in the ctor or so ?

Game_Ender:
The site is not loading.  Did you make an xcode project file or did you get the autotools to work?  I had a go at the autotools but I couldn't get past the bootstrap.

EDIT: Put this on the wiki.

takeshimiya:
Anders: First, really good job! :D

Little things to point out:
For AngelScript, define AS_MAX_PORTABILITY in as_config.h. It could make it work perhaps (this could help: http://forums.codeblocks.org/index.php?topic=2096.0).

BTW, the plugins doesn't rely on AngelScript, they're just plain shared libraries.
AngelScript is only for providing scripting functionality (which it's not used by the plugins).

The layout, toolbars and all is screwed up, it's probably because wxAUI, the docking library, which hasn't been ported to mac yet, but the author really wanted some hand, so if you can, check here http://www.kirix.com/en/community/forums/index.php?c=5

If you can resolve that, but the editor tabs are screwed up, it's probably wxFlatNotebook fault, make sure to check here: http://wxforum.shadonet.com/viewtopic.php?t=5761&postdays=0&postorder=asc&start=0&sid=3aef110096b9bfa6c821f3f6c171b57f

I'm attaching here how the C::B layout could be:

[attachment deleted by admin]

afb:
AS_MAX_PORTABILITY isn't enough, since the default plugins uses calling conventions other than "asCALL_GENERIC" which is the only one that the "dummy" implementation handles...
What I did was to add a PowerPC stub implementation (similar to the x86 one), that registers all of the various calling conventions. It only *handles* the generic one (for now), though. The PPC asm is TODO.
This new file (as_callfunc_ppc.cpp) is in the SVN, Patch #824.

Thanks for the pointers to wxAUI and wxFlatNotebook, those probably needs fixing as well as the replacement class for wxPopupDialog. Another thing that occurs again and again is that headers are added to the precompiled version, but misspelled or wrong in the non-precompile. That should be fixable on the Windows/Linux side as well, though. (Just do the test builds both with and without the precomps)
Some widgets also need bigger font defaults, to be readable.

It's all good, but I will make some efforts to fix issues before I post another progress update.

afb:

--- Quote from: Game_Ender on February 13, 2006, 03:08:17 am ---The site is not loading.  Did you make an xcode project file or did you get the autotools to work?
--- End quote ---

I used autotools, and plan on continuing doing so... :-)

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