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When will we get Code::Blocks for Mac OS X?

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Game_Ender:
I just want to make sure I understand everything fully.  No one except Afb has been able to get CB to build using automake scripts.  So the current solution for building CB on mac is to use that old binary to build the current SVN which has most of the current Mac patches applied with a CodeBlocks-Mac.cbp (You know we really should switch to one project file with build scripts changing things based on platform)?

I will give it a small try to build a universal CB with the autotools using darwin ports and an Intel iMac.  I only have access to a mac at work, but we too would benefit from a cross platform IDE like Code::Blocks.  If I am feeling quite into I might try and leverage my Xcode knowledge and port the Code::Blocks project file over, its what most open source project on Mac use.  That would be after my summer class finishes.

About the project file:  Does anyone else think its kind of odd that a cross platform IDE can't use a single project file for all platforms?

Pecan:

--- Quote from: Game_Ender on July 16, 2006, 07:09:43 am ---I just want to make sure I understand everything fully.  No one except Afb has been able to get CB to build using automake scripts.  So the current solution for building CB on mac is to use that old binary to build the current SVN which has most of the current Mac patches applied with a CodeBlocks-Mac.cbp

--- End quote ---

That is correct AFAIK. There is no evidence that  anyone else (besides afb) has successfully built CodeBlocks on the MAC with autotools.
 

--- Quote ---About the project file:  Does anyone else think its kind of odd that a cross platform IDE can't use a single project file for all platforms?

--- End quote ---

After having built two separate, vastly differing project files for the MAC (10.3 vs 10.4), then having to restructure each for squirrel, I can understand why there are separate .cbp's. It would be a tangled web having only one .cbp. I'd hate thinking about maintaining it.


--- Quote --- ...If I am feeling quite into I might try and leverage my Xcode knowledge and port the Code::Blocks project file over...

--- End quote ---

If you build using wxMac2.6.x unicode, it crashes in strconv.cpp attempting to call a pure virtual function. Fix it by changing MB2WC and WC2MB to the global functions wxMB2WC and wxWC2MB. It's  most likely an awful typo.

sethjackson:

--- Quote from: Game_Ender on July 16, 2006, 07:09:43 am ---About the project file:  Does anyone else think its kind of odd that a cross platform IDE can't use a single project file for all platforms?

--- End quote ---

Yes. However I think Pecan may be right. It could get to be a mess to maintain. :P

Game_Ender:

--- Quote from: Pecan on July 16, 2006, 02:22:30 pm ---If you build using wxMac2.6.x unicode, it crashes in strconv.cpp attempting to call a pure virtual function. Fix it by changing MB2WC and WC2MB to the global functions wxMB2WC and wxWC2MB. It's  most likely an awful typo.
--- End quote ---

Thanks for the advice, I have only built a non-monolithic, universal, ansi build or wxMac 2.6.x.  If I run into trouble on the unicode build I will try.

[Offtopic: About turning CB into a cross-platfrom developement platform]

About the project file:  Can't things like a common set of build scripts help us out here?  You just make a script for each platform specific thing you have to do and it just change options based on platform.  Of course that sounds nice in practice, but it almost makes CB's nice UI for picking build option useless.

If I find the time I will give a comparative look to the standard and unix cbp files and see how the big differences are.  If it turns out that it is too difficult I think we need to come up with some way to make it easy. 

Maybe a CB::Config (like autotools but for Code::Blocks) that does a platform specific configuration on project loading and of course it would be driven by scripts too.  It could do things like set variables (WX_LIBS) for example to right thing on each platform.  That is where the scripts could come, if there script bindings had the ability to search through directories and file on disk you could have a script that runs and sets the value of WX_LIBS.  I realize this is similar to autotools, but autoconf scripts look like black magic to me and be able to whip up something in the C/C++ like squriell would be easier.  We could of course store these on the wiki or maybe in the same way plugins will be distributed in the future.

Or possibly a way for each target to have multiple platform specific versions.  Currently settings our inherited like so Compiler->Project->Target.  We might add a 4th layer Compiler->Project->Target->Platform.  The could work in conjuction to the above CB:Config pluggin.

EDIT: Either we do that or find some way to go back and forth between cmake files and cbp project files.

thomas:

--- Quote ---About the project file:  Does anyone else think its kind of odd that a cross platform IDE can't use a single project file for all platforms?
--- End quote ---
No, not at all.

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