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Help / Re: code::blocks hangs at startup
« Last post by Miguel Gimenez on Yesterday at 07:20:23 pm »
I have just commited r13775 implementing delay-load of most images. This commit will make easier changing to SVG in the near future.

wxsresourcetree must still be modified before checking if C::B still hangs at startup.
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Help / Re: code::blocks hangs at startup
« Last post by Miguel Gimenez on Yesterday at 04:34:43 pm »
Quote
not sure if really usable

It is very helpful indeed.

IMHO the problem is wxSmith uses global objects to register items:
Code
namespace
{
    wxsRegisterItem<wxsAnimationCtrl> Reg(_T("AnimationCtrl"),wxsTWidget,_T("Standard"),370);

The constructor of wxsRegisterItem (in wxsitemfactory.h:200) calls wxBitmap::LoadFile(), but this call will happen before the image handlers have been initialized because global objects are constructed before program starts.

Code
            wxString DataPath = ConfigManager::GetDataFolder() + _T("/images/wxsmith/");
            Info.Icon32.LoadFile(DataPath+Info.ClassName+_T("32.png"),wxBITMAP_TYPE_PNG);
            Info.Icon16.LoadFile(DataPath+Info.ClassName+_T("16.png"),wxBITMAP_TYPE_PNG);

One possible solution would be delay loading the icons, i.e. load them the first time they are needed.
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Help / Re: code::blocks hangs at startup
« Last post by killerbot on Yesterday at 03:12:34 pm »
#0  0x00007ffff4f1e80d in syscall () at /lib64/libc.so.6
#1  0x00007ffff4747e95 in std::sys::sync::condvar::futex::Condvar::wait () at /lib64/libglycin-2.so.0
#2  0x00007ffff46cb1bb in parking::Inner::park () at /lib64/libglycin-2.so.0
#3  0x00007ffff45fd656 in gly_loader_load () at /lib64/libglycin-2.so.0
#4  0x00007ffff712325e in ??? () at /lib64/libgdk_pixbuf-2.0.so.0
#5  0x00007ffff7123637 in ??? () at /lib64/libgdk_pixbuf-2.0.so.0
#6  0x00007ffff7113158 in gdk_pixbuf_new_from_file () at /lib64/libgdk_pixbuf-2.0.so.0
#7  0x00007ffff6b7d3b0 in wxBitmap::LoadFile(wxString const&, wxBitmapType) () at /lib64/libwx_gtk3u_core-suse-nostl.so.16.0.0
#8  0x00007fffc8ebe80f in wxsRegisterItem<wxsAnimationCtrl>::wxsRegisterItem(wxString, wxsItemType, wxString, long, bool) ()
    at /usr/local/lib/libwxsmithlib.so.0
#9  0x00007fffc8d6bacf in _GLOBAL__sub_I_wxsanimationctrl.cpp () at /usr/local/lib/libwxsmithlib.so.0


not sure if really usable, can not reproduce, ran in gdb, when it hang : ctrl-c and then bt.
but most of the other times I get something else ...
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Applied in r13774, thank you.
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Development / Re: Mostly Successful Build CB 25 on GhostBSD 25
« Last post by Miguel Gimenez on Yesterday at 11:42:28 am »
Reincident spammer reported to moderator.
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Spam reported to moderator.
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Nightly builds / Re: The 06 December 2025 build (13761) is out.
« Last post by srm2000 on Yesterday at 11:11:45 am »
waiting for the first build of 2026
Happy new year!
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Help / Re: code::blocks hangs at startup
« Last post by killerbot on Yesterday at 08:35:50 am »
I applied this, but no luck, problem still present.
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Development / Re: Mostly Successful Build CB 25 on GhostBSD 25
« Last post by shinhaha on Yesterday at 03:53:42 am »
OK so I had a day spare and a laptop spare which I've just installed GhostBSD 25 onto so thought I'd try and build Code::Blocks 25.03.  Specifically I have GhostBSD 25.02-R14.3p2 and while it does have Code::Blocks 20 available in its package repository I wanted something newer.

I didn't do a full build log but half-way through I thought I'd write some notes in case anyone else wanted to do this too.sled rider

Set up the build environment

Need to install the autotools and development tools (I wasn't sure exactly which packages so I just installed all the dev tools which is probably excessive).  Note that installing "gcc" will bring in GCC version 13 which will fail to compile because it complains about precompiled headers so I had to remove that and use "gcc15".  I think these are all the packages you will need from a fresh install (as root/sudo):
Code
pkg install autotools
pkg install -g 'GhostBSD*-dev'
pkg remove gcc13
pkg install gcc15

Now its necessary to build wx32-gtk from the Ports tree (I don't think the one available as a package has the config tool but maybe it does and this step is not necessary?)
Code
pkg install ports
cd /usr/ports/x11-toolkits/wxgtk32
sudo make
sudo make install

Finally add a symlink in /usr/local/bin so wx-config points to the right place:
Code
sudo ln -s /usr/local/bin/wxgtk3u-3.2-config /usr/local/bin/wx-config

That should be enough to get the build environment set up and now you can follow the build instructions (i.e., ./bootstrap then ./configure, etc.,) in the CB README, however, the build will fail because of an issue around fontconfig.h not being found and also because the linker can't find the correct location of the kvm libraries.  As far as I can tell this is because GhostBSD (perhaps also other BSDs) keep these in a slightly different location (i.e., /lib instead of /usr/lib for kvm).  I managed to get around these issues in a slightly kludgy way but it did work.

fontconfig.h
I found out after I'd done this that there is a post about this on the forum which is probably a better solution and it would probably be better to modify the Makefile include path, however, I was impatient to carry on building so I simply changed the source file in:

src/plugins/contrib/source_exporter/wxPdfDocument/src/pdffontmanager.cpp

so that the included file was the full path: "/usr/local/include/fontconfig/fontconfig.h"

kvm
I get an error from the linker when building clangd_client so I changed the Makefile in:

src/plugins/contrib/clangd_client so that WX_LIBS has the flags "-L/lib -lkvm":

Code
WX_LIBS = -L/lib -lkvm -L/usr/local/lib ....etc...

And doing all that got me a mostly working build of Code::Blocks...at least as far as I can tell it works, I haven't done any in-depth testing yet but will do that soon.  I say "mostly" working because a couple of the toolbars appear to have missing icons (also in GhostBSD which is using MATE changing the toolbar icon size doesn't actually change the size of the buttons, just the size of the graphics within the buttons).

I'll attach a screenshot if anyone has any suggestions as to where the icons have gone?
haha, i like it!
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This approach seems like a step in the right direction. A brainrot games unified workspace would definitely streamline the development process, especially for handling different wxWidgets versions under Windows.
so fun!
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