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authorMemphiz <memphis@machzwo.de>2014-08-14 23:13:02 +0200
committerMemphiz <memphis@machzwo.de>2014-10-19 21:33:02 +0200
commitf349f74f087284dbc7fe6e8c56056b3316d5bdf5 (patch)
treefbe4f3767fa6362aefbac84f05f1897c87da0c6f /docs/README.osx
parent8e4bfa788e3c56d50f058955317f5f72e0f68d52 (diff)
[rebrand][darwin/rebrand] - adapt readmes
Diffstat (limited to 'docs/README.osx')
-rw-r--r--docs/README.osx70
1 files changed, 35 insertions, 35 deletions
diff --git a/docs/README.osx b/docs/README.osx
index 049fdb2379..1fd0c3502e 100644
--- a/docs/README.osx
+++ b/docs/README.osx
@@ -3,7 +3,7 @@ TOC
2. Getting the source code
3. Install required libs
3.1. Install Xcode
- 3.2. Install XBMC build depends
+ 3.2. Install Kodi build depends
4. How to compile and run
4.1 Using XCode
4.2 Using Command line
@@ -13,16 +13,16 @@ TOC
1. Introduction
-----------------------------------------------------------------------------
-This is a platform port of XBMC for the Apple OSX operating system. 10.6, 10.7
+This is a platform port of Kodi for the Apple OSX operating system. 10.6, 10.7
10.8 and 10.9 Intel development platforms are supported. Xcode 3.2.6 and 4.3 and newer
are the recommended versions.
-There are 3 ways to build XBMC for Mac, from command-line with make, from command-line
+There are 3 ways to build Kodi for Mac, from command-line with make, from command-line
using xcodebuild or from Xcode.
Generally, Xcode is the easiest as it presents the build system in a GUI environment.
The command-line build is still under development.
-XBMC for Mac is composed of a main binary with numerous dynamic libraries and
+Kodi for Mac is composed of a main binary with numerous dynamic libraries and
codecs that support a multitude of music and video formats.
On Snow Leopard (OSX 10.6.x) we recommend using Xcode 3.2.6.
@@ -43,7 +43,7 @@ anymore.
-----------------------------------------------------------------------------
$ cd $HOME
- $ git clone git://github.com/xbmc/xbmc.git xbmc
+ $ git clone git://github.com/xbmc/xbmc.git Kodi
-----------------------------------------------------------------------------
3.0 Install XCODE
@@ -79,20 +79,20 @@ constellations of Xcode and osx versions (to be updated once we know more):
5. XCode 6.0.1 against OSX SDK 10.9 (M)
-----------------------------------------------------------------------------
-3.1 Install XBMC build depends
+3.1 Install Kodi build depends
-----------------------------------------------------------------------------
The following commands will build using the latest OSX SDK found on your
system.
3.1.1 Compiling as 32 Bit binary
- $ cd $HOME/XBMC
+ $ cd $HOME/Kodi
$ cd tools/depends
$ ./bootstrap
$ ./configure --host=i386-apple-darwin
$ make
3.1.2 Compiling as 64 Bit binary
- $ cd $HOME/XBMC
+ $ cd $HOME/Kodi
$ cd tools/depends
$ ./bootstrap
$ ./configure --host=x86_64-apple-darwin
@@ -119,46 +119,46 @@ first. This is a simple step and involves the following:
4.a Compilation by using command-line building via xcodebuild or
by compiling via Xcode GUI
- $ cd $HOME/XBMC
+ $ cd $HOME/Kodi
$ make -C tools/depends/target/xbmc
$ make clean
$ make xcode_depends
4.b Compilation by using command-line building via make (experimental)
- $ cd $HOME/XBMC
+ $ cd $HOME/Kodi
$ make -C tools/depends/target/xbmc
$ make clean
The configure operation will setup the build environment for codecs and
-internal libraries that are used by XBMC. This step is required for both Xcode
+internal libraries that are used by Kodi. This step is required for both Xcode
and command-line building. The "make clean" ensures that there are no stale
binaries from git that might cause problems.
-----------------------------------------------------------------------------
4.1 Using Xcode
-----------------------------------------------------------------------------
-Start XCode and open the XBMC project (XBMC.xcodeproj) located in $HOME/XBMC.
-For development, XBMC is run from the $HOME/XBMC directory and needs to have
+Start XCode and open the Kodi project (Kodi.xcodeproj) located in $HOME/Kodi.
+For development, Kodi is run from the $HOME/Kodi directory and needs to have
the XBMC_HOME environment variable set to know where that directory is located.
To set XBMC_HOME environment variable:
Xcode 3.2.6
- Menu -> Project -> Edit Active Executable "XBMC", click "Arguments" tab and
+ Menu -> Project -> Edit Active Executable "Kodi", click "Arguments" tab and
add "XBMC_HOME" as an enviroment variable. Set the value to the path to the
- XBMC root folder. For example, "/Users/bigdog/Documents/XBMC"
+ Kodi root folder. For example, "/Users/bigdog/Documents/Kodi"
Xcode 4.3.x and later
- Menu -> Product -> Edit Sheme -> "Run XBMC"/"Debug" -> Add XBMC_HOME into
- the List of "Environment Variables".Set the value to the path to thev XBMC
- root folder. For example, "/Users/bigdog/Documents/XBMC"
+ Menu -> Product -> Edit Sheme -> "Run Kodi"/"Debug" -> Add XBMC_HOME into
+ the List of "Environment Variables".Set the value to the path to thev Kodi
+ root folder. For example, "/Users/bigdog/Documents/Kodi"
-There are two build targets "XBMC" and "XBMC.app" (each in 32Bit and 64Bit flavour)
-with debug and release settings. The "XBMC" target is used for rapid build and
-debug cycles while the "XBMC.app" target is used to build a self contained
+There are two build targets "Kodi" and "Kodi.app" (each in 32Bit and 64Bit flavour)
+with debug and release settings. The "Kodi" target is used for rapid build and
+debug cycles while the "Kodi.app" target is used to build a self contained
OSX application.
-Set the build target to "XBMC" or "XBMC.app" and be sure to select the same
+Set the build target to "Kodi" or "Kodi.app" and be sure to select the same
architecture as selected in step 3.1 (either i386 for 32Bit or x86_64 for 64Bit),
then build.
@@ -171,21 +171,21 @@ You can see the progress in "Build Results". There are a large number of static
and dynamic libaries that will need to be built. Once these are built,
subsequent builds will be faster.
-After the build, you can ether run XBMC for Mac from Xcode or run it from
+After the build, you can ether run Kodi for Mac from Xcode or run it from
the command-line. If you run it from the command-line, make sure your set
-the XBMC_HOME environment variable (export XBMC_HOME=$HOME/XBMC). Then, to
+the XBMC_HOME environment variable (export XBMC_HOME=$HOME/Kodi). Then, to
run the debug version:
-$ ./build/Debug/XBMC
+$ ./build/Debug/Kodi
Or the release version:
-$ ./build/Release/XBMC
+$ ./build/Release/Kodi
You can also build via Xcode from the command-line using the following:
$ xcodebuild -configuration Release ONLY_ACTIVE_ARCH=YES ARCHS=i386 VALID_ARCHS=i386 \
- -target "XBMC.app" -project XBMC.xcodeproj
+ -target "Kodi.app" -project Kodi.xcodeproj
You can specify "Release" instead of "Debug" as a configuration. Be sure to set *_ARCHS
variables to the same architecture as selected in step 3.1 (either i386 for 32Bit or x86_64
@@ -202,29 +202,29 @@ you could try xcodebuild from the command-line (normally unneeded - for advanced
developers).
a)
- $ cd $HOME/XBMC
+ $ cd $HOME/Kodi
$ export XBMC_HOME=`pwd`
$ make xcode_depends
- $ xcodebuild -sdk macosx10.7 -project XBMC.xcodeproj -target XBMC.app ONLY_ACTIVE_ARCH=YES \
+ $ xcodebuild -sdk macosx10.7 -project Kodi.xcodeproj -target Kodi.app ONLY_ACTIVE_ARCH=YES \
ARCHS=x86_64 VALID_ARCHS=x86_64 -configuration Release build
b) building via make
- $ cd $HOME/XBMC
+ $ cd $HOME/Kodi
$ export XBMC_HOME=`pwd`
$ make
- $ ./xbmc.bin
+ $ ./Kodi.bin
-----------------------------------------------------------------------------
5. Packaging
-----------------------------------------------------------------------------
-This section describes how to package XBMC in a disk image for
+This section describes how to package Kodi in a disk image for
distribution.
- 1. build XBMC.app from XCode so that the application bundle is correctly updated.
+ 1. build Kodi.app from XCode so that the application bundle is correctly updated.
- 2. $ cd tools/darwin/packaging/xbmc-osx
+ 2. $ cd tools/darwin/packaging/osx
- 3. $ ./mkdmg-xbmc-osx.sh release
+ 3. $ ./mkdmg-osx.sh release
4. Use release or debug - you have to be sure that you build the corresponding
version before.