diff options
author | universal <universal@noreply.github.com> | 2015-09-08 10:24:19 +0100 |
---|---|---|
committer | universal <universal@noreply.github.com> | 2015-09-08 10:42:11 +0100 |
commit | 703da683eefb8dce50fc5b8f8e02c1ccccfd6cf8 (patch) | |
tree | 2e3b8bd6e59966830373023953d0ab4f2c97a893 /docs | |
parent | dc123ea8816ccfd6f6dccced0fa4233dafc956d4 (diff) |
[readmes] Final revision
Diffstat (limited to 'docs')
-rw-r--r-- | docs/README.android | 41 | ||||
-rw-r--r-- | docs/README.armel | 19 | ||||
-rw-r--r-- | docs/README.ios | 37 | ||||
-rw-r--r-- | docs/README.osx | 75 |
4 files changed, 86 insertions, 86 deletions
diff --git a/docs/README.android b/docs/README.android index d672522e87..56c4c732d1 100644 --- a/docs/README.android +++ b/docs/README.android @@ -161,9 +161,9 @@ in the error message. 3.5. Create a (new) debug key to sign debug APKs -------------------------------------------------------------------- - All packages must be signed. The following command will generate a - self-signed debug key. If the result is a cryptic error, it - probably just means a debug key already existed, no cause for alarm. +All packages must be signed. The following command will generate a +self-signed debug key. If the result is a cryptic error, it +probably just means a debug key already existed, no cause for alarm. $ keytool -genkey -keystore ~/.android/debug.keystore -v -alias \ androiddebugkey -dname "CN=Android Debug,O=Android,C=US" -keypass \ @@ -194,29 +194,30 @@ on with the Android toolchain and creating an Android Application Package $ ./bootstrap $ ./configure --help - Run configure with the correct settings for you local configuration. - See tools/depends/README for examples. +Run configure with the correct settings for you local configuration. +See tools/depends/README for examples. - Anyone working on the dependencies themselves will want to set the - environment variables specified in ~/.bashrc or similar, to avoid - having to input these with each configure. +Anyone working on the dependencies themselves will want to set the +environment variables specified in ~/.bashrc or similar, to avoid +having to input these with each configure. $ make -j <jobs> $ make -j <jobs> -C target/binary-addons - NOTE: if you only want to build specific addons you can specify like this: +NOTE: if you only want to build specific addons you can specify like this: $ make -C target/binary-addons ADDONS="pvr.hts pvr.dvblink" - This build was designed to be massively parallel. Don't be afraid to - give it a 'make -j20' or so. +This build was designed to be massively parallel. Don't be afraid to +give it a 'make -j20' or so. - Verify that all deps built correctly (it will tell you so) before - continuing. You will get crazy build errors otherwise. If in doubt - run another 'make' (single threaded) until the message - "Dependencies built successfully." appears. If the single make - fails keep cleaning the dependes library in charge by issuing +Verify that all deps built correctly (it will tell you so) before +continuing. You will get crazy build errors otherwise. If in doubt +run another 'make' (single threaded) until the message +"Dependencies built successfully." appears. If the single make +fails keep cleaning the dependes library in charge by issuing $ make -C target/<name_of_failed_lib> distclean. Then try make again. - Rinse and repeat until you are really done and all libs are built. + +Rinse and repeat until you are really done and all libs are built. -------------------------------------------------------------------- 5.2. Building Kodi @@ -227,8 +228,8 @@ on with the Android toolchain and creating an Android Application Package $ make $ make apk - After the first build (assuming bootstrap and configure are successful), - subsequent builds can be run with a simple 'make' and 'make apk'. +After the first build (assuming bootstrap and configure are successful), +subsequent builds can be run with a simple 'make' and 'make apk'. ----------------------------------------------------------------------------- 6. Installing Kodi in an Android system @@ -275,7 +276,7 @@ when using the emulator): - Applications [X] Unknown sources - Development - [X] USB debugging + [X] USB debugging To access the log output of your Android system run (the -s parameter and the <device-id> may not be needed when using the Android emulator) diff --git a/docs/README.armel b/docs/README.armel index 81fb933464..c5d9b68155 100644 --- a/docs/README.armel +++ b/docs/README.armel @@ -1,23 +1,22 @@ TOC 1. Introduction 2. Using Scratchbox - 2.1 Automatic Installation - 2.2 Manual Installation - 2.3 Installation Continued for both Automatic and Manual Methods - 2.4 Setup Scratchbox + 2.1 Automatic Installation + 2.2 Manual Installation + 2.3 Installation Continued for both Automatic and Manual Methods + 2.4 Setup Scratchbox 3. Getting the source code 4. Installing the required ARMEL packages 5. Obtaining the SGX files 6. How to compile - 6.1 Configure & Make - 6.2 Install + 6.1 Configure & Make + 6.2 Install 7. How to run - 7.1 Obtaining the Packages - 7.2 Installing the Files - 7.3 Running Kodi + 7.1 Obtaining the Packages + 7.2 Installing the Files + 7.3 Running Kodi 8. Troubleshooting - ----------------------------------------------------------------------------- 1. Introduction ----------------------------------------------------------------------------- diff --git a/docs/README.ios b/docs/README.ios index b1af07e741..2651aeb72c 100644 --- a/docs/README.ios +++ b/docs/README.ios @@ -2,16 +2,17 @@ TOC 1. Introduction 2. Getting the source code 3. Install required libs - 3.1. Install Xcode - 3.1.1 Supported Xcode and OSX constellations - 3.2. Install Cross libs and runtime environment + 3.1. Install Xcode + 3.1.1 Supported Xcode and OSX constellations + 3.2. Install Cross libs and runtime environment 4. How to compile and run - 4.1 Using XCode - 4.2 Using Command line + 4.1 Using XCode + 4.2 Using Command line 5. Packaging 6. Gesture Handling on iPad/iPhone/iPod touch 7. Usage/Development on un-jailbroken devices (only interesting for official apple developers!) + ----------------------------------------------------------------------------- 1. Introduction ----------------------------------------------------------------------------- @@ -84,21 +85,21 @@ constellations of Xcode and OSX versions (to be updated once we know more): $ make $ make -C target/binary-addons - NOTE: if you only want to build specific addons you can specify like this: - $ make -C target/binary-addons ADDONS="pvr.hts pvr.dvblink" +NOTE: if you only want to build specific addons you can specify like this: + $ make -C target/binary-addons ADDONS="pvr.hts pvr.dvblink" - NOTE: You can speedup compilation on multicore systems by doing - "make -j<number of cores>" instead of "make". For a dualcore this would read: +NOTE: You can speedup compilation on multicore systems by doing + "make -j<number of cores>" instead of "make". For a dualcore this would read: $ make -j2 - ADVANCED developers only! If you want to specify an iOS SDK version (if - multiple versions are installed) - then append it to the configure line - above (example below would use iOS SDK 8.0): +ADVANCED developers only! If you want to specify an iOS SDK version (if +multiple versions are installed) - then append it to the configure line +above (example below would use iOS SDK 8.0): $ ./configure --host=arm-apple-darwin --with-sdk=8.0 - Ensure that you also adapt the xcode project to use this SDK version or - if building via cmdline the SDKROOT parameter of the xcodebuild command. +Ensure that you also adapt the xcode project to use this SDK version or +if building via cmdline the SDKROOT parameter of the xcodebuild command. ----------------------------------------------------------------------------- 4. How to compile @@ -132,9 +133,9 @@ to adapt the active target to use the same iOS SDK version. Else build will fail $ xcodebuild -project Kodi.xcodeproj -target Kodi-iOS -configuration Release build \ ONLY_ACTIVE_ARCH=YES ARCHS=armv7 VALID_ARCHS=armv7 SDKROOT=iphoneos8.0 - Make sure to set SDKROOT to the iOS SDK you want to use. This should be the same - you used on point 3.2! If latest SDK should be used (and you didn't specify anything - in step 3.2) - just remove the SDKROOT=iphoneos8.0 from the command line. +Make sure to set SDKROOT to the iOS SDK you want to use. This should be the same +you used on point 3.2! If latest SDK should be used (and you didn't specify anything +in step 3.2) - just remove the SDKROOT=iphoneos8.0 from the command line. ----------------------------------------------------------------------------- 5. Packaging @@ -168,7 +169,7 @@ distribution. - Dragging -> For scrollbars and sliders - Zoom gesture -> In the pictureviewer - Gestures can be adapted in system/keymaps/touchscreen.xml +Gestures can be adapted in system/keymaps/touchscreen.xml ------------------------------------------------------------------------------ 7. Usage/Development on un-jailbroken devices (only interesting for official apple developers!) diff --git a/docs/README.osx b/docs/README.osx index 9a60985870..1313829dc0 100644 --- a/docs/README.osx +++ b/docs/README.osx @@ -2,22 +2,22 @@ TOC 1. Introduction 2. Getting the source code 3. Install required libs - 3.1. Install Xcode - 3.1.1 Supported Xcode and OSX constellations - 3.2. Install Kodi build depends - 3.2.1 Compiling as 32 Bit binary - 3.2.2 Compiling as 64 Bit binary - 3.2.3 Compile binary addons + 3.1. Install Xcode + 3.1.1 Supported Xcode and OSX constellations + 3.2. Install Kodi build depends + 3.2.1 Compiling as 32 Bit binary + 3.2.2 Compiling as 64 Bit binary + 3.2.3 Compile binary addons 4. How to compile and run - 4.1 Using XCode - 4.2 Using Command line + 4.1 Using XCode + 4.2 Using Command line 5. Packaging ----------------------------------------------------------------------------- 1. Introduction ----------------------------------------------------------------------------- -This is a platform port of Kodi for the Apple OSX operating system. 10.9 and 10.10 Intel development +This is a platform port of Kodi for the Apple OSX operating system. 10.9 and 10.10 Intel development platforms are supported. Xcode 6 newer are the recommended versions. There are 3 ways to build Kodi for Mac, from command-line with make, from command-line using xcodebuild or from Xcode. @@ -37,22 +37,22 @@ NOTE TO NEW OS X USERS: All lines that are prefixed with the '$' character are commands that need to be typed into a Terminal window. Note that the '$' character itself should NOT be typed as part of the command. -ATTENTION: You need to download and install XQuartz from https://xquartz.macosforge.org/landing/ since +ATTENTION: You need to download and install XQuartz from https://xquartz.macosforge.org/landing/ since its not part of OSX anymore since 10.8. ----------------------------------------------------------------------------- 2. Getting the source code ----------------------------------------------------------------------------- - $ cd $HOME - $ git clone git://github.com/xbmc/xbmc.git Kodi + $ cd $HOME + $ git clone git://github.com/xbmc/xbmc.git Kodi ----------------------------------------------------------------------------- 3.1 Install XCODE ----------------------------------------------------------------------------- See point 3.1.1 below for an updated list of supported/tested Xcode/osx constellations!!! -Install latest Xcode (6.1.0 ). You can download it from the MacOSX AppStore (Xcode). +Install latest Xcode (6.1.0 ). You can download it from the MacOSX AppStore (Xcode). Xcode 6.1 runs on 10.9.5 and later (at least Mavericks). @@ -61,7 +61,7 @@ Xcode 6.1 runs on 10.9.5 and later (at least Mavericks). ----------------------------------------------------------------------------- As far as we know the compilation for mac osx should work with the following constellations of Xcode and osx versions (to be updated once we know more): - + 1. XCode 6.0.1 against OSX SDK 10.9 (M) 2. XCode 6.1.0 against OSX SDK 10.10 (Y) 3. XCode 6.2.0 against OSX SDK 10.10 (Y) @@ -70,8 +70,7 @@ constellations of Xcode and osx versions (to be updated once we know more): ----------------------------------------------------------------------------- 3.2 Install Kodi build depends ----------------------------------------------------------------------------- - The following commands will build using the latest OSX SDK found on your - system. +The following commands will build using the latest OSX SDK found on your system. 3.2.1 Compiling as 32 Bit binary $ cd $HOME/Kodi @@ -90,20 +89,20 @@ constellations of Xcode and osx versions (to be updated once we know more): 3.2.3 Compile binary addons $ make -C target/binary-addons - NOTE: if you only want to build specific addons you can specify like this: +NOTE: if you only want to build specific addons you can specify like this: $ make -C target/binary-addons ADDONS="pvr.hts pvr.dvblink" - NOTE: You can speedup compilation on multicore systems by doing - "make -j<number of cores>" instead of "make". For a dualcore this would read: +NOTE: You can speedup compilation on multicore systems by doing + "make -j<number of cores>" instead of "make". For a dualcore this would read: $ make -j2 - ADVANCED developers only! If you want to specify an OSX SDK version (if - multiple versions are installed) - then append it to the configure line - above (example below would use OSX SDK 10.9 and build for 64bit): +ADVANCED developers only! If you want to specify an OSX SDK version (if +multiple versions are installed) - then append it to the configure line +above (example below would use OSX SDK 10.9 and build for 64bit): $ ./configure --host=x86_64-apple-darwin --with-sdk=10.9 - Ensure that you also adapt the xcode project to use this SDK version. +Ensure that you also adapt the xcode project to use this SDK version. ----------------------------------------------------------------------------- 4. How to compile @@ -141,24 +140,24 @@ To set KODI_HOME environment variable: Xcode 6 and later Menu -> Product -> Edit Sheme -> "Run Kodi"/"Debug" -> Add KODI_HOME into the List of "Environment Variables". Set the value to the path to the Kodi - root folder. For example, "/Users/bigdog/Documents/Kodi" + root folder. For example, "/Users/bigdog/Documents/Kodi" -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 +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 bundle. -Set the build target to "Kodi" or "Kodi.app" and be sure to select the same -architecture as selected in step 3.2 (either i386 for 32Bit or x86_64 for 64Bit), -then build. +Set the build target to "Kodi" or "Kodi.app" and be sure to select the same +architecture as selected in step 3.2 (either i386 for 32Bit or x86_64 for 64Bit), +then build. -If you have selected a specific OSX SDK Version in step 3.2 then you might need -to adapt the active target to use the same OSX SDK version. Else build will fail +If you have selected a specific OSX SDK Version in step 3.2 then you might need +to adapt the active target to use the same OSX SDK version. Else build will fail (you will see a lot of errors with at least non-found boost/shared_ptr.hpp). -The build process will take a long time when building the first time. -You can see the progress in "Build Results". There are a large number of static -and dynamic libraries that will need to be built. Once these are built, +The build process will take a long time when building the first time. +You can see the progress in "Build Results". There are a large number of static +and dynamic libraries that will need to be built. Once these are built, subsequent builds will be faster. After the build, you can ether run Kodi for Mac from Xcode or run it from @@ -178,7 +177,7 @@ You can also build via Xcode from the command-line using the following: -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 3.2 (either i386 for 32Bit or x86_64 +variables to the same architecture as selected in step 3.2 (either i386 for 32Bit or x86_64 for 64Bit). ----------------------------------------------------------------------------- @@ -197,7 +196,7 @@ below(normally unneeded - for advanced developers). $ xcodebuild -sdk macosx10.9 -project Kodi.xcodeproj -target Kodi.app ONLY_ACTIVE_ARCH=YES \ ARCHS=x86_64 VALID_ARCHS=x86_64 -configuration Release build - b) building via make + b) Building via make: $ cd $HOME/Kodi $ export KODI_HOME=`pwd` $ make @@ -209,7 +208,7 @@ below(normally unneeded - for advanced developers). This section describes how to package Kodi in a disk image for distribution. -1. build Kodi.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/osx |