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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
parent8e4bfa788e3c56d50f058955317f5f72e0f68d52 (diff)
[rebrand][darwin/rebrand] - adapt readmes
Diffstat (limited to 'docs')
-rw-r--r--docs/README.ios44
-rw-r--r--docs/README.osx70
2 files changed, 57 insertions, 57 deletions
diff --git a/docs/README.ios b/docs/README.ios
index 59bcaa38ab..8cd263c65d 100644
--- a/docs/README.ios
+++ b/docs/README.ios
@@ -16,9 +16,9 @@ TOC
1. Introduction
-----------------------------------------------------------------------------
-This is a platform port of XBMC for the Apple iOS operating system.
+This is a platform port of Kodi for the Apple iOS operating system.
The current build system supports Xcode 3.2.6 or Xcode 4.3.x with iOS SDK 4.2/4.3/5.1
-There are two ways to build XBMC for Mac.
+There are two ways to build Kodi for Mac.
1) command-line or
2) Xcode.
@@ -26,7 +26,7 @@ There are two ways to build XBMC for Mac.
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 iOS is composed of a main binary with numerous dynamic libraries and
+Kodi for iOS is composed of a main binary with numerous dynamic libraries and
codecs that support a multitude of music and video formats.
NOTE TO NEW OS X USERS: All lines that are prefixed with the '$' character are
@@ -39,8 +39,8 @@ character itself should NOT be typed as part of the command.
-----------------------------------------------------------------------------
$ cd $HOME
- $ git clone git://github.com/xbmc/xbmc.git xbmc
- $ cd xbmc
+ $ git clone git://github.com/xbmc/xbmc.git Kodi
+ $ cd Kodi
$ git submodule update --init addons/skin.re-touched
-----------------------------------------------------------------------------
@@ -85,7 +85,7 @@ constellations of Xcode and osx versions (to be updated once we know more):
The following commands will build using the latest iOS SDK found on your
system.
- $ cd $HOME/XBMC
+ $ cd $HOME/Kodi
$ cd tools/depends
$ ./bootstrap
$ ./configure --host=arm-apple-darwin
@@ -110,7 +110,7 @@ constellations of Xcode and osx versions (to be updated once we know more):
Both Xcode and Terminal compilation require that build environment be setup
from the step 3.1.
- $ cd $HOME/XBMC
+ $ cd $HOME/Kodi
$ make -C tools/depends/target/xbmc
$ make clean
$ make xcode_depends
@@ -118,11 +118,11 @@ from the step 3.1.
-----------------------------------------------------------------------------
4.1 Using Xcode
-----------------------------------------------------------------------------
-Start XCode and open the XBMC project (XBMC.xcodeproj)
-located in $HOME/XBMC.
+Start XCode and open the Kodi project (Kodi.xcodeproj)
+located in $HOME/Kodi.
There are two relevant build configurations : Release and Debug. Compile always for device
-end not simulator and select the wanted target (either XBMC-iOS or XBMC-ATV2)
+end not simulator and select the wanted target (either Kodi-iOS or Kodi-ATV2)
If you have selected a specific iOS SDK Version in step 3.1 then you might need
to adapt the active target to use the same iOS SDK version. Else build will fail
@@ -135,14 +135,14 @@ of the ATV2 project manually to "default/clang".
4.2 Using Terminal (command-line)
-----------------------------------------------------------------------------
- $ cd $HOME/XBMC
- $ xcodebuild -project XBMC.xcodeproj -target XBMC-iOS -configuration Release build \
+ $ cd $HOME/Kodi
+ $ xcodebuild -project Kodi.xcodeproj -target Kodi-iOS -configuration Release build \
ONLY_ACTIVE_ARCH=YES ARCHS=armv7 VALID_ARCHS=armv7 IPHONEOS_DEPLOYMENT_TARGET=4.2 \
SDKROOT=iphoneos4.2
or
- $ xcodebuild -project XBMC.xcodeproj -target XBMC-ATV2 -configuration Release build \
+ $ xcodebuild -project Kodi.xcodeproj -target Kodi-ATV2 -configuration Release build \
ONLY_ACTIVE_ARCH=YES ARCHS=armv7 VALID_ARCHS=armv7 IPHONEOS_DEPLOYMENT_TARGET=4.2 \
SDKROOT=iphoneos4.2
@@ -153,20 +153,20 @@ or
5. Packaging
-----------------------------------------------------------------------------
-This section describes how to package XBMC in a deb image for
+This section describes how to package Kodi in a deb image for
distribution.
- 1. build XBMC for iOS or ATV2 from XCode so that the application bundle is
+ 1. build Kodi for iOS or ATV2 from XCode so that the application bundle is
correctly updated.
2.
- $ cd tools/darwin/packaging/xbmc-atv2
+ $ cd tools/darwin/packaging/atv2
or
- $ cd tools/darwin/packaging/xbmc-ios
+ $ cd tools/darwin/packaging/ios
- 3. $ chmod +x ./mkdeb-xbmc-atv2.sh && ./mkdeb-xbmc-atv2.sh release
+ 3. $ chmod +x ./mkdeb-atv2.sh && ./mkdeb-atv2.sh release
or
- $ chmod +x ./mkdeb-xbmc-ios.sh && ./mkdeb-xbmc-ios.sh release
+ $ chmod +x ./mkdeb-ios.sh && ./mkdeb-ios.sh release
4. Use release or debug - you have to be sure that you build the corresponding
version before.
@@ -200,12 +200,12 @@ distribution.
8. Usage/Development on un-jailbroken devices (only interesting for official apple developers!)
------------------------------------------------------------------------------
-If you are a developer with an official apple code signing identity you can deploy XBMC
+If you are a developer with an official apple code signing identity you can deploy Kodi
via xcode to work on it on non-jailbroken devices. For this to happen you just need to alter the
Xcode project by setting your codesign identity. After that the last buildstep in our support script
will do a full sign of all binaries and the bundle with the given identity (all *.viz, *.pvr, *.so files
-Xcode doesn't know anything about). This should allow you to deploy XBMC to all non-jailbroken devices
-which you can deploy normal apps to. In that case (XBMC will be sandboxed like any other app) - all XBMC
+Xcode doesn't know anything about). This should allow you to deploy Kodi to all non-jailbroken devices
+which you can deploy normal apps to. In that case (Kodi will be sandboxed like any other app) - all Kodi
files are then located in the sandboxed "Documents" folder and can be easily accessed via iTunes file
sharing.
Keep in mind that no hardware acceleration will be possible without jailbreaking!
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.