diff options
author | Memphiz <memphis@machzwo.de> | 2015-02-13 13:53:06 +0100 |
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committer | Memphiz <memphis@machzwo.de> | 2015-02-13 13:56:40 +0100 |
commit | 37e387c2f52ae56739845ac1974e04cafbb15bd3 (patch) | |
tree | 3bd14ad8f975feffec310ce5949c2f61b13f7a0b /docs | |
parent | 08f7b1ba1e6e69ec4ce123a3776615c8270346d5 (diff) |
[osx/ios] - update readmes to reflect minimum runtime targets
(osx10.7/ios5.1.1), minimum xcode versions (xcode 6.x), minimum
SDKversions (osx10.9, ios8.0) and remove instructions for building ATV2
Diffstat (limited to 'docs')
-rw-r--r-- | docs/README.ios | 95 | ||||
-rw-r--r-- | docs/README.osx | 87 |
2 files changed, 63 insertions, 119 deletions
diff --git a/docs/README.ios b/docs/README.ios index e1d0444612..25acd1135a 100644 --- a/docs/README.ios +++ b/docs/README.ios @@ -3,26 +3,28 @@ TOC 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 4. How to compile and run 4.1 Using XCode 4.2 Using Command line 5. Packaging 6. Gesture Handling on iPad/iPhone/iPod touch -7. Remote control on ATV2 -8. Usage/Development on un-jailbroken devices (only interesting for official +7. Usage/Development on un-jailbroken devices (only interesting for official apple developers!) ----------------------------------------------------------------------------- 1. Introduction ----------------------------------------------------------------------------- This is a platform port of Kodi for the Apple iOS operating system. -The current build system supports Xcode 3.2.6, 4.3.x, 5.x.x, 6.0.1, 6.1.0 with iOS SDK 4.3/5.1/6/7/8/8.1 +The current build system supports Xcode 6.0.1 and 6.1.0 with iOS SDK 8.1 There are two ways to build Kodi for Mac. 1) command-line or 2) Xcode. +The minimum version of iOS you need to run(!) Kodi is 5.1.1 atm. + Generally, Xcode is the easiest as it presents the build system in a GUI environment. The command-line build is still under development. @@ -44,45 +46,30 @@ character itself should NOT be typed as part of the command. $ git submodule update --init addons/skin.re-touched ----------------------------------------------------------------------------- -3.0 Install Xcode +3.1 Install Xcode ----------------------------------------------------------------------------- -See point 3.0a below for an updated list of supported Xcode/osx constellations!!! +See point 3.1.1 below for an updated list of supported Xcode/osx constellations!!! Install latest Xcode (6.1.0 as of the writing). You can download it from 1. The MacOSX AppStore (Xcode). -If you are using XCode 4.3.x you also need to install the "Command Line Tools". To do so -after installing Xcode you have to go to "Xcode->Preferences->Downloads" and install the -package "Command Line Tools". In later XCode versions as of 5.x those will be installed -automatically once they are invoked from the cmdline. -Xcode 3.2.6 only runs on 10.6.x (Snow Leopard). -Xcode 4.3.x only runs on 10.7.x (Lion). -Xcode 5.x.x only runs on 10.8.x and later. -Xcode 6.0.1 only runs on 10.9.4 and later. -Xcode 6.1.0 only runs on 10.9.5 and later. +Xcode 6.1.0 only runs on 10.9.5 and later (at least Mavericks). -The preferred iOS SDK Version is 4.3 (when using Xcode 3.2.6) or 5.1 (when using -Xcode 4.3.x) or 7.x (when using Xcode 5.x.x) or 8.x (when using Xcode 6.x.x) +The preferred iOS SDK Version is 8.1. ----------------------------------------------------------------------------- -3.0a Supported Xcode and OSX constellations +3.1.1 Supported Xcode and OSX constellations ----------------------------------------------------------------------------- -As far as we know the compilation for ios and atv2 should work with the following +As far as we know the compilation for ios should work with the following constellations of Xcode and osx versions (to be updated once we know more): -1. XCode 3.2.6 against iOS SDK 4.3 on 10.6.x (Snow Leopard) -2. XCode 4.3.x against iOS SDK 4.3 and 5.1 on 10.7.x (Lion) -3. XCode 4.6 against iOS SDK 4.3, 5.1 and 6.1 on 10.7.x (Lion) and 10.8.x (ML) -3.a Building against iOS SDK 6.0 will only allow to run on targets with iOS 5.1 and below. - There is no support for devices running iOS 6.0 for now! -4. Xcode 5.1.1 against iOS SDK 7.0 and 7.1 on 10.9.x (Mavericks) -5. Xcode 6.0.1 against iOS SDK 8.0 on 10.9.x (Mavericks) -6. Xcode 6.1.0 against iOS SDK 8.1 on 10.10.x (Yosemite) +1. Xcode 6.0.1 against iOS SDK 8.0 on 10.9.x (Mavericks) +2. Xcode 6.1.0 against iOS SDK 8.1 on 10.10.x (Yosemite) ----------------------------------------------------------------------------- -3.1 Install Cross libs and runtime environment +3.2 Install Cross libs and runtime environment ----------------------------------------------------------------------------- The following commands will build using the latest iOS SDK found on your @@ -100,9 +87,9 @@ constellations of Xcode and osx versions (to be updated once we know more): 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 6.0): + above (example below would use iOS SDK 8.0): - $ ./configure --host=arm-apple-darwin --with-sdk=6.0 + $ ./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. @@ -111,7 +98,7 @@ constellations of Xcode and osx versions (to be updated once we know more): 4. How to compile ----------------------------------------------------------------------------- Both Xcode and Terminal compilation require that build environment be setup -from the step 3.1. +from the step 3.2. $ cd $HOME/Kodi $ make -C tools/depends/target/xbmc @@ -125,32 +112,23 @@ 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 Kodi-iOS or Kodi-ATV2) +end not simulator and select the target Kodi-iOS. -If you have selected a specific iOS SDK Version in step 3.1 then you might need +If you have selected a specific iOS SDK Version in step 3.2 then you might need to adapt the active target to use the same iOS SDK version. Else build will fail (you will see alot of errors with at least non-found boost/shared_ptr.hpp). -On XCode5.x apple removed the gcc compiler. On those XCode versions you need to switch the compiler -of the ATV2 project manually to "default/clang". - ----------------------------------------------------------------------------- 4.2 Using Terminal (command-line) ----------------------------------------------------------------------------- $ 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=4.3 \ - SDKROOT=iphoneos4.3 - -or - - $ xcodebuild -project Kodi.xcodeproj -target Kodi-ATV2 -configuration Release build \ - ONLY_ACTIVE_ARCH=YES ARCHS=armv7 VALID_ARCHS=armv7 IPHONEOS_DEPLOYMENT_TARGET=4.3 \ - SDKROOT=iphoneos4.3 + 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 3.1! + 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 @@ -159,23 +137,19 @@ or This section describes how to package Kodi in a deb image for distribution. - 1. build Kodi for iOS or ATV2 from XCode so that the application bundle is + 1. build Kodi for iOS from XCode so that the application bundle is correctly updated. 2. - $ cd tools/darwin/packaging/atv2 - or $ cd tools/darwin/packaging/ios - 3. $ chmod +x ./mkdeb-atv2.sh && ./mkdeb-atv2.sh release - or - $ chmod +x ./mkdeb-ios.sh && ./mkdeb-ios.sh release + 3. $ 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. - 5. The resulting deb file can be copied to the iOS/ATV2 via ssh/scp and then be - installed manually. For this you need to ssh into the iOS/ATV2 and do: + 5. The resulting deb file can be copied to the iOS device via ssh/scp and then be + installed manually. For this you need to ssh into the iOS device and do: $ dpkg -i <name of the deb file> ----------------------------------------------------------------------------- @@ -188,26 +162,19 @@ distribution. - panning, and flicking -> for navigating in lists - dragging -> for scrollbars and sliders - zoom gesture -> in the pictureviewer - ------------------------------------------------------------------------------ -7. Remote control on ATV2 ------------------------------------------------------------------------------ - - - Select -> like enter/left click - OK button on other remotes (during playback its pause by defaul) - - Select long press -> During playback show the overlay - - Cursor keys -> for moving around and selecting controls - - Menu -> back - - Menu long press -> context menu + Gestures can be adapted in system/keymaps/touchscreen.xml + ------------------------------------------------------------------------------ -8. Usage/Development on un-jailbroken devices (only interesting for official apple developers!) +7. 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 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. Be sure to not just select the "iPhone Developer" shortcut but instead select your full identity "iPhone Developer: your name (your id)" (this is important else our sign -script won't detect a real sign identity). After that the last buildstep in our support script +script won't detect a real sign identity). Its also important that you select the signing on all 4 spots +in the project settings. 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 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 diff --git a/docs/README.osx b/docs/README.osx index 9bba999d45..06e541c0be 100644 --- a/docs/README.osx +++ b/docs/README.osx @@ -3,7 +3,10 @@ TOC 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 4. How to compile and run 4.1 Using XCode 4.2 Using Command line @@ -13,31 +16,28 @@ TOC 1. Introduction ----------------------------------------------------------------------------- -This is a platform port of Kodi for the Apple OSX operating system. 10.6, 10.7 -10.8, 10.9 and 10.10 Intel development platforms are supported. Xcode 3.2.6 and 4.3 and newer -are the recommended versions. +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. +The minimum version of OSX you need to run(!) Kodi is 10.7 atm. + Generally, Xcode is the easiest as it presents the build system in a GUI environment. The command-line build is still under development. 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. -On Lion (OSX 10.7.x) we recommend using Xcode 4.3.x. -On Mountain Lion (OSX 10.8.1) we recommend using Xcode 4.4. -On Mavericks (OSX 10.9.3) we recommend using Xcode 5.1.1 or 6.0.1. -On Yosemite (OSX 10.10) we recommend using Xcode 6.1. +On Mavericks (OSX 10.9.x) we recommend using Xcode 6.1. +On Yosemite (OSX 10.10.x) we recommend using Xcode 6.1. 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: When using Mountain Lion (OSX 10.8.x), Mavericks (10.9.x) or Yosemite (10.10.x) you -need to download and install XQuartz from https://xquartz.macosforge.org/landing/ since its not part of OSX -anymore. +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 @@ -47,54 +47,37 @@ anymore. $ git clone git://github.com/xbmc/xbmc.git Kodi ----------------------------------------------------------------------------- -3.0 Install XCODE +3.1 Install XCODE ----------------------------------------------------------------------------- -See point 3.0a below for an updated list of supported/tested Xcode/osx constellations!!! - -Install latest Xcode (6.1.0 or 3.2.6 as of the writing). You can download it from +See point 3.1.1 below for an updated list of supported/tested Xcode/osx constellations!!! -1. Apple's site after registration at http://developer.apple.com/tools/download (Xcode 3.2.6) -2. In the MacOSX AppStore (Xcode 4.3.x and later). +Install latest Xcode (6.1.0 ). You can download it from the MacOSX AppStore (Xcode). -If you are using XCode 4.3.x or later you also need to install the "Command Line Tools". To do so -after installing Xcode you have to go to "Xcode->Preferences->Downloads" and install the -package "Command Line Tools". This is not needed anymore in Xcode 5.x. Command Line Tools are installed -automagically on first invoke. - -Xcode 3.2.6 only runs on 10.6.x (Snow Leopard). -Xcode 4.3.x only runs on 10.7.x (Lion). -Xcode 4.4 only runs on 10.8.x (Mountain Lion). -Xcode 5.1.1 runs on 10.8.x and 10.9.x (Mavericks). -Xcode 6.0.1 runs on 10.9.4 and later (Mavericks). -Xcode 6.1 runs on 10.9.5 and later (Mavericks). +Xcode 6.1 runs on 10.9.5 and later (at least Mavericks). ----------------------------------------------------------------------------- -3.0a Supported Xcode and OSX constellations +3.1.1 Supported Xcode and OSX constellations ----------------------------------------------------------------------------- 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 3.2.6 against OSX SDK 10.6 on 10.6.x (Snow Leopard) -2. XCode 4.3.x against OSX SDK 10.6 and 10.7 on 10.7.x (Lion) -3. XCode 4.6 against OSX SDK 10.6, 10.7 and 10.8 on 10.7.x (Lion) and 10.8.x (ML) -4. XCode 5.1.1 against OSX SDK 10.8 (ML) and 10.9 (M) -5. XCode 6.0.1 against OSX SDK 10.9 (M) -6. XCode 6.1.0 against OSX SDK 10.10 (Y) +1. XCode 6.0.1 against OSX SDK 10.9 (M) +2. XCode 6.1.0 against OSX SDK 10.10 (Y) ----------------------------------------------------------------------------- -3.1 Install Kodi build depends +3.2 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 +3.2.1 Compiling as 32 Bit binary $ cd $HOME/Kodi $ cd tools/depends $ ./bootstrap $ ./configure --host=i386-apple-darwin $ make -3.1.2 Compiling as 64 Bit binary +3.2.2 Compiling as 64 Bit binary $ cd $HOME/Kodi $ cd tools/depends $ ./bootstrap @@ -107,9 +90,9 @@ constellations of Xcode and osx versions (to be updated once we know more): 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 10.7 and build for 64bit): + above (example below would use OSX SDK 10.9 and build for 64bit): - $ ./configure --host=x86_64-apple-darwin --with-sdk=10.7 + $ ./configure --host=x86_64-apple-darwin --with-sdk=10.9 Ensure that you also adapt the xcode project to use this SDK version. @@ -146,12 +129,7 @@ For development, Kodi is run from the $HOME/Kodi directory and needs to have the KODI_HOME environment variable set to know where that directory is located. To set KODI_HOME environment variable: -Xcode 3.2.6 - Menu -> Project -> Edit Active Executable "Kodi", click "Arguments" tab and - add "KODI_HOME" as an enviroment variable. Set the value to the path to the - Kodi root folder. For example, "/Users/bigdog/Documents/Kodi" - -Xcode 4.3.x and later +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" @@ -159,13 +137,13 @@ Xcode 4.3.x and later 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. +OSX application bundle. Set the build target to "Kodi" or "Kodi.app" and be sure to select the same -architecture as selected in step 3.1 (either i386 for 32Bit or x86_64 for 64Bit), +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 3.1 then you might need +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 alot of errors with at least non-found boost/shared_ptr.hpp). @@ -191,7 +169,7 @@ $ xcodebuild -configuration Release ONLY_ACTIVE_ARCH=YES ARCHS=i386 VALID_ARCHS= -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 +variables to the same architecture as selected in step 3.2 (either i386 for 32Bit or x86_64 for 64Bit). ----------------------------------------------------------------------------- @@ -200,15 +178,14 @@ for 64Bit). There are two methods, a) make/Xcode and b) make (which might fail as it's under construction). -If you want to build a cross-compiled version that can run under 10.6/10.7, -you could try xcodebuild from the command-line (normally unneeded - for advanced -developers). +You could try xcodebuild from the command-line with altered SDK - like 10.9 in the example +below(normally unneeded - for advanced developers). a) $ cd $HOME/Kodi $ export KODI_HOME=`pwd` $ make xcode_depends - $ xcodebuild -sdk macosx10.7 -project Kodi.xcodeproj -target Kodi.app ONLY_ACTIVE_ARCH=YES \ + $ 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 @@ -227,7 +204,7 @@ distribution. 2. $ cd tools/darwin/packaging/osx - 3. $ ./mkdmg-osx.sh release + 3. $ chmod +x ./mkdeb-osx.sh && ./mkdmg-osx.sh release 4. Use release or debug - you have to be sure that you build the corresponding version before. |