[Ohrrpgce] Mac builds and SDL frameworks

Ralph Versteegen teeemcee at gmail.com
Wed Dec 4 20:28:20 PST 2019


I'll try it out.
I'm surprised you installed 4.0.4 instead of 4.1.0, though. 4.0.4 will work
fine (I still use 4.0.3 myself) but in future I'm thinking of making 4.1.0
a minimum requirement because it adds support for preprocessors which can
be used for much simpler 'dot' member access syntax.

On Thu, 5 Dec 2019 at 15:03, James Paige <Bob at hamsterrepublic.com> wrote:

> Okay! I was able to confirm that euphoria 4.1.0 64 bit was installed at
> /Users/james/misc/euphoria/bin/euc
> That one is in the path
>
> I have unpacked euphoria 4.0.4 32 bit at /Users/james/misc/eu32/bin/euc
> It is not in the path.
>
> Let me know if this works okay!
>
> ---
> James
>
>
> On Tue, Dec 3, 2019 at 9:26 PM Ralph Versteegen <teeemcee at gmail.com>
> wrote:
>
>> Well since the existing 64-bit copy of euc is in the PATH we don't need
>> to know where it is. We only need to pass EUC and EUDIR to scons for the
>> other (32-bit) build of euphoria, which should not be installed
>> system-wide, it should just be unpacked somewhere and *not* in the PATH.
>>
>> On Wed, 4 Dec 2019 at 03:45, James Paige <Bob at hamsterrepublic.com> wrote:
>>
>>> So for Euphoria on the Mac build VM, we want both 32 and 64 bit euc, and
>>> we just need to know what path they are located at?
>>>
>>> Honestly I don't remember anything about how I set up euc there in the
>>> first place, so I'll have to find some time for detective work
>>>
>>> On Tue, Dec 3, 2019, 8:40 AM Ralph Versteegen <teeemcee at gmail.com>
>>> wrote:
>>>
>>>> Well, I did it and I certainly wouldn't have used XCode! Trying to
>>>> using a complex IDE that you have no experience with is my idea of a
>>>> nightmare.
>>>>
>>>> I wrote some code to scan PATH for 32/64-bit euc, but I think I'd
>>>> rather just hardcode the paths into distrib-mac.sh than add a bunch more
>>>> complexity to SConscript which just amounts to a kludge, not a robust
>>>> solution. There are already plenty of hardcoded paths and URLs in the
>>>> nightly build scripts anyway.
>>>>
>>>> On Tue, 3 Dec 2019 at 23:45, James Paige <Bob at hamsterrepublic.com>
>>>> wrote:
>>>>
>>>>> I found reports of people saying it couldn't be done (static oggenc on
>>>>> Mac that is) and one of somebody explaining that the reason it couldn't be
>>>>> done is because of a bug that Apple had "wontfixed" years ago. I was
>>>>> assuming they were talking about xcode . I didn't read any deeper
>>>>>
>>>>> I'll try to get 32 bit euphoria installed soon. Not sure if it will be
>>>>> today.
>>>>>
>>>>> ---
>>>>> James
>>>>>
>>>>>
>>>>> On Tue, Dec 3, 2019, 3:51 AM Ralph Versteegen <teeemcee at gmail.com>
>>>>> wrote:
>>>>>
>>>>>> You found reports of people failing to build a statically linked
>>>>>> oggenc on Mac? I think I probably did it using macports.
>>>>>> I'm also reminded that I was interested in setting up a
>>>>>> cross-compiling toolchain to compile for Mac. I might still try it.
>>>>>>
>>>>>> But if we don't have oggenc, then that is what we'll have to do.
>>>>>>
>>>>>> Could you also please install a 32-bit Euphoria?
>>>>>>
>>>>>> On Mon, 2 Dec 2019 at 23:45, James Paige <Bob at hamsterrepublic.com>
>>>>>> wrote:
>>>>>>
>>>>>>> Hmmm... Googled about that a bit...
>>>>>>>
>>>>>>> Maybe on Mac, if oggenc is not detected in the PATH, we link to a
>>>>>>> wiki page about importing sound on Mac.
>>>>>>>
>>>>>>> It could suggest installing Audacity, and link to a Mac version of
>>>>>>> it. So people can just save .ogg files from there.
>>>>>>>
>>>>>>> It could also describe how to install oggenc with macports or brew
>>>>>>> if the user wants to go that route.
>>>>>>>
>>>>>>> Actually figuring out how to build a staticly linked command line
>>>>>>> oggenc where so many others have failed is over my head, and outside the
>>>>>>> scope of what I want to attempt.
>>>>>>>
>>>>>>> On Sun, Dec 1, 2019, 10:44 PM Ralph Versteegen <teeemcee at gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> OK, great. However I don't have any solution to the madplay/oggenc
>>>>>>>> problem. Either you will have to solve it, or I'll have to set up a
>>>>>>>> hackintosh VM (which I probably should do anyway), or we simply need to
>>>>>>>> disable wav import in the mac port. (We could allow importing mp3s again,
>>>>>>>> that's another topic of discussion)
>>>>>>>>
>>>>>>>> On Mon, 2 Dec 2019 at 05:59, James Paige <Bob at hamsterrepublic.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> This all sounds good to me!
>>>>>>>>>
>>>>>>>>> I have installed all four of those frameworks at
>>>>>>>>> /Library/Frameworks/ on the nightly build mac vm
>>>>>>>>>
>>>>>>>>> On Sat, Nov 30, 2019 at 9:10 PM Ralph Versteegen <
>>>>>>>>> teeemcee at gmail.com> wrote:
>>>>>>>>>
>>>>>>>>>> James, could you please install the following on the Mac nightly
>>>>>>>>>> build machine (in either system or user Frameworks dir)?
>>>>>>>>>>
>>>>>>>>>> https://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-1.2.12.dmg
>>>>>>>>>>
>>>>>>>>>> https://www.libsdl.org/projects/SDL_mixer/release/SDL2_mixer-2.0.4.dmg
>>>>>>>>>> https://www.libsdl.org/release/SDL-1.2.15.dmg
>>>>>>>>>> https://www.libsdl.org/release/SDL2-2.0.10.dmg
>>>>>>>>>>
>>>>>>>>>> I think you already should have at least the SDL.framework and
>>>>>>>>>> SDL_mixer.framework, but just double-checking. Latest versions of both were
>>>>>>>>>> released 2013-08-17!
>>>>>>>>>>
>>>>>>>>>> (Those SDL/SDL_mixer 1.2 frameworks have been built as fat
>>>>>>>>>> binaries, and target OS 10.5+ while we target OS 10.4+, so I guess we will
>>>>>>>>>> continue to package 32-bit .apps with the wip/mac/frameworks.tar.gz builds
>>>>>>>>>> we already have. A alternative build of SDL.framework for OS 10.4+ is
>>>>>>>>>> available but they didn't make one available for SDL_mixer.framework)
>>>>>>>>>>
>>>>>>>>>> I will blindly modify the build scripts to package an 64-bit-only
>>>>>>>>>> gfx_sdl .app, and ask users to test whether it actually works, because I
>>>>>>>>>> can't. And also an experimental 64-bit gfx_sdl2 build, though I think that
>>>>>>>>>> shouldn't become the default until after Fufluns.
>>>>>>>>>>
>>>>>>>>>> As I said before, I think a good solution is to have two
>>>>>>>>>> different Mac builds:
>>>>>>>>>> -32 bit SDL 1.2 for OS 10.4+
>>>>>>>>>> -64 bit SDL 2 for OS 10.6+
>>>>>>>>>> We could then add two different options to the Distribute Game
>>>>>>>>>> menu.
>>>>>>>>>>
>>>>>>>>>> However, we could also create fat binary 32+64-bit .apps, which
>>>>>>>>>> are twice the size (OHRRPGCE-Game.app is currently 1.6MB zipped).
>>>>>>>>>> I guess that we could even package 32-bit gfx_sdl and 64-bit
>>>>>>>>>> gfx_sdl2 builds into a single .app.
>>>>>>>>>> However I think it will be a pain to set up and the number of
>>>>>>>>>> people using 32-bit Macs is low.
>>>>>>>>>> We have to make similar decisions about SDL 2 on Windows: it only
>>>>>>>>>> supports Win XP+.
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