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Forums > Requests > Last call for VICE MacOS devs
2018-08-03 21:24
Compyx

Registered: Jan 2005
Posts: 631
Last call for VICE MacOS devs

For the last time I'll be asking if anyone with any MacOS knowledge can step up and help with VICE development.

Right now the whole MacOS mess is in danger of being completely ignored from now on, or even deleted.
What we require are (obviously) devs with knowledge of MacOS; knowledge of either SDL2 or Gtk3 is nice, but not required, we can help with that.

Basically, my VICE mailing list post says it all:

***

Hello fellow devs, and hopefully people who know something about MacOS,


After constantly running into horseshit when it comes to Gtk3 on MacOS (and MacOS in general), I'm once again asking for people with knowledge of MacOS (ie not me) to step up and help out with the Gtk3 MacOS port.

There are a lot of issues to fix with Gtk3 on MacOS, and my knowledge is very lacking when it comes to MacOS. So as it stands now, Gtk3 on MacOS is stillborn and will remain so. I'm already working on Gtk3 on Linux and Windows (another system I despise and which we also don't have any active devs for), so I'm personally done with MacOS.

So in short: unless we get some devs who actually want to put in some work (complaining on IRC about how shitty this or that is, and then doing nothing about it, doesn't count), MacOS users can use SDL2 and like it, though apparently make bindist for MacOS SDL doesn't work either :)


Most likely having completely wasted my time and bandwidth, sincerely,

Compyx

***
 
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2018-08-07 21:06
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: We can also use testers, definitely.

Unfortunately right now the bindist script is at a point where it's still incomplete, a few things such as Gtk3 themes/icons aren't copied properly, nor is the vice.gresource file copied anywhere, leading to failure to load logos, icons and custom fonts. And also causing things using/based on GtkFileChooser to fail due to missing schema files, ie: Attach Disk will fail :)


First of all, as I've said before, I'll take a look in creating a stable build environment. Right now I'm looking into vagrant and setting up a virtual mac os that contains a clear build system with gtk3+ build from scratch etc.

I had this up and running on my work computer but then after tainting it with "something" nothing builds anymore. So it's critical to get this up and running first before fixing the rest.

The bindist script is just a matter of putting some hours into it. I can't image it will be hard to get the correct files to be copied to their respective places.
2018-08-07 21:12
chatGPZ

Registered: Dec 2001
Posts: 11386
i think you will learn that its quite a hazzle actually =P
2018-08-07 21:14
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: i think you will learn that its quite a hazzle actually =P

:D
2018-08-07 21:18
JackAsser

Registered: Jun 2002
Posts: 2014
I have now messed with Vagrant + VirtualBox and I'm convinced this is the way forward to create a easily replicatable build environment for VICE on MacOS.

I'll try to create my own "box" and upload it to Vargant, then it will be a simple manner of a few commands to get an environment up and running.

But then again, shit usually hits the fan... :/
2018-08-07 22:07
Compyx

Registered: Jan 2005
Posts: 631
So we now have VM set up by building Gtk/Glib etc from source using jhbuild, a Vagrant thing and people using macports?

This cannot go wrong at all.
2018-08-07 22:12
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: So we now have VM set up by building Gtk/Glib etc from source using jhbuild, a Vagrant thing and people using macports?

This cannot go wrong at all.


Well my experience building gtk3 on my host machine is that it’s extremly sensitive to the environment. So having it contained is a must if I want to proceed. A simple chroot-env would ofc suffice but setting that up takes way longer.
2018-08-07 22:22
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: So we now have VM set up by building Gtk/Glib etc from source using jhbuild, a Vagrant thing and people using macports?

This cannot go wrong at all.


Also GTK-folks are recommending people to uninstall every trace of macports before building GTK. Another reason to have this build-environment contained. Yes, it sucks, it sucks big time, but I really don't see many other ways to do it. Do you have any suggestions and insights?
2018-08-07 23:16
Compyx

Registered: Jan 2005
Posts: 631
I don't. If the Gtk devs say you need to avoid macports and build Gtk3/GLib yourself, they might be right. Thought sometimes info I get from them seems to contradict other info I get from them. But that's Gtk3, works fine on their (and my dev) platform, a little flaky on other platforms.

Personally I just want to be able to test the Gtk3 UI on MacOS and perhaps even add some MacOS-specific stuff. Using some env vars I managed to get the Gtk3 UI to actually work on MacOS. Getting a proper bindist out is something I'll gladly leave to people with actual MacOS experience.
2018-08-07 23:31
JackAsser

Registered: Jun 2002
Posts: 2014
Quote: I don't. If the Gtk devs say you need to avoid macports and build Gtk3/GLib yourself, they might be right. Thought sometimes info I get from them seems to contradict other info I get from them. But that's Gtk3, works fine on their (and my dev) platform, a little flaky on other platforms.

Personally I just want to be able to test the Gtk3 UI on MacOS and perhaps even add some MacOS-specific stuff. Using some env vars I managed to get the Gtk3 UI to actually work on MacOS. Getting a proper bindist out is something I'll gladly leave to people with actual MacOS experience.


I’ll do my best. I managed do get the GTk UI up an running before (with the bindist faults mentioned). This ended up in a crippled build env for me and now I can’t even build GTK3 anylonger. Hence this new approach with a separate environment.
2018-08-07 23:58
Raistlin

Registered: Mar 2007
Posts: 680
<offtopic> Also these UI problems remind me why Epic decided to write their own UI, Slate, for Unreal Engine 4 :-) ... after years of dealing with shit from wxWidgets and the 3-4 other UI's that ended up in Unreal Engine 3! </offtopic>
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