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Re: OSX Build changes.

 

On 9/28/2014 10:20 PM, Adam Wolf wrote:
> I actually had this open in a tab for something else I was doing.
> 
> https://developer.apple.com/library/mac/documentation/MacOSX/Conceptual/BPRuntimeConfig/Articles/EnvironmentVars.html
> 
> At the bottom of that page is an explanation how to set an environment
> variable for an app bundle.

Thanks Adam!  This is exactly what I was looking for.  Bernhard, please
take a look at this when you get a chance.  At the very least we should
probably set the KIGITHUB environment variable assuming the OSX build
has the github plugin enabled.  When the 3D models are include in the
bundle, KISYS3DMOD will have to be set to the appropriate path.

Cheers,

Wayne

> 
> I am so, so excited for this.  Good work folks!
> 
> Adam Wolf
> Cofounder and Engineer
> W&L
> 
> On Sun, Sep 28, 2014 at 7:47 PM, Wayne Stambaugh <stambaughw@xxxxxxxxxxx
> <mailto:stambaughw@xxxxxxxxxxx>> wrote:
> 
>     On 9/28/2014 12:31 PM, Bernhard Stegmaier wrote:
>     > Hi all,
>     >
>     > as Wayne already mentioned below I made some major changes to the
>     > creation of OSX application bundles in the build process.
>     > The most obvious is that now only one application bundle is created
>     > which starts the kicad launcher.
>     > From there you can go anywhere else.
>     > The created bundle now is (should be) completely relocatable, so you can
>     > just put it anywhere you want as with other OSX apps.
>     > All the pre-delivered templates, etc. have been moved into the bundle
>     > and should be found from there.
>     > Command-Line tools are still contained (and accessible via e.g.
>     > /Applications/kicad.app/Contents/MacOS/idf…).
>     >
>     > I have uploaded a sample dmg image here:
>     >   http://ul.to/ypsk7m41
>     > What you see in the dmg is 1:1 what is created in the build process now…
>     > this should make packaging and distributing automated builds very easy
>     > in future.
> 
>     I looked at the file layout and it looks good.  At some point we should
>     add the documentation, component libraries, and 3D models (possibly
>     footprint libraries if the user does not want to use the github plugin).
>      This would be a complete install of KiCad.  The footprint libraries can
>     be loaded via the github plugin.  Is it possible to set local
>     environment variables in a bundle?  It might be a good idea to set the
>     kicad environment variables so that the user doesn't have to mess
>     with them.
> 
>     >
>     > I am still doing some final touches to the patch before it gets submitted.
>     > So, feel free to test and comment…
>     >
>     >
>     > Regards,
>     > Bernhard
>     >
>     > Begin forwarded message:
>     >
>     >> *From: *Wayne Stambaugh <stambaughw@xxxxxxxxxxx
>     <mailto:stambaughw@xxxxxxxxxxx>
>     >> <mailto:stambaughw@xxxxxxxxxxx <mailto:stambaughw@xxxxxxxxxxx>>>
>     >> *Subject: **[Kicad-developers] Build changes.*
>     >> *Date: *27. September 2014 00:09:13 MESZ
>     >> *To: *KiCad Developers <kicad-developers@xxxxxxxxxxxxxxxxxxx
>     <mailto:kicad-developers@xxxxxxxxxxxxxxxxxxx>
>     >> <mailto:kicad-developers@xxxxxxxxxxxxxxxxxxx
>     <mailto:kicad-developers@xxxxxxxxxxxxxxxxxxx>>>
>     >>
>     >> I just committed revision r5149 which fails when wxWidgets is less than
>     >> version 3.0.0.  I know that the wx3 is not without it's issues but it is
>     >> becoming too much of a burden to try to keep the code compatible with
>     >> wx2 along the known issues.
>     >>
>     >> I've also added an option when building on OSX that disables downloading
>     >> and building all of the dependencies from source by default.  You must
>     >> now run CMake with -DUSE_OSX_DEPS_BUILDER=ON if you want to use that
>     >> build method.  The are further OSX bundle fixes on the way as well so
>     >> please be patient as we transition away from that build philosophy.  I
>     >> am working with Bernhard (thanks Bernhard) on getting this issue
>     >> resolved so OSX looks for the dependencies on the system and creates OSX
>     >> bundles without external scripts.  I have it on good authority that
>     >> KiCad will build and run just fine using the installed dependencies.
>     >>
>     >> I am also working on getting stock Boost 1.56 to build KiCad.  It does
>     >> appear to work on Linux.  I'm still having some issues on Windows so
>     >> hopefully that will be resolved before too long and thus eliminate the
>     >> last dependency we will have to build from source.
>     >>
>     >> Wayne
>     >>
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