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Old 22-10-2014, 13:31   #16
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Re: Building OCPN on OS X

Hugh,

No, I haven't had any errors. (It seems the same as the official builds of OCPN.)

I built against the 10.9 SDK, so apparently it is not binary compatible with the official builds, which are built agains the 10.7 SDK.

Copying plugins between the different versions, I found that the plugins from the latest official beta don't show up in my build, and the plugins from my build crash the official beta.

I assumed this was due to the aforementioned difference in SDK, but note:
The WMM plugin Pavel built using the 10.7 SDK works in both builds.
So that seems to blow that theory... maybe. :-D

~ Caesar
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Old 22-10-2014, 13:36   #17
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Re: Building OCPN on OS X

I wanted to add the native OS X fulscreen functionality, but it turns out it's only included in wxWidgets 3.1. :'(

Should be possible to call the ObjC NSWindow directly, but I am not familiar enough with wxWidgets or C++ to work it out...
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Old 22-10-2014, 14:33   #18
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Re: Building OCPN on OS X

Quote:
Originally Posted by Mollymawk View Post
I wanted to add the native OS X fulscreen functionality, but it turns out it's only included in wxWidgets 3.1. :'(

Should be possible to call the ObjC NSWindow directly, but I am not familiar enough with wxWidgets or C++ to work it out...
Fullscreen function of wxWidgets 3.1.0 has worked with Mavericks but not with Yosemite anymore (see pic). wxWidgets for OS X is far away to be a usable. It is still in development.

Gerhard
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Old 22-10-2014, 14:48   #19
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Re: Building OCPN on OS X

Sorry, error. The gadget is now the third one on the left side and works with Yosemite. See attachment.

Gerhard
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Old 22-10-2014, 19:01   #20
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Re: Building OCPN on OS X

For those following the OSX compile page, there has been a version change for gettext and the sym links under prerequisites should now be:

Code:
sudo ln -s /usr/local/Cellar/gettext/0.19.3/bin/msgmerge /usr/local/bin/msgmerge
sudo ln -s /usr/local/Cellar/gettext/0.19.3/bin/msgfmt /usr/local/bin/msgfmt
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Old 22-10-2014, 19:33   #21
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Re: Building OCPN on OS X

Quote:
Originally Posted by CarCode View Post
Try to use Xcode and not these cmake terminal stuff.
Xcode is a nice compiler GUI even for idiots like me.
Gerhard
Hi Gerhard,

Last time I built OpenCPN I believe there was an Xcode project file with the distribution I got.

Has that been removed from the master Github? I'm a bit of a newbie to Xcode so am not sure about how to go about importing the project.

Any easy way? Otherwise back to the command line for me.

Cheers
Hugh
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Old 22-10-2014, 19:39   #22
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Re: Building OCPN on OS X

Ok so it appears I've also run into wxWidget compatibility issues with the latest builds of OpenCPN and wxWidgets 3.0.2.

My error is as follows:

Code:
/Users/hmacread/code/OpenCPN/currentbuild/OpenCPN/plugins/grib_pi/src/GribUIDialog.cpp:1178:29: error: no member named 'IsListEmpty' in 'wxChoice'
    if (!m_cRecordForecast->IsListEmpty() ){
         ~~~~~~~~~~~~~~~~~  ^
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Old 22-10-2014, 19:51   #23
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Re: Building OCPN on OS X

A quick update:

I have now tried building with the 10.7 SDK, correctly placed inside the Xcode app bundle, and it still doesn't work.

However, the 10.8 SDK, which I copied into the app bundle in the same way, works fine. (For OCPN. I havent tried again for wxWidgets yet, as it takes forever, but I imagine the result will be the same.)

Curiouser and curiouser!
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Old 22-10-2014, 20:00   #24
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Re: Building OCPN on OS X

Quote:
Originally Posted by hmacread View Post
Hi Gerhard,

Last time I built OpenCPN I believe there was an Xcode project file with the distribution I got.

Has that been removed from the master Github? I'm a bit of a newbie to Xcode so am not sure about how to go about importing the project.

Any easy way? Otherwise back to the command line for me.

Cheers
Hugh
Hugh...
I really doubt that there ever was a project file in the source tree (at least in the last couple of years) as none of the OpenCPN developers uses Xcode. We really build it from the command line and at least me exactly as I describe in the build instructions. On Mavericks, using Xcode 6.0.
As it looks like having the latest versions of absolutely everything on a Mac is kind of obligatory, I'm going to upgrade to Xcode 6.1 and check whether it still works. Unfortunately I can't go to Yosemite at all as it does not support the "legacy boot" anymore.

General note: If you have a problem, please post the output you get from "cmake .." - It gives a very clear info about which SDK and compiler is used for the build.

Pavel
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Old 22-10-2014, 20:05   #25
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Re: Building OCPN on OS X

Mollymawk...

re:
if (!m_cRecordForecast->IsListEmpty() ){


That build error is due to a fault in wxWidgets 3.x for Mac.
There is a workaround for OCPN in github now.

Thanks
Dave
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Old 22-10-2014, 20:34   #26
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Re: Building OCPN on OS X

Thanks Dave,

I just pulled those latest changes and it compiles and without issue.

Pavel,

I've now got a successful build complete with Mavericks 10.9 using 3.0.2.

Here is the CMAKE output:

Code:
hughs-mbp:build hmacread$ cmake ..
-- *** Build Architecture is x86_64
-- *** Staging to build OpenCPN 3.3.2222 ***
-- *** Package will include documentation ***
-- *** Package will include GSHHS basechart level: CRUDE ***
-- *** Package will include tide and current data ***
-- Found OpenGL...
--     Lib: /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/AGL.framework/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenGL.framework
--     Include: /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk/System/Library/Frameworks/OpenGL.framework
-- Found wxWidgets...
-- -L/usr/local/lib;;;-framework IOKit;-framework Carbon;-framework Cocoa;-framework AudioToolbox;-framework System;-framework OpenGL;-lwx_baseu-3.0;-lwx_osx_cocoau_core-3.0;-lwx_baseu_net-3.0;-lwx_baseu_xml-3.0;-lwx_osx_cocoau_html-3.0;-lwx_osx_cocoau_adv-3.0;-lwx_osx_cocoau_aui-3.0;-lwx_osx_cocoau_gl-3.0
-- 
-- *** Staging to build OpenCPN  ***
-- Build type: Release
-- *** Will install to /usr/local  ***
-- Could NOT find TinyXML (missing:  TINYXML_INCLUDE_DIR TINYXML_LIBRARIES) 
-- tinyxml library not found
-- S57 ENC support: enabled
-- Garmin Host Mode support: enabled
-- Compiling texture compression library with sse support
-- 
-- *** Staging to build PlugIns ***
-- 
-- *** Staging to build dashboard_pi ***
-- *** Staging to build grib_pi ***
-- Writing spec file...
-- Configuring done
CMake Warning (dev):
  Policy CMP0042 is not set: MACOSX_RPATH is enabled by default.  Run "cmake
  --help-policy CMP0042" for policy details.  Use the cmake_policy command to
  set the policy and suppress this warning.

  MACOSX_RPATH is not specified for the following targets:

   dashboard_pi
   grib_pi

This warning is for project developers.  Use -Wno-dev to suppress it.

-- Generating done
-- Build files have been written to: /Users/hmacread/code/OpenCPN/currentbuild/OpenCPN/build
Last time I remember getting a blank screen on the Plugins page under settings but I couldn't remember what directory was missing from the package.

currently my directory looks like this but haven't been able to see the dashboard plugin which I have from a previous installation.

Code:
hughs-mbp:Contents hmacread$ ls -l /Users/hmacread/code/OpenCPN/currentbuild/OpenCPN/build/OpenCPN.app/Contents
total 8
-rw-r--r--  1 hmacread  staff  1076 23 Oct 12:17 Info.plist
drwxr-xr-x  3 hmacread  staff   102 23 Oct 12:18 MacOS
drwxr-xr-x  3 hmacread  staff   102 23 Oct 12:30 PlugIns
drwxr-xr-x  4 hmacread  staff   136 23 Oct 11:05 Resources
drwxr-xr-x  9 hmacread  staff   306 23 Oct 11:05 SharedSupport
hughs-mbp:Contents hmacread$
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Old 22-10-2014, 21:14   #27
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Re: Building OCPN on OS X

hmacread...

Take a look at the OpenCPN logfile. It will tell you what/where it is looking for PlugIns, and give you a hint if there is a dynamic linkage error preventing load.

Good progress so far.
Dave
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Old 22-10-2014, 21:40   #28
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Re: Building OCPN on OS X

OK, I've repeated the complete process with Xcode 6.1 (Without installing Homebrew, cmake and gettext, but it looks like nobody has problems with that)
Everything, until the last keystroke is in https://gist.github.com/nohal/69d6780ee7513d0fea52
I believe this gets you as close to what Dave produces on the "official" build machine as it gets.
Creation of the DMG has always been kind of total magic for me, so over to Dave to describe it...

@Caesar: I think that when you installed the SDKs manually, you missed something that the Xcodelegacy script does. But of course have no idea what...

Pavel
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Old 22-10-2014, 21:49   #29
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Re: Building OCPN on OS X

Quote:
Originally Posted by nohal View Post
OK, I've repeated the complete process with Xcode 6.1 (Without installing Homebrew, cmake and gettext, but it looks like nobody has problems with that)
Everything, until the last keystroke is in https://gist.github.com/nohal/69d6780ee7513d0fea52
I believe this gets you as close to what Dave produces on the "official" build machine as it gets.
Creation of the DMG has always been kind of total magic for me, so over to Dave to describe it...

@Caesar: I think that when you installed the SDKs manually, you missed something that the Xcodelegacy script does. But of course have no idea what...

Pavel
Maybe. I have no idea what either. I didn't use the script as it seems to require that I have dmgs of all the old Xcodes, which I don't have. I just have an Xcode 5 app and an Xcode 4 installer app.
I will look through the script and try and work it out.

I will be offline tomorrow, and probably for at least a few days. But I'll play with this more when I get a chance.
For the moment, I am happy to be able to build at all. :-D
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Old 22-10-2014, 22:10   #30
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Re: Building OCPN on OS X

You should be able to comment out the parts related to the versions you don't have/need - it is pretty readable for being a shell script. Definitely more than most I write

Pavel
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