Re: [Warzone-dev] Thinking about a Mac universal binary

2007-04-19 Thread Ari Johnson
On 4/18/07, Giel van Schijndel [EMAIL PROTECTED] wrote:
 Dennis Schridde schreef:
  Am Mittwoch, 18. April 2007 schrieb Ari Johnson:
 
  Good catch. I forgot to remove the .svn subdirectories from the data.
 You can use the `svn export` command to do this for you.


It still exports Makefile.{am,raw} but that's not so bad.  I didn't
realize that svn export could do a subdirectory so easily, which is
silly since I did realize that svn treats everything in your
repository as a subdirectory.  Thanks for the pointer.

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Re: [Warzone-dev] Thinking about a Mac universal binary

2007-04-18 Thread Dennis Schridde
Am Mittwoch, 18. April 2007 schrieb Ari Johnson:
 As of my last commit tonight, we have a universal binary of Warzone.
 I have  54MB DMG file available for anyone who wants to try it, or we
 can host it as a beta on our site.
Why is this __54__ MB big??? Is the data doubled? I can't believe that the 
binaries+libs for x86 take ~30MB...

--Dennis


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Re: [Warzone-dev] Thinking about a Mac universal binary

2007-04-18 Thread Ari Johnson
On 4/18/07, Dennis Schridde [EMAIL PROTECTED] wrote:
 Am Mittwoch, 18. April 2007 schrieb Ari Johnson:
  As of my last commit tonight, we have a universal binary of Warzone.
  I have  54MB DMG file available for anyone who wants to try it, or we
  can host it as a beta on our site.
 Why is this __54__ MB big??? Is the data doubled? I can't believe that the
 binaries+libs for x86 take ~30MB...

Good catch.  I forgot to remove the .svn subdirectories from the data.
 It's now a 27MB DMG file. :)

Ari

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Re: [Warzone-dev] Thinking about a Mac universal binary

2007-04-18 Thread Dennis Schridde
Am Mittwoch, 18. April 2007 schrieb Ari Johnson:
 On 4/18/07, Dennis Schridde [EMAIL PROTECTED] wrote:
  Am Mittwoch, 18. April 2007 schrieb Ari Johnson:
   As of my last commit tonight, we have a universal binary of Warzone.
   I have  54MB DMG file available for anyone who wants to try it, or we
   can host it as a beta on our site.
 
  Why is this __54__ MB big??? Is the data doubled? I can't believe that
  the binaries+libs for x86 take ~30MB...

 Good catch.  I forgot to remove the .svn subdirectories from the data.
  It's now a 27MB DMG file. :)
Mirrored at http://download.gna.org/warzone/snapshots/warzone2100-20070418.dmg


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Re: [Warzone-dev] Thinking about a Mac universal binary

2007-04-17 Thread Per Inge Mathisen
On 4/17/07, Ari Johnson [EMAIL PROTECTED] wrote:
 One thought I had was whether or not to create a branch for the Mac
 port.

I really would not recommend this. It is a lot of work. It gives
people the wrong impression.

  It's not that much stuff to integrate into the main trunk, the
 real concern is just that future changes in the code won't get
 reflected right away in the Xcode project file.  This would mainly
 come up if we added files or changed the minimum version of an
 external library that we depend on.

CMake would solve this. But I am repeating myself...

 The next (and I think the only remaining) step will be to get network
 play working, both between Macs and from Mac to Linux or Windows.
 Then I can finally play against you guys. :)

Neat :-)

  - Per

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Re: [Warzone-dev] Thinking about a Mac universal binary

2007-04-17 Thread Dennis Schridde
Am Dienstag, 17. April 2007 schrieb Ari Johnson:
 On 4/15/07, Ari Johnson [EMAIL PROTECTED] wrote:
  On 4/15/07, Per Inge Mathisen [EMAIL PROTECTED] wrote:
   On 4/15/07, Ari Johnson [EMAIL PROTECTED] wrote:
The problem I have right now is
that a MacOS header file that Xcode is including in some bizarre
chain cause keyDown and mouseDown to be defined as enum values,
whereas we define them as functions.  Would it be a crime against
nature to rename our functions to work around this?  I can try to
figure out how to un-include the offending header file, if so.
  
   Feel free to rename if you need.
  
   You might just find it difficult to un-include the header file. Apple,
   in its infinite wisdom, apparently decided all projects should
   automatically include some Carbon headers in every project compiled in
   Xcode, and I haven't found a way to disable that nonsense.
 
  I could have told it to do a Legacy Framework instead of Carbon
  Framework, but where's the fun in that? ;)

 Other than waiting on jpeg to be removed (I could make a framework for
 jpeg but since I'd just have to remove it later I'm not going to do
 that) I think I'm pretty close on this project.  This means good
 things:
  1. Universal binary
  2. Better creation of .app bundle
  3. Easier build process for the Mac (absolutely no need to
 download/install external libraries; just type 'xcodebuild' and play
 the game)
  4. Easier for Mac developers to get involved in the project

 One thought I had was whether or not to create a branch for the Mac
 port.  It's not that much stuff to integrate into the main trunk, the
 real concern is just that future changes in the code won't get
 reflected right away in the Xcode project file.  This would mainly
 come up if we added files or changed the minimum version of an
 external library that we depend on.
Sorry, I don't understand this.
Why do you want to have a branch?
Because in the trunk we might remove files which your Xcode project file would 
try to build? That happens to the MSVC project file, too...

--Dennis


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Re: [Warzone-dev] Thinking about a Mac universal binary

2007-04-17 Thread Ari Johnson
On 4/15/07, Ari Johnson [EMAIL PROTECTED] wrote:
 On 4/15/07, Per Inge Mathisen [EMAIL PROTECTED] wrote:
  On 4/15/07, Ari Johnson [EMAIL PROTECTED] wrote:
   The problem I have right now is
   that a MacOS header file that Xcode is including in some bizarre chain
   cause keyDown and mouseDown to be defined as enum values, whereas we
   define them as functions.  Would it be a crime against nature to
   rename our functions to work around this?  I can try to figure out how
   to un-include the offending header file, if so.
 
  Feel free to rename if you need.
 
  You might just find it difficult to un-include the header file. Apple,
  in its infinite wisdom, apparently decided all projects should
  automatically include some Carbon headers in every project compiled in
  Xcode, and I haven't found a way to disable that nonsense.

 I could have told it to do a Legacy Framework instead of Carbon
 Framework, but where's the fun in that? ;)


Other than waiting on jpeg to be removed (I could make a framework for
jpeg but since I'd just have to remove it later I'm not going to do
that) I think I'm pretty close on this project.  This means good
things:
 1. Universal binary
 2. Better creation of .app bundle
 3. Easier build process for the Mac (absolutely no need to
download/install external libraries; just type 'xcodebuild' and play
the game)
 4. Easier for Mac developers to get involved in the project

One thought I had was whether or not to create a branch for the Mac
port.  It's not that much stuff to integrate into the main trunk, the
real concern is just that future changes in the code won't get
reflected right away in the Xcode project file.  This would mainly
come up if we added files or changed the minimum version of an
external library that we depend on.

Thoughts on this, anyone?  Otherwise, once I see the commit to remove
jpeg support, I'll continue my work and hopefully have a universal
binary to send out.

Note that I am not going to backport this work to the 2.0.x branch,
and that I have so far not made any effort to get it to run on MacOS
prior to 10.4/Tiger.  I could probably get the Xcode project set up to
build it against the earlier SDK for the PPC half, but I don't know
how that would work since OpenAL is not part of the pre-10.4 SDK.  I
will definitely check into this, since the game runs well on G4 and
probably earlier processors as it is, and it'd be nice to have it
available for all Mac users, not just Tiger people.

The next (and I think the only remaining) step will be to get network
play working, both between Macs and from Mac to Linux or Windows.
Then I can finally play against you guys. :)

Ari

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Re: [Warzone-dev] Thinking about a Mac universal binary

2007-04-17 Thread Ari Johnson
On 4/17/07, Dennis Schridde [EMAIL PROTECTED] wrote:
 Am Dienstag, 17. April 2007 schrieb Ari Johnson:
  On 4/15/07, Ari Johnson [EMAIL PROTECTED] wrote:
   On 4/15/07, Per Inge Mathisen [EMAIL PROTECTED] wrote:
On 4/15/07, Ari Johnson [EMAIL PROTECTED] wrote:
 The problem I have right now is
 that a MacOS header file that Xcode is including in some bizarre
 chain cause keyDown and mouseDown to be defined as enum values,
 whereas we define them as functions.  Would it be a crime against
 nature to rename our functions to work around this?  I can try to
 figure out how to un-include the offending header file, if so.
   
Feel free to rename if you need.
   
You might just find it difficult to un-include the header file. Apple,
in its infinite wisdom, apparently decided all projects should
automatically include some Carbon headers in every project compiled in
Xcode, and I haven't found a way to disable that nonsense.
  
   I could have told it to do a Legacy Framework instead of Carbon
   Framework, but where's the fun in that? ;)
 
  Other than waiting on jpeg to be removed (I could make a framework for
  jpeg but since I'd just have to remove it later I'm not going to do
  that) I think I'm pretty close on this project.  This means good
  things:
   1. Universal binary
   2. Better creation of .app bundle
   3. Easier build process for the Mac (absolutely no need to
  download/install external libraries; just type 'xcodebuild' and play
  the game)
   4. Easier for Mac developers to get involved in the project
 
  One thought I had was whether or not to create a branch for the Mac
  port.  It's not that much stuff to integrate into the main trunk, the
  real concern is just that future changes in the code won't get
  reflected right away in the Xcode project file.  This would mainly
  come up if we added files or changed the minimum version of an
  external library that we depend on.
 Sorry, I don't understand this.
 Why do you want to have a branch?
 Because in the trunk we might remove files which your Xcode project file would
 try to build? That happens to the MSVC project file, too...

Either adding or removing files, yes.  I suppose that it is easy
enough to fix any time that someone builds the Mac version for
distribution.

I don't wish to use CMake because I don't know how it will handle
external library dependencies.  I have the Xcode project set up to
download, md5sum, unpack, and build a framework for each of the
libraries we depend on, and then include those frameworks in the final
application bundle.

This works and everything that's needed is available if you have
Xcode, a component of OSX, installed.  Wouldn't using cmake require
both:
 1. The person building the application to have cmake installed
 2. Cmake files to be added to our build system anyhow
?

At any rate, it works so far.  The most important thing is getting a
universal binary out there for all Mac users to heavily test.

Ari

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Re: [Warzone-dev] Thinking about a Mac universal binary

2007-04-17 Thread Ari Johnson
As of my last commit tonight, we have a universal binary of Warzone.
I have  54MB DMG file available for anyone who wants to try it, or we
can host it as a beta on our site.

http://hermes.theari.com/~ari/warzone.dmg

I don't have an Intel Mac to test it on.  Hopefully someone who does
can let me know if it works at all. :)

Ari

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Re: [Warzone-dev] Thinking about a Mac universal binary

2007-04-17 Thread Ari Johnson
On 4/17/07, Ari Johnson [EMAIL PROTECTED] wrote:
 As of my last commit tonight, we have a universal binary of Warzone.
 I have  54MB DMG file available for anyone who wants to try it, or we
 can host it as a beta on our site.

 http://hermes.theari.com/~ari/warzone.dmg

 I don't have an Intel Mac to test it on.  Hopefully someone who does
 can let me know if it works at all. :)

On a side note, there are at least two things left to do:

1. Automatic DMG-building script to make life slightly easier (I
decided not to do this from inside Xcode at this point)
2. Either distribute processed Yacc files or add a step to the Xcode
project to make sure that a recent enough copy of bison is available
to use; right now it's using a copy of bison that I manually installed
on my system, but ideally someone could get a fresh Mac, install Xcode
on it, download our latest subversion sources, and compile our code
without any other steps necessary.

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Re: [Warzone-dev] Thinking about a Mac universal binary

2007-04-15 Thread Per Inge Mathisen
On 4/14/07, Ari Johnson [EMAIL PROTECTED] wrote:
 1. OpenAL.  MacOS X 10.4 provides an OpenAL framework, which I use in
 building Warzone.  I just include the framework in the .app file that
 gets built, so that it will run on 10.3.  But this is probably bad
 practice.  And 10.4 is required for a universal binary anyhow.  It's
 possible to build one that will work on 10.3 and 10.4, but it's a
 royal hassle.  So we can kill off support for OSX prior to 10.4
 Tiger ... and probably not that many people would really notice,
 especially given that most of the bugs the Mac port has are from
 people who are running on 10.4 boxes with Intel chips anyhow.

Let's do that for 2.1. By the time we release 2.1, most people will
probably be running MacOSX 10.6 anyway ;-)

 2. Other external libraries.  Currently, I compile the Mac port by
 using DarwinPorts to install automake, jpeg, libmad, libogg, libpng,
 libsdl, libsdl_net, libvorbis, and physfs.

You won't need automake for binaries, and libjpeg and libpng are
already installed on 10.4 as unix type shared libraries, IIRC. That
leaves libmad, libogg, libsdl, libsdl_net, libvorbis and physfs. I
think you can safely skip libmad, because people should use the ogg
files anyway. The SDL and ogg stuff are probably available as
frameworks somewhere. That should leaves physfs. Doesn't it already
have an Xcode project? Its maintainer is a Mac-fan, so it would
surprise me if it doesn't. Sorry, don't have time to google these
myself, but it looks doable to me.

BTW, with the CMake build system you can automatically generate a
ready to run Xcode project file.

  - Per

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Re: [Warzone-dev] Thinking about a Mac universal binary

2007-04-15 Thread Dennis Schridde
Am Sonntag, 15. April 2007 schrieb Per Inge Mathisen:
 On 4/14/07, Ari Johnson [EMAIL PROTECTED] wrote:
  1. OpenAL.  MacOS X 10.4 provides an OpenAL framework, which I use in
  building Warzone.  I just include the framework in the .app file that
  gets built, so that it will run on 10.3.  But this is probably bad
  practice.  And 10.4 is required for a universal binary anyhow.  It's
  possible to build one that will work on 10.3 and 10.4, but it's a
  royal hassle.  So we can kill off support for OSX prior to 10.4
  Tiger ... and probably not that many people would really notice,
  especially given that most of the bugs the Mac port has are from
  people who are running on 10.4 boxes with Intel chips anyhow.

 Let's do that for 2.1. By the time we release 2.1, most people will
 probably be running MacOSX 10.6 anyway ;-)

  2. Other external libraries.  Currently, I compile the Mac port by
  using DarwinPorts to install automake, jpeg, libmad, libogg, libpng,
  libsdl, libsdl_net, libvorbis, and physfs.

 You won't need automake for binaries, and libjpeg and libpng are
 already installed on 10.4 as unix type shared libraries, IIRC. That
 leaves libmad, libogg, libsdl, libsdl_net, libvorbis and physfs. I
 think you can safely skip libmad, because people should use the ogg
 files anyway. The SDL and ogg stuff are probably available as
 frameworks somewhere. That should leaves physfs. Doesn't it already
 have an Xcode project? Its maintainer is a Mac-fan, so it would
 surprise me if it doesn't. Sorry, don't have time to google these
 myself, but it looks doable to me.
Icculus switched over to CMake for the trunk not too long ago, so PhysFS 1.1.1 
has XCode support. I don't know what he plans for 1.0, though.

--Dennis


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Re: [Warzone-dev] Thinking about a Mac universal binary

2007-04-15 Thread Ari Johnson
On 4/15/07, Dennis Schridde [EMAIL PROTECTED] wrote:
 Am Sonntag, 15. April 2007 schrieb Per Inge Mathisen:
  On 4/14/07, Ari Johnson [EMAIL PROTECTED] wrote:
   1. OpenAL.  MacOS X 10.4 provides an OpenAL framework, which I use in
   building Warzone.  I just include the framework in the .app file that
   gets built, so that it will run on 10.3.  But this is probably bad
   practice.  And 10.4 is required for a universal binary anyhow.  It's
   possible to build one that will work on 10.3 and 10.4, but it's a
   royal hassle.  So we can kill off support for OSX prior to 10.4
   Tiger ... and probably not that many people would really notice,
   especially given that most of the bugs the Mac port has are from
   people who are running on 10.4 boxes with Intel chips anyhow.
 
  Let's do that for 2.1. By the time we release 2.1, most people will
  probably be running MacOSX 10.6 anyway ;-)
 
   2. Other external libraries.  Currently, I compile the Mac port by
   using DarwinPorts to install automake, jpeg, libmad, libogg, libpng,
   libsdl, libsdl_net, libvorbis, and physfs.
 
  You won't need automake for binaries, and libjpeg and libpng are
  already installed on 10.4 as unix type shared libraries, IIRC. That
  leaves libmad, libogg, libsdl, libsdl_net, libvorbis and physfs. I
  think you can safely skip libmad, because people should use the ogg
  files anyway. The SDL and ogg stuff are probably available as
  frameworks somewhere. That should leaves physfs. Doesn't it already
  have an Xcode project? Its maintainer is a Mac-fan, so it would
  surprise me if it doesn't. Sorry, don't have time to google these
  myself, but it looks doable to me.
 Icculus switched over to CMake for the trunk not too long ago, so PhysFS 1.1.1
 has XCode support. I don't know what he plans for 1.0, though.


PhysFS 1.0.0 doesn't, but I made a project file easily enough.  My
10.4 system actually doesn't have libpng or libjpeg, and even if it
did most of the libraries that come installed without installing the
developer tools are ppc-only so that doesn't help toward a universal
binary.

Anyhow, I am working on an Xcode project to do all of this.  Right
now, with the versions of the external libraries I have been using for
Warzone, it compiles all of them fine and then tries to compile
Warzone, starting with lib/framework.  The problem I have right now is
that a MacOS header file that Xcode is including in some bizarre chain
cause keyDown and mouseDown to be defined as enum values, whereas we
define them as functions.  Would it be a crime against nature to
rename our functions to work around this?  I can try to figure out how
to un-include the offending header file, if so.

Ari

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Re: [Warzone-dev] Thinking about a Mac universal binary

2007-04-15 Thread Per Inge Mathisen
On 4/15/07, Ari Johnson [EMAIL PROTECTED] wrote:
 The problem I have right now is
 that a MacOS header file that Xcode is including in some bizarre chain
 cause keyDown and mouseDown to be defined as enum values, whereas we
 define them as functions.  Would it be a crime against nature to
 rename our functions to work around this?  I can try to figure out how
 to un-include the offending header file, if so.

Feel free to rename if you need.

You might just find it difficult to un-include the header file. Apple,
in its infinite wisdom, apparently decided all projects should
automatically include some Carbon headers in every project compiled in
Xcode, and I haven't found a way to disable that nonsense.

  - Per

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Re: [Warzone-dev] Thinking about a Mac universal binary

2007-04-15 Thread Ari Johnson
On 4/15/07, Per Inge Mathisen [EMAIL PROTECTED] wrote:
 On 4/15/07, Ari Johnson [EMAIL PROTECTED] wrote:
  The problem I have right now is
  that a MacOS header file that Xcode is including in some bizarre chain
  cause keyDown and mouseDown to be defined as enum values, whereas we
  define them as functions.  Would it be a crime against nature to
  rename our functions to work around this?  I can try to figure out how
  to un-include the offending header file, if so.

 Feel free to rename if you need.

 You might just find it difficult to un-include the header file. Apple,
 in its infinite wisdom, apparently decided all projects should
 automatically include some Carbon headers in every project compiled in
 Xcode, and I haven't found a way to disable that nonsense.

I could have told it to do a Legacy Framework instead of Carbon
Framework, but where's the fun in that? ;)

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