You need to generate the Xcode project file.  In a new folder under builds,
run cmake -G Xcode ../..



On Mon, May 16, 2011 at 3:43 PM, rusirius <[email protected]>wrote:

>  Timothy,
>
> Thanks for this.
>
> Now I'm back home and on the Mac I can give you the full error message:
>
> Johns-Mac-Pro:macosx johnc$ make[2]: *** No rule to make target
> `CMakeFiles/install.dir/all', needed by `CMakeFiles/macosx_bundle.dir/all'.
> Stop.
>
> > make[1]: *** [CMakeFiles/macosx_bundle.dir/rule] Error 2
> > make: *** [macosx_bundle] Error 2
> > Johns-Mac-Pro:macosx johnc
>
> I also tried compiling the ALL_BUILD target from the command line:
>
> Johns-Mac-Pro:macosx johnc$ make ALL_BUILD
> make: *** No rule to make target `ALL_BUILD'.  Stop.
>
> Johns-Mac-Pro:macosx johnc$
>
> Sorry if this is a daft question, but what file do I need to open in order
> to load the Stellarium project into Xcode? I tried opening CMakeLists.txt as
> I would normally do in QT but this does not appear to do anything useful.
>
>
>
>
> On 16/05/2011 17:43, Reaves, Timothy wrote:
>
> With regards to STELROOT, I'm saying it does not need to be set by you.
>
> On the command line, I'd try the ALL_BUILD target anyway; in Xcode, if I do
> not run that target, I get errors.
>
> When I get home, I'll try building as you did, and see what I get.
>
>
>
> On Mon, May 16, 2011 at 8:44 AM, rusirius <[email protected]>wrote:
>
>>  Timothy,
>>
>> Thanks for taking the time and trouble to respond despite my lack of
>> information.
>>
>> I'm running as follows:
>>
>> Snow Leopard version 10.6.6
>> XCode version 3.2.6
>> QT 64bit Cocoa
>> Cmake 2.8.4 ( 
>> cmake-2.8.4-Darwin-universal.dmg<http://www.cmake.org/files/v2.8/cmake-2.8.4-Darwin-universal.dmg>
>> )
>> Libiconv 1.13.1
>> Gettext 0.18.1.1
>>
>> Briefly the steps I have taken so far are:
>>
>> Installed XCode (version 3.2) from the Snow Leopard disk, but this gave me
>> an error stating that the compiler could not compile an executable.
>>
>> Downloaded and installed XCode 3.2.6. This resolved the issue above and I
>> could now build Libiconv and Gettext.
>>
>> Built Libiconv and Gettext, however, I could not compile with the
>> .configure line in the Wiki. Although compiling Universal binaries would be
>> ideal ultimately, at this time I need it to work on this system so I simply
>> used a default ./configure with no options. This compiled and installed both
>> libraries with no errors.
>>
>> I now moved on to compiling Stellarium. I followed the command line method
>> detailed on the Wiki:
>>
>> $ cd stellarium
>> $ mkdir -p builds/macosx
>> $ cd builds/macosx
>>
>> $ cmake ../..
>>
>> $ make
>> $ make install
>> $ make macosx_bundle
>>
>> Having created the build directory named as above, I cd'd to that
>> directory and ran cmake ../.. and then ran make. On the first attempt I got
>> an error telling me that I was trying to build a 64 bit application using a
>> 32 bit version of QT so I trashed Carbon and installed the 64 bit Cocoa. I
>> ran cmake again, did a make clean, and tried make again. I didn't specify
>> the ALL_BUILD target but just did a default 'make' with no options which
>> completed without errors.
>>
>> I then ran the make install step with no problems.
>>
>> The final step, building the macosx_bundle target, gave me the 'No rule to
>> make target' error below. I should probably also note that I tried this
>> under my user account but just to ensure it was not a permissions issue I
>> also did a sudo bash and then ran it again from the root command prompt with
>> the same result.
>>
>> I then probably jumped ahead too far by trying to compile my plugin and
>> then ran into the 'Undefined interface' issue. It looks like I probably need
>> to go back a step and resolve the maxosx_bundle issue first.
>>
>> I'm not sure what you mean though when you say regards setting STELROOT
>> that " it will be better to run it either as the app" and "from Xcode"? I
>> have very little experience with the Mac OSX so I appreciate your patience.
>> Are you suggesting that I load and compile the code in Xcode and set
>> STELROOT within the IDE environment?
>>
>>
>>
>> On 15/05/2011 23:58, Reaves, Timothy wrote:
>>
>> This value does not need to be set; it is determined by the application.
>> That the macosx_bundle target fails is a problem.  This target needs to be
>> completely rewritten, but, it works for now.
>>
>> What are you using to compile?  How are you running?  You need to start
>> posting more specific information.
>>
>> In any case, you need to execute three targets: ALL_BUILD, install, and
>> macosx_bundle.  Install puts the files relative to your build directory.
>> This is a Mac app, and /usr/local/anything would be inappropriate for
>> installing software.  The install target creates a Stellarium.app in the
>> build directory.
>>
>> The error you get is because the application can not find it's resources.
>> Setting STELROOT from the command line may work, but it will be better to
>> run it either as the app, or from Xcode, where the executable will be able
>> to find its resource.
>>
>>
>>
>> On Sun, May 15, 2011 at 2:04 PM, rusirius 
>> <[email protected]>wrote:
>>
>>>
>>> Having managed to set up my working development environment on the Mac,
>>> I am trying to compile my plugin. I have managed to compile Stellarium
>>> except for the last step:
>>>
>>> make macosx_bundle
>>>
>>> This doesent work and complains about there not being a rule:
>>>
>>> *** No rule to make target `CMakefiles/install.dir/all', needed by
>>> `CMakeFiles/macosx_bundle.dir/all'. Stop.
>>>
>>> Since I have already completed the 'make' and 'make install' I though it
>>> was Ok to proceed to compile the plugin anyway. However I am getting:
>>>
>>> Error: Undefined interface
>>>
>>> Usually this has indicated that the STELROOT varaible is not set.
>>> However I have set it and confirmed it is present when opening a
>>> terminal session. I initially tried to set it fist by using the usual
>>> Unix method:
>>>
>>> export STELROOT=/User/johnc/Prog/stellarium
>>>
>>> This didn't work. So after a biit of Googling I found that on a Mac one
>>> needs to edit the /etc/launch.conf. I did this and re-booted. Upon
>>> opening a terminal I checked to see whether STELROOT was present. It
>>> was. I did a make clean and a cmake ../.. and finally a make but still I
>>> get the same error.
>>>
>>> I noticed a reference to environment.plist as well but I'm not sure what
>>> the format of this file is as I can't find any examples. As I understand
>>> it however, launch.conf is supposed to add the enironment variable in
>>> 'all contexts' so I expected this to work.
>>>
>>> By the way, where does 'make install' place the files on a Mac? I was
>>> expecting them in /usr/local/stellarium but I can't find them anywhere?
>>> I should also point out that I'm not building Universal binaries as the
>>> long .configure line did not work on my Mac. In the end I had to compile
>>> libiconv and gettext with a default './configure'. I also had to change
>>> from the carbon to the cocoa flavour of QT as upon running the make
>>> script for Stellarium I got an error complaining that I was trying to
>>> compile a 64 bit application with a 32 bit version of QT.
>>>
>>>
>>>
>>>
>>>
>>> ------------------------------------------------------------------------------
>>> Achieve unprecedented app performance and reliability
>>> What every C/C++ and Fortran developer should know.
>>> Learn how Intel has extended the reach of its next-generation tools
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>>>
>>
>>
>> ------------------------------------------------------------------------------
>> Achieve unprecedented app performance and reliability
>> What every C/C++ and Fortran developer should know.
>> Learn how Intel has extended the reach of its next-generation tools
>> to help boost performance applications - inlcuding 
>> clusters.http://p.sf.net/sfu/intel-dev2devmay
>>
>>
>> _______________________________________________
>> Stellarium-pubdevel mailing 
>> [email protected]https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel
>>
>>
>>
>>
>> ------------------------------------------------------------------------------
>> Achieve unprecedented app performance and reliability
>> What every C/C++ and Fortran developer should know.
>> Learn how Intel has extended the reach of its next-generation tools
>> to help boost performance applications - inlcuding clusters.
>> http://p.sf.net/sfu/intel-dev2devmay
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>> Stellarium-pubdevel mailing list
>> [email protected]
>> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel
>>
>>
>
>
------------------------------------------------------------------------------
Achieve unprecedented app performance and reliability
What every C/C++ and Fortran developer should know.
Learn how Intel has extended the reach of its next-generation tools
to help boost performance applications - inlcuding clusters.
http://p.sf.net/sfu/intel-dev2devmay
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