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Mac build using Xcode fails #8
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The main way to build the Windows build is to install WiX Toolset and build the ReleasePackageInstaller project in the solution, which will also generate the game data. If you want to do this without VS then the batch file that generates the game data is ConvertResources.bat. Getting that to work will also require porting most of the command-line tools (at minimum, MiniRez, gpr2gpa, FTagData, MergeGPF, GenerateFonts, ConvertColorCursors, hqx2gp, and HouseTool all need to be ported, and for most of those, WindowsUnicodeToolShim also needs to be ported). Most of those should be self-explanatory, except for WindowsUnicodeToolShim which is basically just a wrapper of some functions for porting the tools. Since macOS uses UTF-8 for arguments and file paths natively, most of what's in that just has to be single-line functions there, except for the directory scan which I know nothing about off-hand. |
Thanks for the explanation! Porting those tools to UNIX looks like a good project for another day. |
Now that #19 has been merged, it should be possible to build Aerofoil and its resources from scratch on macOS and Linux. I have only tested this on Linux, but I tried to implement everything using interfaces also supported on macOS, so with luck it should work. This is probably more relevant to #9, as it only applies to the CMake build, but that issue does not mention the resources while this issue does. CMake can generate an Xcode project instead of using This should build
This should install
You may want to install under a different prefix fo If you do try this build again, please let me know if you encounter any issues. |
I want to build Aerofoil 1.1.2 from source on macOS 10.15.7 using Xcode. First I had to disable the code-signing stuff. Then the build failed with:
In Aerofoil/Resources there is a README.TXT which says
but it is not explained how to produce the Windows build.
Ideally, it is desirable to be able to produce the Mac build without needing any files from elsewhere.
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