ENIGMA Forums

Outsourcing saves money => Issues Help Desk => Topic started by: hairypuppy on April 19, 2014, 04:40:09 pm

Title: compiling for mac?
Post by: hairypuppy on April 19, 2014, 04:40:09 pm
howdy all,

i had been asking questions regarding windows, which then went to linux. now thats changed. my ma's computer got kicked out due to it being older than the stone age and i gave the linux one i done to her, so im back on mac.
so ive been looking through and there seems to be the most minimal amount of material towards mac compiling, no new posts as well which can help in getting it to compile/work.

any pointers, id just really like to get on and start getting back to the games that ive been making, but due to one thing or the other, they are not being made.
thanks if anyone can help.
Title: Re: compiling for mac?
Post by: Josh @ Dreamland on April 19, 2014, 04:57:25 pm
I have never known what state ENIGMA for OS X is in. Very few people have ever developed for it or even attempted to run on it, and while about four people reported to have gotten it working in the past, no one was very explicit on how. You will need Apple's developer tools, which are multiple gigabytes, so if you haven't already, start downloading those. Make sure you have a version of Java installed, then run install.py as you would on Linux (that script was originally written just for Mac, and has been maintained for all *nix since).

From there, run LGM and tell us what happens.
Title: Re: compiling for mac?
Post by: hairypuppy on April 19, 2014, 05:34:42 pm
well it has started, which is always a good sign i guess. though on running a project, which was/is a gamemaker for mac project i have been meaning to get finished for about 2 years now, uurrgghh!!!

but whilst it is running through its build process, it seems to have stopped at this point [which shows in the screenshot]. dont know why it has stopped at that point, whether i may need an 'extra whatever for something to do something'.
since its unix based, though still apples shamble of a OS, it would still be the same in terms of error searching. so i guess if anyone else has had this hanging problem, then the solution should work for mac?, just a guess really

but if anyone else has an idea, i would be really happy with anything that can get this to work. im even thinking of just sacking everything of and going for unity, but to be honest i would prefer to stick to the things which i have been using so far
Title: Re: compiling for mac?
Post by: hairypuppy on April 19, 2014, 05:42:00 pm
ok, so what i have tried is just a simlpe run with no project on at all, just started it up, and pressed the run button and did run into an error, though would like it to be made understood as to how to resolve it

thanks

Code: [Select]
Building for mode (0)
Cleaning up from previous executions
 - Cleared parsed objects
 - Cleared room entries
 - Cleared shared locals list
 - Cleared event info
Loading shared locals from extensions list
Location in memory of structure: 0x7fada3e005f0
Copying resources:
Copying sprite names [0]
Copying sound names [0]
Copying background names [0]
Copying path names [0]
Copying script names [0]
Copying shader names [0]
Copying font names [1]
Copying timeline names [kidding, these are totally not implemented :P] [0]
Copying object names [0]
Copying room names [0]
SYNTAX CHECKING AND PRIMARY PARSING:
0 Scripts:
"Linking" scripts
`Linking' 0 scripts in 0 passes...
Completing script "Link"
Done.
0 Objects:
Creating room creation code scope and parsing
"Linking" scripts into the objects...
"Link" complete.
Tabulating maximum argument passes to each script
Finished
Writing executable information and resources.
Writing modes and settings
Writing object switch
Writing resource names and maxima
Writing events
Linking globals
Running Secondary Parse Passes
Writing object data
Writing local accessors
Writing font data
Writing room data
Writing shader data
Running make from `make'
Full command line: make Game WORKDIR="./ENIGMA/" GMODE=Run GRAPHICS=OpenGL1 AUDIO=OpenAL COLLISION=Precise WIDGETS=None NETWORKING=None PLATFORM=Cocoa CXX=g++ CXXFLAGS="-I/opt/X11/include/" COMPILEPATH="MacOSX/MacOSX" EXTENSIONS=" Universal_System/Extensions/Alarms Universal_System/Extensions/Timelines Universal_System/Extensions/Paths Universal_System/Extensions/MotionPlanning Universal_System/Extensions/DateTime Universal_System/Extensions/ParticleSystems Universal_System/Extensions/DataStructures" OUTPUTNAME="/Users/lepton/Developer/enigma/./MacOS/build/Release/EnigmaXcode.app/Contents/MacOS/EnigmaXcode" eTCpath=""
/Applications/code/Xcode.app/Contents/Developer/usr/bin/make -C ENIGMAsystem/SHELL
mkdir -p ENIGMA/.eobjs/MacOSX/MacOSX/Run
mkdir -p ENIGMA/.eobjs/MacOSX/MacOSX/Run/../Additional/alure/enigma_alure
mkdir -p ENIGMA/.eobjs/MacOSX/MacOSX/Run/../additional/alure/Codecs/dumb/src/core
mkdir -p ENIGMA/.eobjs/MacOSX/MacOSX/Run/../additional/alure/Codecs/dumb/src/helpers
mkdir -p ENIGMA/.eobjs/MacOSX/MacOSX/Run/../additional/alure/Codecs/dumb/src/it
mkdir -p ENIGMA/.eobjs/MacOSX/MacOSX/Run/../additional/alure/Codecs/ogg
mkdir -p ENIGMA/.eobjs/MacOSX/MacOSX/Run/../additional/alure/Codecs/vorbis/lib
mkdir -p ENIGMA/.eobjs/MacOSX/MacOSX/Run/Audio_Systems/OpenAL
mkdir -p ENIGMA/.eobjs/MacOSX/MacOSX/Run/Bridges/Cocoa-OpenGL1
mkdir -p ENIGMA/.eobjs/MacOSX/MacOSX/Run/Collision_Systems/Precise
mkdir -p ENIGMA/.eobjs/MacOSX/MacOSX/Run/Graphics_Systems/General
mkdir -p ENIGMA/.eobjs/MacOSX/MacOSX/Run/Graphics_Systems/OpenGL1
mkdir -p ENIGMA/.eobjs/MacOSX/MacOSX/Run/Platforms/Cocoa
mkdir -p ENIGMA/.eobjs/MacOSX/MacOSX/Run/Platforms/General
mkdir -p ENIGMA/.eobjs/MacOSX/MacOSX/Run/Universal_System
mkdir -p ENIGMA/.eobjs/MacOSX/MacOSX/Run/Universal_System/Extensions/Alarms
mkdir -p ENIGMA/.eobjs/MacOSX/MacOSX/Run/Universal_System/Extensions/DataStructures
mkdir -p ENIGMA/.eobjs/MacOSX/MacOSX/Run/Universal_System/Extensions/DateTime
mkdir -p ENIGMA/.eobjs/MacOSX/MacOSX/Run/Universal_System/Extensions/MotionPlanning
mkdir -p ENIGMA/.eobjs/MacOSX/MacOSX/Run/Universal_System/Extensions/ParticleSystems
mkdir -p ENIGMA/.eobjs/MacOSX/MacOSX/Run/Universal_System/Extensions/Paths
mkdir -p ENIGMA/.eobjs/MacOSX/MacOSX/Run/Universal_System/Extensions/Timelines
mkdir -p ENIGMA/.eobjs/MacOSX/MacOSX/Run/Widget_Systems/None
g++ -I/opt/X11/include/ -IPlatforms/Cocoa/Info -IGraphics_Systems/OpenGL1/Info -IAudio_Systems/OpenAL/Info -ICollision_Systems/Precise/Info -IWidget_Systems/None/Info -INetworking_Systems/None/Info -IUniversal_System/Info -I. -I./ENIGMA/ -Wall -s -O3 -fno-exceptions  -MMD -MP -c -o ./ENIGMA/.eobjs/MacOSX/MacOSX/Run/Bridges/Cocoa-OpenGL1/graphics_bridge.o Bridges/Cocoa-OpenGL1/graphics_bridge.cpp
clang: warning: argument unused during compilation: '-s'
Bridges/Cocoa-OpenGL1/graphics_bridge.cpp:31:10: fatal error: 'Platforms/Cocoa/CocoaWindow.h' file not found
#include "Platforms/Cocoa/CocoaWindow.h" // window_set_caption
         ^
1 error generated.
make[1]: *** No rule to make target `ENIGMA/.eobjs/MacOSX/MacOSX/Run/SHELLmain.o', needed by `compile_game'.  Stop.
make: *** [Game] Error 2
Title: Re: compiling for mac?
Post by: Josh @ Dreamland on April 19, 2014, 06:05:21 pm
Seems Robert broke that while he was moving functions into general headers. CocoaWindow.h apparently does not exist anymore. That file (ENIGMAsystem/SHELL/Bridges/Cocoa-OpenGL1/graphics_bridge.cpp) should instead be including PFwindow.h, and CocoaWindow.cpp should be including that header, too, or it will generate warnings.

If you would, make the first replacement and give us the next error (if there is one). If that's the only error, I'll go ahead and patch it.
Title: Re: compiling for mac?
Post by: hairypuppy on April 19, 2014, 06:22:16 pm
hi man, thanks for making the time to help, means a lot. but done the changes which are here

in graphics_bridge.cpp //ive commented what was put in
Code: [Select]
#include "../General/glxew.h"
#include "Platforms/General/PFwindow.h" //this is an addition
#include "Platforms/Cocoa/CocoaMain.h"
#include "Graphics_Systems/graphics_mandatory.h"

in CocoaWindow.cpp //again, commented
Code: [Select]
#include <Universal_System/roomsystem.h>
#include <Universal_System/CallbackArrays.h>
#include "Platforms/General/PFwindow.h" //this is an addition


but this was the message that spat out, a build error. though did see that there still is an CocoaWindow.h file, its just based in the iphone folder, of which graphics_bridge.cpp is not pointed to. this is the last part of the run script window, cant post over 20000 characters ;)
Code: [Select]
std::string
/Applications/code/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/../lib/c++/v1/iosfwd:189:65: note: 'std::string' declared here
typedef basic_string<char, char_traits<char>, allocator<char> > string;
                                                                ^
In file included from Platforms/Cocoa/CocoaWindow.cpp:27:
./Platforms/General/PFwindow.h:129:25: error: unknown type name 'string'; did you mean 'std::string'?
void clipboard_set_text(string text);
                        ^~~~~~
                        std::string
/Applications/code/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/../lib/c++/v1/iosfwd:189:65: note: 'std::string' declared here
typedef basic_string<char, char_traits<char>, allocator<char> > string;
                                                                ^
Platforms/Cocoa/CocoaWindow.cpp:80:7: error: functions that differ only in their return type cannot be overloaded
  int window_set_caption(string caption)
      ^
./Platforms/General/PFwindow.h:94:6: note: previous declaration is here
void window_set_caption(string caption);
     ^
Platforms/Cocoa/CocoaWindow.cpp:133:5: error: functions that differ only in their return type cannot be overloaded
int window_set_size(unsigned int w,unsigned int h)
    ^
./Platforms/General/PFwindow.h:102:6: note: previous declaration is here
void window_set_size(unsigned int width, unsigned int height);
     ^
Platforms/Cocoa/CocoaWindow.cpp:444:8: error: functions that differ only in their return type cannot be overloaded
  bool window_get_region_scale() {return 1;}
       ^
./Platforms/General/PFwindow.h:100:8: note: previous declaration is here
double window_get_region_scale();
       ^
7 errors generated.
g++ -I/opt/X11/include/ -IPlatforms/Cocoa/Info -IGraphics_Systems/OpenGL1/Info -IAudio_Systems/OpenAL/Info -ICollision_Systems/Precise/Info -IWidget_Systems/None/Info -INetworking_Systems/None/Info -IUniversal_System/Info -I. -I./ENIGMA/ -Wall -s -O3 -fno-exceptions  -MMD -MP -c -o ./ENIGMA/.eobjs/MacOSX/MacOSX/Run/Platforms/Cocoa/CocoaMain.o Platforms/Cocoa/CocoaMain.cpp
clang: warning: argument unused during compilation: '-s'
Platforms/Cocoa/CocoaMain.cpp:44:20: error: no member named 'sleep' in the global namespace; did you mean simply 'sleep'?
    if (ms > 1000) ::sleep(ms/1000);
                   ^~~~~~~
                   sleep
Platforms/Cocoa/CocoaMain.cpp:43:8: note: 'sleep' declared here
  void sleep(int ms) {
       ^
Platforms/Cocoa/CocoaMain.cpp:45:5: error: use of undeclared identifier 'usleep'; did you mean 'sleep'?
    usleep((ms % 1000) *1000);
    ^~~~~~
    sleep
Platforms/Cocoa/CocoaMain.cpp:43:8: note: 'sleep' declared here
  void sleep(int ms) {
       ^
2 errors generated.
g++ -I/opt/X11/include/ -IPlatforms/Cocoa/Info -IGraphics_Systems/OpenGL1/Info -IAudio_Systems/OpenAL/Info -ICollision_Systems/Precise/Info -IWidget_Systems/None/Info -INetworking_Systems/None/Info -IUniversal_System/Info -I. -I./ENIGMA/ -Wall -s -O3 -fno-exceptions  -MMD -MP -c -o ./ENIGMA/.eobjs/MacOSX/MacOSX/Run/Platforms/Cocoa/CocoaFunctions.o Platforms/Cocoa/CocoaFunctions.cpp
clang: warning: argument unused during compilation: '-s'
g++ -I/opt/X11/include/ -IPlatforms/Cocoa/Info -IGraphics_Systems/OpenGL1/Info -IAudio_Systems/OpenAL/Info -ICollision_Systems/Precise/Info -IWidget_Systems/None/Info -INetworking_Systems/None/Info -IUniversal_System/Info -I. -I./ENIGMA/ -Wall -s -O3 -fno-exceptions  -MMD -MP -c -o ./ENIGMA/.eobjs/MacOSX/MacOSX/Run/Platforms/Cocoa/CocoaDialog.o Platforms/Cocoa/CocoaDialog.cpp
clang: warning: argument unused during compilation: '-s'
g++ -I/opt/X11/include/ -IPlatforms/Cocoa/Info -IGraphics_Systems/OpenGL1/Info -IAudio_Systems/OpenAL/Info -ICollision_Systems/Precise/Info -IWidget_Systems/None/Info -INetworking_Systems/None/Info -IUniversal_System/Info -I. -I./ENIGMA/ -Wall -s -O3 -fno-exceptions  -MMD -MP -c -o ./ENIGMA/.eobjs/MacOSX/MacOSX/Run/libEGMstd.o libEGMstd.cpp
clang: warning: argument unused during compilation: '-s'
g++ -I/opt/X11/include/ -IPlatforms/Cocoa/Info -IGraphics_Systems/OpenGL1/Info -IAudio_Systems/OpenAL/Info -ICollision_Systems/Precise/Info -IWidget_Systems/None/Info -INetworking_Systems/None/Info -IUniversal_System/Info -I. -I./ENIGMA/ -Wall -s -O3 -fno-exceptions  -MMD -MP -c -o ./ENIGMA/.eobjs/MacOSX/MacOSX/Run/SHELLmain.o SHELLmain.cpp
clang: warning: argument unused during compilation: '-s'
SHELLmain.cpp:44:10: fatal error: 'Preprocessor_Environment_Editable/LIBINCLUDE.h' file not found
#include "Preprocessor_Environment_Editable/LIBINCLUDE.h"
         ^
1 error generated.
g++ -I/opt/X11/include/ -IPlatforms/Cocoa/Info -IGraphics_Systems/OpenGL1/Info -IAudio_Systems/OpenAL/Info -ICollision_Systems/Precise/Info -IWidget_Systems/None/Info -INetworking_Systems/None/Info -IUniversal_System/Info -I. -I./ENIGMA/ -Wall -s -O3 -fno-exceptions  -MMD -MP -c -o ./ENIGMA/.eobjs/MacOSX/MacOSX/Run/Bridges/Cocoa-OpenGL1/graphics_bridge.o Bridges/Cocoa-OpenGL1/graphics_bridge.cpp
clang: warning: argument unused during compilation: '-s'
In file included from Bridges/Cocoa-OpenGL1/graphics_bridge.cpp:19:
./Platforms/General/PFwindow.h:94:25: error: unknown type name 'string'
void window_set_caption(string caption);
                        ^
./Platforms/General/PFwindow.h:95:1: error: unknown type name 'string'
string window_get_caption();
^
./Platforms/General/PFwindow.h:128:1: error: unknown type name 'string'
string clipboard_get_text();
^
./Platforms/General/PFwindow.h:129:25: error: unknown type name 'string'
void clipboard_set_text(string text);
                        ^
Bridges/Cocoa-OpenGL1/graphics_bridge.cpp:32:10: fatal error: 'Platforms/Cocoa/CocoaWindow.h' file not found
#include "Platforms/Cocoa/CocoaWindow.h" // window_set_caption
         ^
5 errors generated.
g++ -I/opt/X11/include/ -IPlatforms/Cocoa/Info -IGraphics_Systems/OpenGL1/Info -IAudio_Systems/OpenAL/Info -ICollision_Systems/Precise/Info -IWidget_Systems/None/Info -INetworking_Systems/None/Info -IUniversal_System/Info -I. -I./ENIGMA/ -Wall -s -O3 -fno-exceptions  -MMD -MP -c -o ./ENIGMA/.eobjs/MacOSX/MacOSX/Run/SHELLmain.o SHELLmain.cpp
clang: warning: argument unused during compilation: '-s'
SHELLmain.cpp:44:10: fatal error: 'Preprocessor_Environment_Editable/LIBINCLUDE.h' file not found
#include "Preprocessor_Environment_Editable/LIBINCLUDE.h"
         ^
1 error generated.
make: *** [Game] Error 2

Title: Re: compiling for mac?
Post by: hairypuppy on April 19, 2014, 06:23:57 pm
but really if this could be sorted by whomever on the enigma team, id be more than happy, and more than sure other users would be too.

again, thanks for your help. would be great to make game maker games
Title: Re: compiling for mac?
Post by: Josh @ Dreamland on April 19, 2014, 06:39:06 pm
Near the top of CocoaWindow.cpp, under the #includes, ideally, [snip=cpp]using std::string;[/snip].
Then elsewhere in that file, please replace int window_set_caption with void window_set_caption, int window_set_size with void window_set_size and bool window_get_region_scale with double window_get_region_scale.

In ENIGMAsystem/SHELL/Platforms/Cocoa/CocoaMain.cpp, we need this under the includes:
Code: (cpp) [Select]
#include <unistd.h>
using std::string;

Finally, the file ENIGMAsystem/SHELL/Bridges/Cocoa-OpenGL1/graphics_bridge.cpp is still #include'ing the old CocoaWindow header; just remove or comment that line ([snip=cpp]#include "Platforms/Cocoa/CocoaWindow.h" // window_set_caption[/snip]).

I'd patch this myself, but without being sure whether this fixes anything, I might blindly make things worse. It's okay if you want to give up on it for now; it'll probably get fixed next time a contributor has a Mac to play around with.

In fact, I'm seeing a hint that this might not fix an issue: it seems the build system isn't finding where ENIGMA generated the code output. Someone moved ENIGMA's output folder a while back and didn't bother to make sure all the platforms are configured to correctly add the new destination to the search path. When you next run it, could you dump either the command line part of the output, or just the entire output, either here or on pastebin (http://pastebin.com)? That'll help us figure out what's missing.
Title: Re: compiling for mac?
Post by: hairypuppy on April 19, 2014, 06:47:30 pm
done all those changes, started back up lateralgm and ran a blank/no project page, and it came up with this
im happy to stay on and get this done really. ive been at it for ages onow, dont see the point in stopping when it feels close ;)

Code: [Select]
Building for mode (0)
Cleaning up from previous executions
 - Cleared parsed objects
 - Cleared room entries
 - Cleared shared locals list
 - Cleared event info
Loading shared locals from extensions list
Location in memory of structure: 0x7fe81bdc1ad0
Copying resources:
Copying sprite names [0]
Copying sound names [0]
Copying background names [0]
Copying path names [0]
Copying script names [0]
Copying shader names [0]
Copying font names [1]
Copying timeline names [kidding, these are totally not implemented :P] [0]
Copying object names [0]
Copying room names [0]
SYNTAX CHECKING AND PRIMARY PARSING:
0 Scripts:
"Linking" scripts
`Linking' 0 scripts in 0 passes...
Completing script "Link"
Done.
0 Objects:
Creating room creation code scope and parsing
"Linking" scripts into the objects...
"Link" complete.
Tabulating maximum argument passes to each script
Finished
Writing executable information and resources.
Writing modes and settings
Writing object switch
Writing resource names and maxima
Writing events
Linking globals
Running Secondary Parse Passes
Writing object data
Writing local accessors
Writing font data
Writing room data
Writing shader data
Running make from `make'
Full command line: make Game WORKDIR="./ENIGMA/" GMODE=Run GRAPHICS=OpenGL1 AUDIO=OpenAL COLLISION=Precise WIDGETS=None NETWORKING=None PLATFORM=Cocoa CXX=g++ CXXFLAGS="-I/opt/X11/include/" COMPILEPATH="MacOSX/MacOSX" EXTENSIONS=" Universal_System/Extensions/Alarms Universal_System/Extensions/Timelines Universal_System/Extensions/Paths Universal_System/Extensions/MotionPlanning Universal_System/Extensions/DateTime Universal_System/Extensions/ParticleSystems Universal_System/Extensions/DataStructures" OUTPUTNAME="/Users/lepton/Developer/enigma/./MacOS/build/Release/EnigmaXcode.app/Contents/MacOS/EnigmaXcode" eTCpath=""
/Applications/code/Xcode.app/Contents/Developer/usr/bin/make -C ENIGMAsystem/SHELL
g++ -I/opt/X11/include/ -IPlatforms/Cocoa/Info -IGraphics_Systems/OpenGL1/Info -IAudio_Systems/OpenAL/Info -ICollision_Systems/Precise/Info -IWidget_Systems/None/Info -INetworking_Systems/None/Info -IUniversal_System/Info -I. -I./ENIGMA/ -Wall -s -O3 -fno-exceptions  -MMD -MP -c -o ./ENIGMA/.eobjs/MacOSX/MacOSX/Run/Bridges/Cocoa-OpenGL1/graphics_bridge.o Bridges/Cocoa-OpenGL1/graphics_bridge.cpp
clang: warning: argument unused during compilation: '-s'
In file included from Bridges/Cocoa-OpenGL1/graphics_bridge.cpp:19:
./Platforms/General/PFwindow.h:94:25: error: unknown type name 'string'
void window_set_caption(string caption);
                        ^
./Platforms/General/PFwindow.h:95:1: error: unknown type name 'string'
string window_get_caption();
^
./Platforms/General/PFwindow.h:128:1: error: unknown type name 'string'
string clipboard_get_text();
^
./Platforms/General/PFwindow.h:129:25: error: unknown type name 'string'
void clipboard_set_text(string text);
                        ^
4 errors generated.
g++ -I/opt/X11/include/ -IPlatforms/Cocoa/Info -IGraphics_Systems/OpenGL1/Info -IAudio_Systems/OpenAL/Info -ICollision_Systems/Precise/Info -IWidget_Systems/None/Info -INetworking_Systems/None/Info -IUniversal_System/Info -I. -I./ENIGMA/ -Wall -s -O3 -fno-exceptions  -MMD -MP -c -o ./ENIGMA/.eobjs/MacOSX/MacOSX/Run/Platforms/Cocoa/CocoaWindow.o Platforms/Cocoa/CocoaWindow.cpp
clang: warning: argument unused during compilation: '-s'
In file included from Platforms/Cocoa/CocoaWindow.cpp:27:
./Platforms/General/PFwindow.h:94:25: error: unknown type name 'string'; did you mean 'std::string'?
void window_set_caption(string caption);
                        ^~~~~~
                        std::string
/Applications/code/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/../lib/c++/v1/iosfwd:189:65: note: 'std::string' declared here
typedef basic_string<char, char_traits<char>, allocator<char> > string;
                                                                ^
In file included from Platforms/Cocoa/CocoaWindow.cpp:27:
./Platforms/General/PFwindow.h:95:1: error: unknown type name 'string'; did you mean 'std::string'?
string window_get_caption();
^~~~~~
std::string
/Applications/code/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/../lib/c++/v1/iosfwd:189:65: note: 'std::string' declared here
typedef basic_string<char, char_traits<char>, allocator<char> > string;
                                                                ^
In file included from Platforms/Cocoa/CocoaWindow.cpp:27:
./Platforms/General/PFwindow.h:128:1: error: unknown type name 'string'; did you mean 'std::string'?
string clipboard_get_text();
^~~~~~
std::string
/Applications/code/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/../lib/c++/v1/iosfwd:189:65: note: 'std::string' declared here
typedef basic_string<char, char_traits<char>, allocator<char> > string;
                                                                ^
In file included from Platforms/Cocoa/CocoaWindow.cpp:27:
./Platforms/General/PFwindow.h:129:25: error: unknown type name 'string'; did you mean 'std::string'?
void clipboard_set_text(string text);
                        ^~~~~~
                        std::string
/Applications/code/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/../lib/c++/v1/iosfwd:189:65: note: 'std::string' declared here
typedef basic_string<char, char_traits<char>, allocator<char> > string;
                                                                ^
Platforms/Cocoa/CocoaWindow.cpp:83:2: error: void function 'window_set_caption' should not return a value [-Wreturn-type]
        return 0; // TODO, this function should be void in all files
        ^      ~
Platforms/Cocoa/CocoaWindow.cpp:136:2: error: void function 'window_set_size' should not return a value [-Wreturn-type]
        return 0; // TODO, this function should be void in all files
        ^      ~
6 errors generated.
g++ -I/opt/X11/include/ -IPlatforms/Cocoa/Info -IGraphics_Systems/OpenGL1/Info -IAudio_Systems/OpenAL/Info -ICollision_Systems/Precise/Info -IWidget_Systems/None/Info -INetworking_Systems/None/Info -IUniversal_System/Info -I. -I./ENIGMA/ -Wall -s -O3 -fno-exceptions  -MMD -MP -c -o ./ENIGMA/.eobjs/MacOSX/MacOSX/Run/Platforms/Cocoa/CocoaMain.o Platforms/Cocoa/CocoaMain.cpp
clang: warning: argument unused during compilation: '-s'
g++ -I/opt/X11/include/ -IPlatforms/Cocoa/Info -IGraphics_Systems/OpenGL1/Info -IAudio_Systems/OpenAL/Info -ICollision_Systems/Precise/Info -IWidget_Systems/None/Info -INetworking_Systems/None/Info -IUniversal_System/Info -I. -I./ENIGMA/ -Wall -s -O3 -fno-exceptions  -MMD -MP -c -o ./ENIGMA/.eobjs/MacOSX/MacOSX/Run/SHELLmain.o SHELLmain.cpp
clang: warning: argument unused during compilation: '-s'
SHELLmain.cpp:44:10: fatal error: 'Preprocessor_Environment_Editable/LIBINCLUDE.h' file not found
#include "Preprocessor_Environment_Editable/LIBINCLUDE.h"
         ^
1 error generated.
g++ -I/opt/X11/include/ -IPlatforms/Cocoa/Info -IGraphics_Systems/OpenGL1/Info -IAudio_Systems/OpenAL/Info -ICollision_Systems/Precise/Info -IWidget_Systems/None/Info -INetworking_Systems/None/Info -IUniversal_System/Info -I. -I./ENIGMA/ -Wall -s -O3 -fno-exceptions  -MMD -MP -c -o ./ENIGMA/.eobjs/MacOSX/MacOSX/Run/SHELLmain.o SHELLmain.cpp
clang: warning: argument unused during compilation: '-s'
SHELLmain.cpp:44:10: fatal error: 'Preprocessor_Environment_Editable/LIBINCLUDE.h' file not found
#include "Preprocessor_Environment_Editable/LIBINCLUDE.h"
         ^
1 error generated.
make: *** [Game] Error 2
Title: Re: compiling for mac?
Post by: hairypuppy on April 19, 2014, 07:04:25 pm
sorry here is the command line stuff

http://pastebin.com/X3zcHPVZ
Title: Re: compiling for mac?
Post by: hairypuppy on April 19, 2014, 07:13:13 pm
right. i think i will go to sleep actually. on looking at my clock ive been at for about 13 hours for different platforms ;)
but will be back to hopefully resolve this
Title: Re: compiling for mac?
Post by: Josh @ Dreamland on April 19, 2014, 07:21:42 pm
That problem I'm worried about is still present, but the majority of the remaining errors should go away if you put this under the other includes in ./Platforms/General/PFwindow.h:
Code: (cpp) [Select]
#include <string>
using std::string;

I'm honestly not sure why that code isn't in there, because it should be in any header working with std::string, but oh well. I fear we'll need to wait for another contributor to figure out why LGM is not passing correct output path information to make, anyway. Sleep well.
Title: Re: compiling for mac?
Post by: hairypuppy on April 20, 2014, 04:51:05 am
alright man, done that quick edit, still a failed compile, but was quicker

http://pastebin.com/GsWQs37W
Title: Re: compiling for mac?
Post by: Josh @ Dreamland on April 20, 2014, 07:50:53 am
Was that the terminal dump? The compiler output isn't mirrored in it.
Title: Re: compiling for mac?
Post by: hairypuppy on April 20, 2014, 08:18:54 am
that last pastebin one was from my terminal. ill do another for y'all
Title: Re: compiling for mac?
Post by: hairypuppy on April 20, 2014, 08:23:11 am
here is both

http://pastebin.com/ZSp1QHpU
Title: Re: compiling for mac?
Post by: hairypuppy on April 20, 2014, 10:29:33 am
just wondering if youve found anything with the last terminal & compile output? ;S
Title: Re: compiling for mac?
Post by: Josh @ Dreamland on April 20, 2014, 02:07:34 pm
According to Robert, what we need is in settings.ey. Could you try replacing Default-MacOSX: "./ENIGMA/" in that file with some path on your system for ENIGMA to write to? I think a good default is ~/.enigma; I'm not sure if LGM creates the directory or if you'll have to create it. Give it a shot and see if you can get it to recognize the output directory.

If not, we'll have to wait for Robert.
Title: Re: compiling for mac?
Post by: hairypuppy on April 20, 2014, 02:53:14 pm
tried it. but it came out with this message as soon as it loaded, could not go through the run either

Quote
Call to 'defines' toolchain executable returned non-zero!

i guess its a case of waiting for robert then. fair enough. ive been using gamemaker for mac to get all the required 'easy stuff' done. so once its all running with enigma, then i can just import it all.

again, thanks for your help
Title: Re: compiling for mac?
Post by: Goombert on April 20, 2014, 02:58:09 pm
Did you create the folder like Josh told you to?
Title: Re: compiling for mac?
Post by: hairypuppy on April 20, 2014, 03:18:06 pm
aye, i did. but that was the message that did pop up
Title: Re: compiling for mac?
Post by: Josh @ Dreamland on April 20, 2014, 04:22:22 pm
What happens if you run [snip=bash]cpp -dM -x c++ -E /dev/null[/snip] yourself, from a terminal?
Title: Re: compiling for mac?
Post by: hairypuppy on April 20, 2014, 04:31:20 pm
just running right that from it being opened? this

Code: [Select]
Last login: Sun Apr 20 22:30:09 on ttys000
You have mail.
lepton:~ lepton$ cpp -dM -x c++ -E /dev/null
clang: error: no input files
lepton:~ lepton$
Title: Re: compiling for mac?
Post by: Josh @ Dreamland on April 20, 2014, 04:33:49 pm
Okay, that's the problem. Clang isn't recognizing the input file we're passing it. I have no idea why that's the case. Could you try playing with the argument order to see if you can get it to work?

Another idea is that I recall Mac requiring the use of -xc++ instead of -x c++, or something similar. But we need that command working.
Title: Re: compiling for mac?
Post by: hairypuppy on April 20, 2014, 04:35:28 pm
heres the output of that updated command

^[[ALast login: Sun Apr 20 22:30:56 on ttys000
You have mail.
lepton:~ lepton$ cpp -dM -xc++ -E /dev/null
#define OBJC_NEW_PROPERTIES 1
#define _LP64 1
#define __APPLE_CC__ 6000
#define __APPLE__ 1
#define __ATOMIC_ACQUIRE 2
#define __ATOMIC_ACQ_REL 4
#define __ATOMIC_CONSUME 1
#define __ATOMIC_RELAXED 0
#define __ATOMIC_RELEASE 3
#define __ATOMIC_SEQ_CST 5
#define __BLOCKS__ 1
#define __BYTE_ORDER__ __ORDER_LITTLE_ENDIAN__
#define __CHAR16_TYPE__ unsigned short
#define __CHAR32_TYPE__ unsigned int
#define __CHAR_BIT__ 8
#define __CONSTANT_CFSTRINGS__ 1
#define __DBL_DENORM_MIN__ 4.9406564584124654e-324
#define __DBL_DIG__ 15
#define __DBL_EPSILON__ 2.2204460492503131e-16
#define __DBL_HAS_DENORM__ 1
#define __DBL_HAS_INFINITY__ 1
#define __DBL_HAS_QUIET_NAN__ 1
#define __DBL_MANT_DIG__ 53
#define __DBL_MAX_10_EXP__ 308
#define __DBL_MAX_EXP__ 1024
#define __DBL_MAX__ 1.7976931348623157e+308
#define __DBL_MIN_10_EXP__ (-307)
#define __DBL_MIN_EXP__ (-1021)
#define __DBL_MIN__ 2.2250738585072014e-308
#define __DECIMAL_DIG__ 21
#define __DEPRECATED 1
#define __DYNAMIC__ 1
#define __ENVIRONMENT_MAC_OS_X_VERSION_MIN_REQUIRED__ 1090
#define __EXCEPTIONS 1
#define __FINITE_MATH_ONLY__ 0
#define __FLT_DENORM_MIN__ 1.40129846e-45F
#define __FLT_DIG__ 6
#define __FLT_EPSILON__ 1.19209290e-7F
#define __FLT_EVAL_METHOD__ 0
#define __FLT_HAS_DENORM__ 1
#define __FLT_HAS_INFINITY__ 1
#define __FLT_HAS_QUIET_NAN__ 1
#define __FLT_MANT_DIG__ 24
#define __FLT_MAX_10_EXP__ 38
#define __FLT_MAX_EXP__ 128
#define __FLT_MAX__ 3.40282347e+38F
#define __FLT_MIN_10_EXP__ (-37)
#define __FLT_MIN_EXP__ (-125)
#define __FLT_MIN__ 1.17549435e-38F
#define __FLT_RADIX__ 2
#define __GCC_ATOMIC_BOOL_LOCK_FREE 2
#define __GCC_ATOMIC_CHAR16_T_LOCK_FREE 2
#define __GCC_ATOMIC_CHAR32_T_LOCK_FREE 2
#define __GCC_ATOMIC_CHAR_LOCK_FREE 2
#define __GCC_ATOMIC_INT_LOCK_FREE 2
#define __GCC_ATOMIC_LLONG_LOCK_FREE 2
#define __GCC_ATOMIC_LONG_LOCK_FREE 2
#define __GCC_ATOMIC_POINTER_LOCK_FREE 2
#define __GCC_ATOMIC_SHORT_LOCK_FREE 2
#define __GCC_ATOMIC_TEST_AND_SET_TRUEVAL 1
#define __GCC_ATOMIC_WCHAR_T_LOCK_FREE 2
#define __GCC_HAVE_SYNC_COMPARE_AND_SWAP_1 1
#define __GCC_HAVE_SYNC_COMPARE_AND_SWAP_16 1
#define __GCC_HAVE_SYNC_COMPARE_AND_SWAP_2 1
#define __GCC_HAVE_SYNC_COMPARE_AND_SWAP_4 1
#define __GCC_HAVE_SYNC_COMPARE_AND_SWAP_8 1
#define __GNUC_GNU_INLINE__ 1
#define __GNUC_MINOR__ 2
#define __GNUC_PATCHLEVEL__ 1
#define __GNUC__ 4
#define __GNUG__ 4
#define __GXX_ABI_VERSION 1002
#define __GXX_RTTI 1
#define __GXX_WEAK__ 1
#define __INT16_TYPE__ short
#define __INT32_TYPE__ int
#define __INT64_C_SUFFIX__ LL
#define __INT64_TYPE__ long long int
#define __INT8_TYPE__ char
#define __INTMAX_MAX__ 9223372036854775807L
#define __INTMAX_TYPE__ long int
#define __INTMAX_WIDTH__ 64
#define __INTPTR_TYPE__ long int
#define __INTPTR_WIDTH__ 64
#define __INT_MAX__ 2147483647
#define __LDBL_DENORM_MIN__ 3.64519953188247460253e-4951L
#define __LDBL_DIG__ 18
#define __LDBL_EPSILON__ 1.08420217248550443401e-19L
#define __LDBL_HAS_DENORM__ 1
#define __LDBL_HAS_INFINITY__ 1
#define __LDBL_HAS_QUIET_NAN__ 1
#define __LDBL_MANT_DIG__ 64
#define __LDBL_MAX_10_EXP__ 4932
#define __LDBL_MAX_EXP__ 16384
#define __LDBL_MAX__ 1.18973149535723176502e+4932L
#define __LDBL_MIN_10_EXP__ (-4931)
#define __LDBL_MIN_EXP__ (-16381)
#define __LDBL_MIN__ 3.36210314311209350626e-4932L
#define __LITTLE_ENDIAN__ 1
#define __LONG_LONG_MAX__ 9223372036854775807LL
#define __LONG_MAX__ 9223372036854775807L
#define __LP64__ 1
#define __MACH__ 1
#define __MMX__ 1
#define __NO_INLINE__ 1
#define __NO_MATH_INLINES 1
#define __ORDER_BIG_ENDIAN__ 4321
#define __ORDER_LITTLE_ENDIAN__ 1234
#define __ORDER_PDP_ENDIAN__ 3412
#define __PIC__ 2
#define __POINTER_WIDTH__ 64
#define __PRAGMA_REDEFINE_EXTNAME 1
#define __PTRDIFF_TYPE__ long int
#define __PTRDIFF_WIDTH__ 64
#define __REGISTER_PREFIX__
#define __SCHAR_MAX__ 127
#define __SHRT_MAX__ 32767
#define __SIG_ATOMIC_WIDTH__ 32
#define __SIZEOF_DOUBLE__ 8
#define __SIZEOF_FLOAT__ 4
#define __SIZEOF_INT128__ 16
#define __SIZEOF_INT__ 4
#define __SIZEOF_LONG_DOUBLE__ 16
#define __SIZEOF_LONG_LONG__ 8
#define __SIZEOF_LONG__ 8
#define __SIZEOF_POINTER__ 8
#define __SIZEOF_PTRDIFF_T__ 8
#define __SIZEOF_SHORT__ 2
#define __SIZEOF_SIZE_T__ 8
#define __SIZEOF_WCHAR_T__ 4
#define __SIZEOF_WINT_T__ 4
#define __SIZE_MAX__ 18446744073709551615UL
#define __SIZE_TYPE__ long unsigned int
#define __SIZE_WIDTH__ 64
#define __SSE2_MATH__ 1
#define __SSE2__ 1
#define __SSE3__ 1
#define __SSE_MATH__ 1
#define __SSE__ 1
#define __SSP__ 1
#define __SSSE3__ 1
#define __STDC_HOSTED__ 1
#define __STDC_UTF_16__ 1
#define __STDC_UTF_32__ 1
#define __UINTMAX_TYPE__ long unsigned int
#define __USER_LABEL_PREFIX__ _
#define __VERSION__ "4.2.1 Compatible Apple LLVM 5.1 (clang-503.0.40)"
#define __WCHAR_MAX__ 2147483647
#define __WCHAR_TYPE__ int
#define __WCHAR_WIDTH__ 32
#define __WINT_TYPE__ int
#define __WINT_WIDTH__ 32
#define __amd64 1
#define __amd64__ 1
#define __apple_build_version__ 5030040
#define __block __attribute__((__blocks__(byref)))
#define __clang__ 1
#define __clang_major__ 5
#define __clang_minor__ 1
#define __clang_patchlevel__ 0
#define __clang_version__ "5.1 (clang-503.0.40)"
#define __core2 1
#define __core2__ 1
#define __cplusplus 199711L
#define __llvm__ 1
#define __pic__ 2
#define __private_extern__ extern
#define __strong
#define __tune_core2__ 1
#define __unsafe_unretained
#define __weak __attribute__((objc_gc(weak)))
#define __x86_64 1
#define __x86_64__ 1
lepton:~ lepton$
Title: Re: compiling for mac?
Post by: Goombert on April 20, 2014, 04:36:07 pm
There are more Mac instructions on the Wiki.
http://enigma-dev.org/docs/Wiki/Mac#Dependencies

I need to clean this up some more, the main OS pages should be about the OS, we have Install: for each platform.
Title: Re: compiling for mac?
Post by: Josh @ Dreamland on April 20, 2014, 04:38:48 pm
Excellent; could you please replace that command in Compilers/MacOSX/clang.ey? Should be line 13. Probably 14 as well.
Title: Re: compiling for mac?
Post by: hairypuppy on April 20, 2014, 04:39:32 pm
i have been through the dependencies page, also any other mac related page, plus any other info that may have come up that would be useful.
but agreed, i feel it needs to be looked at a bit more ;)

@josh
which file? the same 'settings.ey'?
Title: Re: compiling for mac?
Post by: Josh @ Dreamland on April 20, 2014, 04:40:36 pm
No; this file is under the Compilers folder. Compilers/MacOSX/clang.ey.

If that doesn't work, you may be using Compilers/MacOSX/gcc.ey, but the default compiler on Mac should be Clang.
Title: Re: compiling for mac?
Post by: hairypuppy on April 20, 2014, 04:43:37 pm
excuse, my thoughts are away with this cold ive got.

just to be final, replace 13 and 14 with 'cpp -dM -xc++ -E /dev/null'

so it would be
defines: cpp -dM -xc++ -E /dev/null
searchdirs: cpp -dM -xc++ -E /dev/null
Title: Re: compiling for mac?
Post by: Josh @ Dreamland on April 20, 2014, 04:44:45 pm
That should be correct. Is it still not working?
Title: Re: compiling for mac?
Post by: hairypuppy on April 20, 2014, 04:55:46 pm
still not. tried 2 ways. one with the settings.ey, with the changes of "./ENIGMA/" and also ~/.enigma/
./ENIGMA/ came up with a bust up
http://pastebin.com/FEvRKdBS

~/.enigma/
still coming up with that message from before. plus actually says in terminal that there is no directory, though did create one
http://pastebin.com/rbVUgVPx

this was using the changes you had asked me to do with: cpp -dM etc...
Title: Re: compiling for mac?
Post by: Josh @ Dreamland on April 20, 2014, 05:00:08 pm
Yeah, it's still reflecting the old key being read. Which compiler is selected under Enigma Settings → API?
Title: Re: compiling for mac?
Post by: Goombert on April 20, 2014, 05:00:46 pm
On Linux  and Mac when it says it failed to create the make directory it can also mean the directory already exists.
https://github.com/enigma-dev/enigma-dev/blob/master/CompilerSource/makedir.cpp#L80
Title: Re: compiling for mac?
Post by: hairypuppy on April 20, 2014, 05:03:45 pm
hmmm, seems to be GNU GCC C++
Title: Re: compiling for mac?
Post by: Josh @ Dreamland on April 20, 2014, 05:05:18 pm
That's... really strange, actually. But you can fix that by editing the other compiler descriptor file (gcc.ey), too. Or you can just set it to Clang.
Title: Re: compiling for mac?
Post by: hairypuppy on April 20, 2014, 05:06:56 pm
ive set it to clang now. still trouble with the pop up window
Title: Re: compiling for mac?
Post by: Goombert on April 20, 2014, 05:08:45 pm
Go ahead and change the GCC version, there may be other issues with Clang.
Title: Re: compiling for mac?
Post by: Josh @ Dreamland on April 20, 2014, 05:09:06 pm
Is it still reporting "-x c++" was read in the terminal?
Title: Re: compiling for mac?
Post by: hairypuppy on April 20, 2014, 05:09:47 pm
seems to be, yeah

Last login: Sun Apr 20 23:02:38 on ttys000
You have mail.
lepton:~ lepton$ cd /Users/lepton/Developer/enigma
lepton:enigma lepton$ java -jar lateralgm.jar
Java Version: 10700 (1.7.0_51)
Loading lib files in /Users/lepton/Developer/enigma/lateralgm.jar
01_move.lgl 02_main1.lgl 03_main2.lgl 04_control.lgl
 05_score.lgl 06_extra.lgl 07_draw.lgl
Calling `make eTCpath=""`
> /Applications/code/Xcode.app/Contents/Developer/usr/bin/make -j 3 -C CompilerSource
> make[1]: Nothing to be done for `all'.
0
Process terminated
Initializing Enigma:
Failed to create make directory at ~/.enigma/
Linking up to IDE
Implementing JDI basics
UnimplementedUnimplemented

Choosing language: C++
Reading GCC builtins
Read key `defines` as `gcc -dM -x c++ -E $blank`
Parsed `gcc` `-dM -x c++ -E "~/.enigma/enigma_blank.txt"`: redirect=yes
TRUE




*********** EXECUTE
  `/usr/bin/gcc`
  `-dM`
  `-x`
  `c++`
  `-E`
  `~/.enigma/enigma_blank.txt`



clang: error: no such file or directory: '~/.enigma/enigma_blank.txt'
clang: error: no input files
ERROR: Call to 'defines' toolchain executable returned non-zero!

See scrollback for more information.
Creating parse context
lepton:enigma lepton$ java -jar lateralgm.jar
Java Version: 10700 (1.7.0_51)
Loading lib files in /Users/lepton/Developer/enigma/lateralgm.jar
01_move.lgl 02_main1.lgl 03_main2.lgl 04_control.lgl
 05_score.lgl 06_extra.lgl 07_draw.lgl
Calling `make eTCpath=""`
> /Applications/code/Xcode.app/Contents/Developer/usr/bin/make -j 3 -C CompilerSource
> make[1]: Nothing to be done for `all'.
0
Process terminated
Initializing Enigma:
Failed to create make directory at ~/.enigma/
Linking up to IDE
Implementing JDI basics
UnimplementedUnimplemented

Choosing language: C++
Reading GCC builtins
Read key `defines` as `gcc -dM -x c++ -E $blank`
Parsed `gcc` `-dM -x c++ -E "~/.enigma/enigma_blank.txt"`: redirect=yes
TRUE




*********** EXECUTE
  `/usr/bin/gcc`
  `-dM`
  `-x`
  `c++`
  `-E`
  `~/.enigma/enigma_blank.txt`



clang: error: no such file or directory: '~/.enigma/enigma_blank.txt'
clang: error: no input files
ERROR: Call to 'defines' toolchain executable returned non-zero!

See scrollback for more information.
Creating parse context
lepton:enigma lepton$
Title: Re: compiling for mac?
Post by: Josh @ Dreamland on April 20, 2014, 05:11:31 pm
Go ahead and change it in gcc.ey, too, I guess.
Title: Re: compiling for mac?
Post by: hairypuppy on April 20, 2014, 05:14:43 pm
sorry, put clang in the GCC.ey?
or change the x c++ to xc++?
Title: Re: compiling for mac?
Post by: Josh @ Dreamland on April 20, 2014, 05:15:45 pm
No, just swap -x c++ for -xc++ in it.
Title: Re: compiling for mac?
Post by: hairypuppy on April 20, 2014, 05:21:48 pm
this one is set with ./ENIGMA/ back in settings.ey iwth clang with gcc.ey updates
http://pastebin.com/YVYa6N83

this is with ~/.enigma/ in settings.ey with clang with updates to the gcc.ey
popup message comes on. this is the terminal output
http://pastebin.com/AZNGjq4j

as i meant, lateral has clang on. though did resolve back to GNU GCC C++ every boot up by itself
Title: Re: compiling for mac?
Post by: hairypuppy on April 20, 2014, 05:39:36 pm
right im headed for sleep and try and get this held cold out of me. drained, though feel accomplished ;)
will catch up again with this in the morning
Title: Re: compiling for mac?
Post by: Josh @ Dreamland on April 20, 2014, 06:07:38 pm
Okay, gcc -dM -xc++ -E $blank should still be cpp -dM -xc++ -E $blank. Whoever modified the Clang file to create that file didn't bother to look what they were doing. Sorry about that.
Title: Re: compiling for mac?
Post by: hairypuppy on April 21, 2014, 05:24:13 am
pretty much the exact output as the last terminal and compile i last posted.
tried both ways as well with '~/.enigma/' & './ENIGMA/' both actually just the same outcome as the others. that pop up window still comes up through the '~/.enigma/' method
Title: Re: compiling for mac?
Post by: hairypuppy on April 21, 2014, 02:07:58 pm
i guess reall, in more ways than one, that this will have to be put on the back burner until an enigma dev gets on it.
to be honest id love to myself, though dont know enough to help, sadly
Title: Re: compiling for mac?
Post by: Goombert on April 21, 2014, 04:10:39 pm
Hey sorry about this you guys, it looks like I screwed up the extra packages script yesterday when I updated the hashes, I accidentally deleted 24 lines which were related to Mac. This basically meant the execution of install.py during setup did not complete successfully. It has now been fixed.
https://github.com/enigma-dev/ExtraPackages/commit/86f6c6a988b9a7b65023bbedad9b304d0c03bc4e
Title: Re: compiling for mac?
Post by: hairypuppy on April 21, 2014, 04:18:42 pm
so... shall i just grab the github repo and try that then?
Title: Re: compiling for mac?
Post by: hairypuppy on April 21, 2014, 04:52:45 pm
actually one thing i had noticed. i was sure the install for mac with the python script was originally
python install.py

but on checking again, it now shows
python install.py mac

but that second one does not create the lateralgm.jar file in which you need to go to terminal to launch it.
it does go thorugh this
Code: [Select]
Last login: Mon Apr 21 22:37:49 on ttys000
You have mail.
lepton:~ lepton$ cd /Users/lepton/Developer/enigma-dev
lepton:enigma-dev lepton$ python install.py mac
Enigma package manager
Installing mac please wait...
INFO: no dependencies for alure
INFO: Extracting ./ENIGMAsystem/additional/alure.epackage
Finished updating mac
lepton:enigma-dev lepton$
but just does not create the needed jar file
Title: Re: compiling for mac?
Post by: hairypuppy on April 21, 2014, 06:03:45 pm
here is both the compile and terminal from the new github
http://pastebin.com/7uV2VmW1
Title: Re: compiling for mac?
Post by: Goombert on April 21, 2014, 06:05:47 pm
Now run an empty game, just open the program and hit the green run button, don't add any objects or anything.
Title: Re: compiling for mac?
Post by: hairypuppy on April 21, 2014, 08:03:04 pm
that last paste in was from an empty session, from the new clean github
Title: Re: compiling for mac?
Post by: Goombert on April 21, 2014, 08:57:09 pm
Did the game open or not? It says make completed successfully.
Title: Re: compiling for mac?
Post by: hairypuppy on April 22, 2014, 04:18:52 am
the LATERALGM did open, but on running it, came up with those errors at the end.
here is a new one from this morning. it seemed to take a little longer to run through. it is just a blank session, no project is loaded
http://pastebin.com/SC7Xka5m
Title: Re: compiling for mac?
Post by: hairypuppy on April 22, 2014, 08:10:50 am
i did have a another look whilst playing around with gamemaker for mac, but still being wrong
Title: Re: compiling for mac?
Post by: time-killer-games on April 22, 2014, 10:55:45 am
If ENIGMA for Mac won't be fixed any time soon I'll be one upset panda.
Title: Re: compiling for mac?
Post by: Goombert on April 22, 2014, 12:51:15 pm
Actually, these two are the only real errors. Any other ERROR or anything in that log is from JDI, and those are actually normal right now.

Code: (Bash) [Select]
Platforms/Cocoa/CocoaMain.cpp:44:20: error: no member named 'sleep' in the global namespace; did you mean simply 'sleep'?
    if (ms > 1000) ::sleep(ms/1000);
                   ^~~~~~~
                   sleep
Platforms/Cocoa/CocoaMain.cpp:43:8: note: 'sleep' declared here
  void sleep(int ms) {
       ^
Platforms/Cocoa/CocoaMain.cpp:45:5: error: use of undeclared identifier 'usleep'; did you mean 'sleep'?
    usleep((ms % 1000) *1000);
    ^~~~~~
    sleep
Platforms/Cocoa/CocoaMain.cpp:43:8: note: 'sleep' declared here
  void sleep(int ms) {
       ^
2 errors generated.