Build Renios manually

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Jibus
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Build Renios manually

#1 Post by Jibus »

I would like to make some modifications on the main AppDelegate file which is from SDL.

For testing purpose i tryed to build Renios manually using ./scripts/build.sh all command.

It compiles fine until i got this error:

Code: Select all

+ try ./configure --enable-ipv6 'CC=ccache clang -Qunused-arguments -fcolor-diagnostics' CFLAGS=--sysroot=/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.12.sdk
+ ./configure --enable-ipv6 'CC=ccache clang -Qunused-arguments -fcolor-diagnostics' CFLAGS=--sysroot=/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.12.sdk
checking for --enable-universalsdk... no
checking for --with-universal-archs... 32-bit
checking MACHDEP... darwin
checking EXTRAPLATDIR... $(PLATMACDIRS)
checking machine type as reported by uname -m... x86_64
checking for --without-gcc... no
checking for gcc... ccache clang -Qunused-arguments -fcolor-diagnostics
checking whether the C compiler works... no
configure: error: in `/Users/Main/Apps/github/renios/dependencies/tmp/Python-2.7.3':
configure: error: C compiler cannot create executables
See `config.log' for more details

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PyTom
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Re: Build Renios manually

#2 Post by PyTom »

Look in config.log. (One problem that causes this is not accepting the clang license.)
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Jibus
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Re: Build Renios manually

#3 Post by Jibus »

Thank you, ccache was missing on my system.

At the end i have several libSDL2.a; one for each architecture (arm64, armv7 etc..). How do you place theses files in the xcode project ?

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Re: Build Renios manually

#4 Post by PyTom »

The renios build scripts should lipo them all together, and put them into the prototype project, in prototype/prebuilt.
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Jibus
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Re: Build Renios manually

#5 Post by Jibus »

Sorry to re-bump this. Is this possible to just build SDL2 (for instance, comment all build in build_all.sh except SDL2) ?

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PyTom
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Re: Build Renios manually

#6 Post by PyTom »

I think you'd have to build everything together for biglink/liblink to work. I've never tried to build it separately. You might be able to inherit from the SDL AppDelegate and override methods from within the prototype project.
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