Bug 172064 (sf1754437 Remove X11 Dependency For Mac
I tried to run mcedit on OSX recently and to my horror found that it still depends on X11, something which I thought was long dead (at least on this platform.) Anyway, I am trying to figure out why it depends on it. As far as I can tell it shouldn't need it, because:. mcedit only depends on PyGame (as far as I can tell). PyGame only depends on SDL (as far as I can tell).
Bug 172064 (sf1754437 Remove X11 Dependency For Mac Pro
SDL supports native Quartz already (according to their site) So I guess any of those three layers could be doing it wrong, but I don't know Python nor SDL well enough to say where the issue is. The SDL mcedit uses is still 1.2, which is X11 based, not the newer 2.x revisions. Pygame also depends on some other old libraries and is getting pretty behind on the mac front, to make releases we have to build our own pygame which requires a few workarounds as is. Such as working around pygame still relying on Scrap (which was designed for OS9) for clipboard support. Basically pygame may need to be abandoned to drop X11 as a requirement. If you're curious what it takes to make a working dev environment that can compile in yosemite, here are the directions I wrote up just in case my environment failed. I think I'm part of the way there.
Download 10.7 SDK (source: ). Fix things in their Xcode project which appear to be wrong (whoever at SDL last got the build to work presumably didn't check in their changes to the project):.
Bug 172064 (sf1754437 Remove X11 Dependency For Mac Mac
Base SDK: 10.7. Rtl8192ce driver windows 10. OS X Deployment Target: 10.6. (dodgy?) Commented out a bunch of lines in the config.h which were X11 related. (dodgy?) Removed a bunch of.c source files from the build Now when I build the framework, I get a build which appears to work and doesn't nag me to install X11 either. But I'm not happy about the way I achieved those last two steps.
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