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Author Topic: Mac OSX Port  (Read 2518 times)
AdemoS
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« on: May 19, 2009, 07:42:18 am »

I've shown a couple Mac OSX-using friend this software and they're interested, but want to use it on their OS.

Any plan to port it to Mac OSX?
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maxy
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« Reply #1 on: May 20, 2009, 06:11:04 pm »

I'm not planning to make one myself, but if someone else does it I will of course put it on the homepage.

I have already seen a proof-of-concept screenshot of MyPaint on MacOS quite a while ago but I think the effort was discontinued.
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AdemoS
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« Reply #2 on: May 20, 2009, 06:39:39 pm »

Hmm alright, I checked MacPorts, but nothing there yet.

Hopefully as MyPaint becomes more popular someone on the Mac OSX will be interested enough to hack it.

But as for me, I'm currently using it without any problems on Linux. Cheesy
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AdemoS
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« Reply #3 on: June 08, 2009, 10:33:54 pm »

I recently found this GTK project, that may automate the process of porting to MacOSX:
http://apps.sourceforge.net/trac/gtk-osx/

So if MyPaint uses GTK, (and it appears to) using this might allow MyPaint to be completely multi-platform.
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fog
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« Reply #4 on: November 23, 2009, 11:02:54 pm »

IŽm really interested too in the OSX port.
Could someone give me some info, and IŽll try to build the OSX version. IŽm an artist, but IŽll do my best to suply OSX builds to everybody Smiley
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maxy
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« Reply #5 on: November 24, 2009, 09:21:53 am »

You can try to ask David Gunzinger (pfy at zhadum dot ch) about it; he showed me the program running on macosx, with a few ugly bugs, though. He should be able to tell you what setup you need. I don't know whether he continued, but I'll see him next week and ask.
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fog
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« Reply #6 on: November 24, 2009, 07:19:53 pm »

Thanks maxy for your fast reply.
I donŽt know how can I contact David, so If you could ask him for what I need to build mypaint on macosx IŽll be very grateful.

Looking forward hearing from you!
Thanks Maxy!!


You can try to ask David Gunzinger (pfy at zhadum dot ch) about it; he showed me the program running on macosx, with a few ugly bugs, though. He should be able to tell you what setup you need. I don't know whether he continued, but I'll see him next week and ask.
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themystician
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« Reply #7 on: December 08, 2009, 10:43:30 pm »

Any news on the mac port?  Huh
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maxy
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« Reply #8 on: December 09, 2009, 08:14:41 pm »

He did not get much further. From what I understood, the problem is that the X11 server he used on MacOS doesn't support pressure.
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themystician
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« Reply #9 on: December 09, 2009, 09:53:46 pm »

The Leopard and previous versions of Apple's X11 doesn't support Xinput well, so not pressure support.
To enable pressure support under leopard or previous versions of osx, he should use Xquartz project instead.

Snow Leopard's X11 is based in an old version of Xquarz, so it has pressure support, there's some xquartz beta for snow leopard too.
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maxy
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« Reply #10 on: December 26, 2009, 04:21:52 pm »

If anyone has more information about work in progress on a OSX Port, please add your information to the wiki here: http://wiki.mypaint.info/index.php?title=Packaging#OSX
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slug45
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« Reply #11 on: February 07, 2010, 03:35:31 pm »

Hi there.

I tried to build mypaint on osx 10.6 by:

1. installing xcode 3.2.1
2. installing macports
3. Building:

sudo port install python26
sudo port install py-gtk2

sudo port install python_select
sudo python_select python26

sudo port install py26-numpy
sudo port install py26-configobj
sudo port install protobuf-python26
sudo port install py26-gtk
sudo port install py26-cairo
sudo port install py26-gobject

sudo port install scons
sudo port install swig
sudo port install swig-python

Download mypaint sources, uncompress them and:

sudo scons prefix=/usr/local install

THIS is what I get.

Any help?
« Last Edit: February 08, 2010, 05:10:54 am by slug45 » Logged
jonnor
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« Reply #12 on: February 09, 2010, 06:09:11 pm »

"undefined symbol" is a linker error, and those symbols seems to be for CPython.  I don't really know more than that.
For your reference here is the output of a successful build on my system (Arch Linux):
http://mypaint.pastebin.com/f129507b1

Could be possible that the missing includes is the problem.
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slug45
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« Reply #13 on: February 10, 2010, 07:05:59 pm »

Jonnor, thanks for the reply.

I tried adding more ports, like glib-dev, uninstalling/reinstalling all, starting from zero, and I also tried what U suggested (the best I could) but I get the same errors again (and some new others).

I spent some hours trying building it, but I got nothing Sad. I just hope somebody gets this to work on osx, I'm testing it on linux (btw building it on linux is, by far, easier) and I think it's a really great piece of software.

I did what I could and I hope the people who knows what they're doing, spend some time in this Wink.

Thanks.
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tumagonx
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« Reply #14 on: February 11, 2010, 01:55:33 pm »

Hi slug45

yours:
g++ -o lib/_mypaintlib -bundle lib/mypaintlib_wrap.os -L/opt/local/lib -lglib-2.0 -lintl -liconv
seems too few (no headers Includes), and the undefined symbols is in libpython26.a (or something, I'm on windows) which in my case is solved by adding -lpython26

I like to help but hackintosh never like my PC Tongue
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