From: Matt M. <mme...@gr...> - 2007-03-25 19:05:04
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On Mar 25, 2007, at 2:32 PM, Matthias Ringwald wrote: > Hi Matt > > what are the problems with xine-lib on mac? > xine-lib 1.1.2 at least did build and run out of the box for my G4 > powerpc, > the required libraries are taken from the fink project. (trying to > compile 1.1.4 in the background). > the configure flags: --enable-macosx-video and --enable-coreaudio > could be auto-detected, btw. The problems building (and running) have primarily been with Intel Mac, not PowerPC. PowerPC builds out of the box, though not as well as it could (see CONFIG_DARWIN not defined for ffmpeg). > I've started to write a java binding (libxine-java.sf.net) and so far, > besides the non-existent documentation for darwin, everything is fine. > > If you can provide a Core Video plug-in, the current OpenGL plug-in > could > still continue to exist (as long as it compiles and works. :) True, though the way that the current OpenGL plug-in works (because it more or less has to) is pretty hackish. The XineOpenGLView and XineWindow classes are in a separate dylib that must be loaded in addition to libxine. The plugin can be changed to link against it, but doing that then requires a bit of code hackery to make sure that the Objective C class gets loaded via the plugin (e.g., xine_vo_open (..., NULL), close it, and then create the view). This hackery could be done in the plugin itself, but it's still ugly. > As for the framework (which is a Darwin/XCode thing, I've haven't > got to > really using it), in the xine cvs exists an (outdated) first try on > that: > http://xine.cvs.sourceforge.net/xine/xine-macosx/Maxine/ I've seen that, but it looks like it's been pretty much abandoned for several years. Getting xine into a framework isn't all that difficult, but I would like to do so within the autoconf/automake infrastructure rather than building a separate Xcode project to do all of the "magic." I currently have an external shell script that does what's needed, and that works. Code changes are necessary to be able to find the plugins inside of the bundle, but otherwise it's entirely a build process thing. |