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Boost-Build : |
From: Alan Gutierrez (alan-jamboost_at_[hidden])
Date: 2004-12-27 11:39:56
* Alan Gutierrez <alan-jamboost_at_[hidden]> [2004-12-27 04:23]:
>
> * Vladimir Prus <ghost_at_[hidden]> [2004-12-27 04:11]:
> >
> > On Monday 27 December 2004 11:04, Alan Gutierrez wrote:
> > > I've noticed that there is no "bundle" rule for OS X (darwin).
> > >
> > > If developed, could one be patched into Boost.Build? Or is that
> > > best kept in my specific project?
> >
> > I don't know. Simply, I know next to nothing about "bundle" and haven't seen
> > your rule. If it's general enough, and can help other OSX users, then it
> > surely can be added.
> >
> > > In fact, there is very little GUI support in Boost.Build, and
> > > as I develop rules for resource compilers, would they belong in
> > > Boost.Build to be used by other GUI developers, or is GUI
> > > development specific to my project.
> >
> > Same answer. If the rules are general, they will be a welcome addition.
> A Carbon bundle is simply a directory structure, the creation of
> a Carbon bundle is matter creating directories with the correct
> names, and copying the program and the source files into those
> directories.
>
> I believe that some of the resource files might need to be
> compiled, but I see how that might be done using "generators".
>
> For now, I just want to make the mininimal bundle which is:
>
> program.app/Contents/MacOS/program
>
> OS X will display "program.app" a launch icon in the finder.
>
> When the user clicks on program.app, OS X executes
> "program.app/Contents/MacOS/program".
A Bundle is a directory structure.
* Do I add the dependencies to the
exe target and create new "generators"?
* Do I create a new target called "bundle"?
There is a shell script called xcodebuild that has all the
bundle building steps. I can implement the jam files by
following the steps in there.
-- Alan Gutierrez - alan_at_[hidden]
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