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Currently, a few developers on [[Team-XBMC]] are working on an official[http://en.wikipedia.org/wiki/Porting port] XBMC to Mac OS X (based on the [[Linux port project|XBMC for Linux port project]] which uses [http://en.wikipedia.org/wiki/Simple_DirectMedia_Layer SDL toolkit] and [http://en.wikipedia.org/wiki/OpenGL OpenGL] rendering). The goal for this '''XBMC for Mac port project''' is this to become a full and stable port of XBMC with [[XBMC Features and Supported Formats/Codecs|all the features and functions that are available in XBMC for Xbox]] ''(with the exception of Xbox exclusive functionality such as [[Using Trainers|Trainers]], launching Xbox Games, etc.)''.
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<section begin="intro" />Team Kodi (formerly called Team-XBMC) first ported XBMC Media Center software to Mac OS X in 2008, and the whole project cross-platform application was renamed to Kodi in 2014. Kodi itself is a huge open source project and it takes loads of people working together to maintain it for all platforms, that is why Team Kodi is always on the lookout for C/C++ programmers to volunteer in assisting us with the development of Kodi. Whether you have contributed to the Kodi/XBMC project in the past or not, please consider doing so now.<section end="intro" />


This is [http://en.wikipedia.org/wiki/Porting porting] project is a huge task, which is why have made a public request, seeking [http://en.wikipedia.org/wiki/Programming_language C/C++ programmers] to volunteer in assisting us with this Mac OS X porting development project. Whether you have contributed to [http://sourceforge.net/projects/xbmc The XBMC Project] in the past or not, please consider doing so now. Those of you who are completely unfamiliar with XBMC can get a good overview of what XBMC offers for its [http://en.wikipedia.org/wiki/End-user end-users] by reading through the [http://en.wikipedia.org/wiki/XBMC XBMC article on wikipedia.org]


=What is XBMC and why port it to Mac OS X?=
== End-users (non-programmers) ==
'''XBMC''' (formerly named "XBox Media Center", not to be confused with [http://en.wikipedia.org/wiki/Windows_Media_Center_Extender Microsoft's Windows Media Center Extender for the Xbox]) is an award-winning free and [http://en.wikipedia.org/wiki/Open_source open source] media player, originally designed to run on the [http://en.wikipedia.org/wiki/Xbox Xbox game-console]. The GPL/LGPL licensed source code basically consist of a [http://en.wikipedia.org/wiki/Application_framework GUI framework] that has been written from scratch by [[Team-XBMC]], this GUI acts as a [http://en.wikipedia.org/wiki/Front-end front-end control interface] for several audio/video players designed for specific purposes (and those are loaded when needed as DLLs), the GUI is also the user interface to [[XBMC Features and Supported Formats/Codecs|all of XBMC multimedia handling functions such as databases and sorting, etc.]]. [http://sourceforge.net/projects/xbmc The XBMC Project], (who's members maintain XBMC source code), is a non-profit open source hobby project that is developed by volunteers in their spare-time without any monetary gain. The team of developers working on XBMC have always encouraged anyone to submit your own source code patches for new [[XBMC_Features_and_Supported_Formats/Codecs|features or functions]], improve on existing ones, or fix bugs.  
You can help too by downloading Kodi for OS X, testing it, and [[HOW-TO:Submit_a_bug_report|reporting bugs and issues]]. Also, spread the word about Kodi for OS X (and other platforms) to your friends and family, we are sure they will enjoy it too.


The difference this time is that we are not asking for new [[XBMC_Features_and_Supported_Formats/Codecs|features/functions]], what we are asking is for the existing code to be ported so it will run perfectly under the Mac OS 10.5 (Leopard) operating-system (with the same [[XBMC_Features_and_Supported_Formats/Codecs|features/functions]] that are already available on the Xbox version of XBMC). The main reasons for porting XBMC to Mac OS X are non-technical, (so it is not that the Xbox hardware is too slow or to old for the XBMC GUI or its existing [[XBMC_Features_and_Supported_Formats/Codecs|features/functions]]), the real reasons are that we want XBMC to get a larger end-user and developer-base, because the more people who use XBMC and help maintain the code (and skins) the longer the project will grow and stay alive. The main reason from an end-user point of view is that the Xbox hardware can not playback native high-definition video (at 720p and 1080i/1080p), especially not if the video is encoded with a [http://en.wikipedia.org/wiki/H.264 H.264] or [http://en.wikipedia.org/wiki/VC-1 VC-1] codec. Nevertheless, note that we will still keep the old Xbox as the reference platform for standard-definition resolution video for some time (possibly a few more years), which means that the same GUI (and skins) that runs smooth under Mac OS X on a relatively new computer must also run just as smooth on the old Xbox hardware (or a old computer that closely matches the Xbox hardware, at 733Mhz Intel Pentium III CPU and only 64MB shared memory with supported 3D accelerator).
== Developers (programmers) ==
You should be proficient in [http://en.wikipedia.org/wiki/Programming_language C/C++ programming language], and although not really required knowledge of [http://en.wikipedia.org/wiki/OpenGL OpenGL] or other [http://en.wikipedia.org/wiki/Multimedia multimedia] programming is a plus, as well as prior [http://en.wikipedia.org/wiki/Multi-platform cross-platform] or [http://en.wikipedia.org/wiki/Porting porting] development experience.


=Skill requirements and where to start=
The '''Mac OS X development platform''' is [[Compiling Kodi]].
Proficient in [http://en.wikipedia.org/wiki/Programming_language C/C++ programming language], and allthough not required knowledge of [http://en.wikipedia.org/wiki/OpenGL OpenGL] or [http://en.wikipedia.org/wiki/Multimedia multimedia] programming is a plus, as well as prior [http://en.wikipedia.org/wiki/Multi-platform cross-platform] or [http://en.wikipedia.org/wiki/Porting porting] development experience. You will not need to have access to an Xbox game-console or any costly special softwares in order to take part. XBMC development of this port is well underway for [[HOW-TO compile XBMC for Mac OS X from source code|Mac OS X 10.5 (32-bit Leopard for x86 Intel-processors)]].


==Where do I start (Mac OS X)?==
== Hardware requirements ==
The '''Mac OS X development platform''' is [[HOW-TO compile XBMC for Mac OS X from source code|Mac OS X 10.5 (32-bit Leopard for x86 Intel-processors)]]. There are [http://en.wikipedia.org/wiki/Eclipse_%28software%29 Eclipse] and [http://en.wikipedia.org/wiki/Xcode Xcode] project files available in our [http://sourceforge.net/svn/?group_id=87054 SVN (Subversion revision control system)]. After you've done a [http://sourceforge.net/svn/?group_id=87054 SVN checkout], follow the install guide in the SVN ([[HOW-TO compile XBMC for Mac OS X from source code|README.osx]]) to setup the required packages and so on. Team-XBMC developers think that the best thing to start with is just to take a look through the source code and try to understand how it all fits together. Test things out, find what works and what does not, then try and track down why.
* [http://en.wikipedia.org/wiki/X86 32-bit Intel (x86-processor) with Mac OS X 10.7 (Leon), and a ATI Radeon 9200/X1600, Intel GMA950, or NVIDIA 6-Series [http://en.wikipedia.org/wiki/Graphics_Processing_Unit 3D GPU (Graphics Processing Unit)], or later, (Kodi GUI requires at least OpenGL 1.3 support to run smoothly at an acceptable frame-rate in standard-definition, to run Kodi high-definition a more modern GPU is recommended).


== Detailed technical information ==
For more details please visit the [[Development]] section of this manual.


===Hardware requirements===
== Source code ==
*[http://en.wikipedia.org/wiki/X86 32-bit Intel (x86-processor) based computer] with Mac OS X 10.5 (Leopard), and a Intel GMA950 [http://en.wikipedia.org/wiki/Graphics_Processing_Unit 3D GPU (Graphics Processing Unit)] or later (which XBMC GUI need to run smoothly at an acceptable frame-rate).
The Kodi source code is in the XBMC Foundation [https://github.com/xbmc/xbmc git repository on github.com]. Full instructions for compiling/builing Kodi under Mac is available here:
* [[Compiling Kodi]]


==XBMC for Mac OS X port project FAQ for developers==
===Can non-Mac OS X developers also help?===
XBMC can also be compiled for [[HOW-TO compile XBMC for Linux from source code|Linux]] and [[HOW-TO compile XBMC for Windows from source code|Microsoft Windows (Win32)]] operating-systems.
* [[XBMC for Linux port project]]
** [[HOW-TO compile XBMC for Linux from source code]]
* [[XBMC for Windows port project]]
** [[HOW-TO compile XBMC for Windows from source code]]


===Why is OpenGL 2.0 recommended for XBMC?===
OpenGL 2.0 is not the current minimum requirement to run XBMC for Mac OS X, as XBMC will today run with only OpenGL 1.4 + [http://en.wikipedia.org/wiki/GLSL GLSL] support (everything else has fall-backs to be runned in software on the CPU, slower than GPU hardware though), however if the future XBMC might be able to take futher advantage of OpenGL 2.0 to speed up video decoding and such.


:'''Currently OpenGL 2.0 hardware is only needed for:'''
[[Category:Apple]]
* Any deinterlacing that is not linear blending (which FFmpeg does in software)
* Video [http://en.wikipedia.org/wiki/Video_post-processing video post-processing filtering] (bicubic upscaling, etc.)
* Non-power of two textures for the GUI (using NPOT saves a lot of texture memory)
* Hardware accelerated YUV 2 RGB conversion (actually GLSL is needed for this, and a few GPU hardware implementations as low as OpenGL 1.4 does provide GLSL as an extension. OpenGL 2.0 guarantees availability of GLSL).
:'''In the future OpenGL 2.0 might also be needed for:'''
* More [http://en.wikipedia.org/wiki/Video_post-processing video post-processing filters] to improve visual quality perception.
* [[Hardware Accelerated Video Decoding]] (using the GPU hardware to assist with video decoding)
 
=Other tools and resources=
Though any other tools or resources are not required they can possibly help in development.
==Development Tools==
* [http://www.stack.nl/~dimitri/doxygen/ Doxygen] - Source code documentation generator tool.
* [https://registrationcenter.intel.com/RegCenter/NcomForm.aspx?productid=963 Intel® Threading Building Blocks (Intel® TBB) for Mac OS X] - Threading Analysis Tool by Intel (free for non-Commercial use)
* [http://en.wikipedia.org/wiki/HLSL2GLSL HLSL2GLSL] - library and tool that converts HLSL (High Level Shader Language) shaders to GLSL (OpenGL Shading Language)
* [http://dxshark.sourceforge.net SHARK (Shader Assembly Compiler)] - a tool to perform conversion from DirectX 9 pixel shader assembly language into C++ code
* [http://ati.amd.com/developer/ AMD/ATI GPU ShaderAnalyzer] - Support for both Open GL GLSL and DirectX HLSL
* [http://www.gremedy.com gDEBugger] - OpenGL debugger and Profiler (helping to find bugs and optimize performance)
* [http://christian.helmich.free.fr/kirin/kagefx/index.php KAGEfx] - a framework to load shader programs based on the OpenGL Shading Language contained within an XML file that holds descriptive metadata about the shader and to replace shader modules on-the-fly with respect to their level-of-detail metadata.
 
==Development Resources==
* [http://gameprogrammer.com/fastevents/fastevents1.html Fast Event Processing in SDL] - Using threads to speed up the SDL event loop (only meant as an example).
* [http://gameprogrammer.com/net2/net2-0.html NET2] - A fast threaded event based networking library for SDL (only meant as an example).
* [http://olofson.net/mixed.html SDL programming examples] (including glSDL - a proof of concept implementation of SDL on top of OpenGL)
* [http://sourceforge.net/projects/opencvlibrary OpenCV (Open Computer Vision Library)] - a collection of algorithms and sample code for various computer vision problems. The library is compatible with [http://www.intel.com/cd/software/products/asmo-na/eng/perflib/ipp/302910.htm Intel Image Processing Library (IPL) and utilizes Intel Integrated Performance Primitives] for better performance. Features a bi-linear interpolation and color space conversion functions in IPL, (I also read that motion estimation with block matching and Hough transform is on the road-map so you might want to check out their CVS).
 
==Third-party libraries==
This is a list of third-party cross-platform libraries that you may or may not want to use in the porting process, you decide:
====Graphics and image====
* [http://glew.sourceforge.net GLEW (The OpenGL Extension Wrangler Library)] for OpenGL hardware support version detection
* [http://www.antigrain.com Anti-Grain Geometry] - High Quality Rendering Engine (High Fidelity 2D Graphics Renderer) for C++
* [http://sourceforge.net/projects/dxglwrap/ DirectX OpenGL Wrapper] - emulates API calls through OpenGL commands and other platform specific commands in order to run DirectX 8 application running on other platform than Windows.
* [http://www.intel.com/technology/computing/opencv/ Intel Open Source Computer Vision (OpenCV) Library] Intel's Image Processing Library
* [http://www.cs.unc.edu/~walk/software/glvu/ GLVU] - cross-platform C++/OpenGL/[http://www.opengl.org/resources/libraries/glut.html GLUT] based 3D OpenGL viewer and collection of utility libraries
**You can use all these components together, or just take bits and pieces that do what you need
* [http://www.freedesktop.org/wiki/Software/glitz Glitz] - OpenGL image composting library (enabling features like convolution filters and color gradients)
*[http://www.crusaderky.altervista.org//?s=downloads SDL_buffer] - a SDL extension library that is useful when you have to re-size an image multiple times.
* [http://members.cox.net/dolsen6/resize.zip SDL_Resize] - basic image resizing library, high quality output suited for pre-rendering images.
* [http://www.ferzkopp.net/~aschiffler/Software/SDL_bgrab/index.html SDL_bgrab] - SDL conversion of libbgrab (a framegrabber lib from the same author).
 
====Interactive interface====
* [http://cmil.sourceforge.net CMIL (Common Media Input Layer)] C++ OO framework designed to improve the state of cross-platform input handling
**CMIL is (or will be soon) compatible with both SDL and DirectX (GPL licensed)
* [http://hkn.berkeley.edu/~mcmartin/vcontrol/ VControl] - a flexible library for unifying keyboard and joystick input.
*[http://libmousetrap.sourceforge.net libmousetrap (The Mousetrap Library)] - C library for SDL (LGPL licenced), also see [http://pymousetrap.sourceforge.net Pymousetrap]
*[http://www.lirc.org LIRC] (or alternative library implementation) for IR/IrDA (infrared) remote controls support under Linux
 
====Networking====
* [http://www.libsdl.org/projects/SDL_net SDL_net] - a simple cross-platform network library
 
====Convenience====
*[http://sdl-cfg.sourceforge.net SDL_Config] - Library designed for reading and writing configuration (.ini) files in an easy, cross-platform way.
*[http://www.crusaderky.altervista.org//?s=downloads navfs] - Hard drive abstraction layer C library, allowing easy directory navigation.
* [http://www.cs.unc.edu/~walk/software/glvu/ GLVU] - cross-platform C++/OpenGL/[http://www.opengl.org/resources/libraries/glut.html GLUT] based 3D OpenGL viewer and '''collection of utility libraries'''
**You can use all these components together, or just take bits and pieces that do what you need:
***File libs (glvu/fileutils) -C ross-platform routines for searching directories, and manipulating filenames
***Thread lib (glvu/thread) - An OK thread library that works cross-platform
***Timer class (glvu/timer) - Time your code to see how long stuff is taking!
***GL Utilities (glvu/glutils) -  Functions for managing textures and doing framebuffer readback and stuff
***Other stuff . Various other handy things that may or may not be useful
 
=Technical summary of XBMC=
==The basics==
The XBMC code structure uses a fairly [http://en.wikipedia.org/wiki/Module_%28programming%29 modular design] (with [http://en.wikipedia.org/wiki/Library_%28computing%29 libraries] and [http://en.wikipedia.org/wiki/Dynamic-link_library DLL]s), and we think that there are enough modules/libraries to keep a wide skill-level range of developers busy for a while in the porting of them all. So please, take a look at the source code, then with the help of our To-Do list (see further down in this article) assess where the porting stage is today and think about where and how you can try to help out. Note that we are not planning on completely abandoning the Xbox hardware any time soon - XBMC will be a [http://en.wikipedia.org/wiki/Cross-platform cross-platform] software application, using the same code on multiple hardware platforms, (the 'old' Xbox still have a good amount of years to live we hope).
 
==Detailed technical information==
For more details please visit the [[Development Notes]] section of this manual.
 
==The XBMC source code==
The XBMC source code is in our SVN repository on sourceforge.net. Full instructions for compiling/builing XBMC under Linux is available here:
* [[HOW-TO compile XBMC for Mac OS X from source code]]
 
 
=Mac OS X porting=
==Mac OS X port plan==
''Disclaimer: This XBMC for Mac OS X port of course excludes all Xbox exclusive functionality (like for example [[Using Trainers|Trainers]], launching Xbox Games, etc.)'':
* '''Milestone 1''' - Get [[XBMC Features and Supported Formats/Codecs|all existing XBMC functionality (features/functions)]] working as they already work on the Xbox version of XBMC.
**During this first phase XBMC will only need to be running under Mac OS X as a third-party application.
* '''Milestone 2''' - Port of Python scripting support, add support for the official Apple Remote with all keymap to fully support XBMC control, AC3 and DTS downmix support, port all of XBMC Virtual File System features (SMB, FTP, UPnP, XBMSP, etc.).
* '''Milestone 3''' - Add Mac OS X specific items (hardware configuration, network settings, multiple input-device support, driver packaging, etc.)
**XBMC package will need to have all the built-in settings for mouse, keyboard, joystick, etc. to act as a shell (without third-party dependencies).
* '''Milestone 4''' - Native 64-bit support, XBMC and all its libraries to be compiled on and for 64-bit.
* '''Milestone ?''' - Yet to be decided.
 
==What has already been done on the XBMC for Mac OS X port==
These are most of the major things that are already working in XBMC for Mac OS X:
*Code fully compiles on [[HOW-TO compile XBMC for Mac OS X from source code|Mac OS X Leopard (32-bit x86)]].
*Full GUI implementation using [http://en.wikipedia.org/wiki/Simple_DirectMedia_Layer SDL] (minus on-screen keyboard weirdness).
*Full-screen support (XBMC with 1080p output support that just works!).
**OpenGL/SDL - using the GPU, working but relies on an accelerated OpenGL version
*Picture viewing working (including slideshow and it's effects).
*Video playback using XBMC's own [[DVDPlayer]] core (including DVD-Video menus support).
**AC3/DTS digital passthrough is supported, (analog downmixing is not yet working).
**Hardware accelerated pixel shader (RGB->YUV) with NVIDIA and AMD/ATI graphics.
**Software conversion from RGB->YUV on other graphics cards due to lack of proper OpenGL support (tested on Intel).
*[[PAPlayer]] and its major audio decoder DLL codecs (MP3, OGG, AAC, FLAC, MPC). Some codecs have still not been ported. See To-Do list below.
**(checkout [[HOW-TO: Debug Dynamic Link Libraries]]).
*Playlists
*Weather.
*Visualization - Project M OpenGL vis (some issues need to be worked out).
*Networking (though some small issues still need to be sorted out).
*Video thumbnail lookups; IMDb, TheTVDB, AllMusic, etc.
 
==To-Do list for the Mac OS X port==
This is a '''To-Do list''' of things that still need to be done in XBMC for '''Mac OS X''', anyone is more than welcome to help out with any of these tasks:
====Major To-Do tasks with high priority====
* [MAJOR - HIGH PRIORITY] DVDPlayer porting to Mac OS X - work in progress. Open Issues:
** Partial support for external subtitles (SRT and DVD-Video/VobSub subtitles are currently supported)
** No good support for streaming video from the internet (HTTP/HTTPS/UDP/RTSP/RTP/RTCP/RDT/SDP/MMS)
** Deinterlacing (software and hardware)
* [MAJOR - HIGH PRIORITY] A52/AC3 and DTS downmix support in software (for analog stereo output)
**5.1 (A52/AC3) surround-sound downmixing to 2.0 (stereo)
**5.1 (A52/AC3) surround-sound downmixing to mono (single channel)
**6.1 (DTS) surround-sound downmixing to 2.0 (stereo)
**6.1 (DTS) surround-sound downmixing to mono (single channel)
**7.1 (Dolby Digital Plus) surround-sound downmixing to 2.0 (stereo)
**7.1 (Dolby Digital Plus) surround-sound downmixing to mono (single channel)
* [MAJOR - HIGH PRIORITY] Mono (single channel) and stereo (2.0) upmix support in software (output to all channels)
**2.0 (stereo) upmixing to 5.1 (surround-sound) PCM
**Mono (single channel) upmixing to 5.1 (surround-sound) PCM
**2.0 (stereo) upmixing to 6.1 (surround-sound) PCM
**Mono (single channel) upmixing to 6.1 (surround-sound) PCM
**2.0 (stereo) upmixing to 7.1 (surround-sound) PCM
**Mono (single channel) upmixing to 7.1 (surround-sound) PCM
* [MAJOR - HIGH PRIORITY] Python interpreter (and python scripts/libraries)
* [MAJOR - HIGH PRIORITY] Network: Servers (FTP, Web, UPnP), Clients (FTP, UPnP, Time)
** Also all network settings needed available to the end-user from the the XBMC GUI settings section.
* [MAJOR - HIGH PRIORITY] Virtual File System support (work on SMB, UPnP, RTV, DAAP. TuxBox and XBMSP has not yet begun)
* [MAJOR - HIGH PRIORITY] Apple Remote control support using LIRC (from macports).
* [MAJOR - HIGH PRIORITY] Gamepad/joystick support (Xbox orginal wired gamepad, Xbox 360 wireless and wired gamepad).
*[MAJOR - HIGH PRIORITY] More OpenGL visualization - Spectrum Analyzer and Waveform.
 
====Major To-Do tasks with medium priority====
* [MAJOR - MEDIUM PRIORITY] Development of a [[OpenGL_DirectX_Interface|platform-independent wrapper interface]] to SDL / DirectX / OpenGL /  graphic backend interfaces, particularly with respect to how this interface should be exported to visualisations (.vis) and screensavers (.xscr), etc.
* [MAJOR - MEDIUM PRIORITY] NTSC and PAL-50/PAL-60 TV-out settings for composite, S-Video and standard-definition component.
* [MAJOR - MEDIUM PRIORITY] Audio-output hardware settings (and if user got AC3 / DTS capable reciever or not)
**Stereo, head-phones, 4.1, 5.1, 6.1, 7.1, SPDIF pass-through, etc.
* [MAJOR - MEDIUM PRIORITY] Support [[USB Mass Storage support in XBMC|USB Mass Storage]] disks dynamically (meaning, inserted/removed after boot)
* [MAJOR - MEDIUM PRIORITY] [http://forum.xbmc.org/showthread.php?t=137 Visualisations]: Port all existing XBMC visualizations to also support OpenGL
* [MAJOR - MEDIUM PRIORITY] [http://forum.xbmc.org/showthread.php?t=7552 Screensavers]: Port all existing XBMC screensavers to also support OpenGL
**Some kind of detection code and tags will have to be added so only supported .vis is listed under system platform
* [MAJOR - MEDIUM PRIORITY] "My Programs" section for Mac OS X (to launch other Mac OS X games/applications/emulators)
* [MAJOR - MEDIUM PRIORITY] [[MPlayer]] porting to Mac OS X
 
====Major To-Do tasks with low priority====
* [MAJOR - LOW PRIORITY] [[Hardware Accelerated Video Decoding]] offloading to the GPU in some shape or form.
**[[Hardware Accelerated Video Decoding|The possible methods are GLSL or Cg Pixel Shader (Shader Model 3.0), and/or GPGPU technology]]
* [MAJOR - LOW PRIORITY] Credits (make it support DirectX and OpenGL, detect platform. Plus add some [http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html eye-candy])
* [MAJOR - LOW PRIORITY] Sysinfo section under Mac OS X for x86 computers (CPU, GPU, chipset, and HDD temperature, etc.)
* [MAJOR - LOW PRIORITY] [http://lcdsmartie.sourceforge.net LCD/VFD External Display Panel] support (USB/RS323/I2C connections)
* [MAJOR - LOW PRIORITY] Native 64-bit support (AMD64/EMT64), XBMC and all its libraries to compile on and for 64-bit.
 
====Minor To-Do Tasks with high priority====
* [MINOR - HIGH PRIORITY] Fix hacks which might not work on some platforms (improve cross-platform code)
 
====Minor To-Do Tasks with medium priority====
* [MINOR - MEDIUM PRIORITY] Video adapter / graphic controller settings inside XBMC GUI settings:
** VSYNC enabling/disabling setting
* [MINOR - MEDIUM PRIORITY] Complete missing codecs for PAPlayer:
** AC3
** ADPlug
** DTS (DCA)
** SHN
** Monkey Audio (APE)
** NSF (Nintendo Sound File) via NoseFart
** PCM and WAV
** WavePack
** WMA
* [MINOR - MEDIUM PRIORITY] [http://www.lirc.org LIRC] or alternative implementation for IR/IrDA (infrared) remote support under Mac OS X
**Though maybe not possible/best, it might be smart if "IR/IrDA" could be added to [http://en.wikipedia.org/wiki/Simple_DirectMedia_Layer SDL] via [http://cmil.sourceforge.net CMIL] for platform-independence(?).
**Add [http://lirc.sourceforge.net/remotes/ default configurations mappings] to "Lircmap.xml" of the most popular HTPC-remotes (like Apple Remote, Microsoft RC6 MCE control-Done, Meedio X10 remote, ATI Remote Wonder, SnapStream Firefly).
 
====Minor To-Do Tasks with low priority====
* [MINOR - LOW PRIORITY] make sure .AAC plays gapless with PAPlayer
* [MINOR - LOW PRIORITY] Support better anti-aliased text (subpixel accuracy via vertex/pixel shaders) rendering. Basic idea is to cache the characters to an 8 bit texture at 3 times the horizontal resolution, and have that texture loaded into the 3 texture slots, and use a pixel shader/vertex shader to compute the texcoords for each component of the pixel (RGB) to get 1/3rd pixel positioning and antialiasing.  This can probably be extended to even more precise location by increasing the size of the texture cache (eg 2x vertical, 6x horizontal)
 
====Cleanup To-Do Tasks====
* [CLEANUP - ALWAYS AN ONGOING PROCESS] Document (doxygenize) all of the current/existing code (using [http://www.doxygen.org doxygen])
* [CLEANUP - ALWAYS AN ONGOING PROCESS] debugging (also back-port any fixes to the Xbox branch)
====Post-trunk-merger To-Do Tasks====
After this XBMC for Mac OS X port reached a maturity the "linuxport" branch in SVN may or may not be merged into the "main SVN trunk" and if so would require:
*Merge dllLoader (DLL loader) and soLoader (SO loader), and rename to just "loader", (similar to [http://svn.mplayerhq.hu/mplayer/trunk/loader/ MPlayer cross-platform loader library])
*Merge "Lircmap.xml" into "Keymap.xml" (creating a sub-section in Keymap.xml for LIRC)
 
=XBMC programming and code formatting convention guidelines=
:'''Note!''' More specifics to come based on ongoing discussions, see [http://forum.xbmc.org/showthread.php?t=5238 Proposed code formatting conventions for XBMC]
 
==General guidelines==
* Code documentation (DocBook, rst, or [http://www.doxygen.org doxygen] for the code documentation steps, preferably the latter, [http://www.doxygen.org doxygen])
* Self-containment - XBMC should be as little dependent as possible on operating-system and third-party services/deamons/libraries
**XBMC should for example contain all file-system and network-client (like samba) support built-into the XBMC package
* Modular design - independent modules made up by localized/isolated code libraries without dependencies
** XBMC should still compile and run if a non-essencial module/library is disabled or removed
* Aim for the GUI/interface to run smoothly on a low spec computer (less than 1Ghz)
**3D graphic controller (GPU) will always be required hardware for XBMC so try to utilize the GPU as much as possible
* Avoid harddisk trashing (excess read/write/erase cycles), so no harddrive paging, (utilize RAM memory intead).
**End-users will be running XBMC and the operating-system on Solid-State memory as a [http://en.wikipedia.org/wiki/LiveDistro Live CD (LiveDistro)] of a USB-key
* Fast load and boot times for end-user perception (other thing can still run/start in the background without the user knowledge)
**15-seconds or less from when the end user press the power-button on the computer till he/she can browse the GUI ''--[[User:Pikestaff|pike]] 06:00, 14 June 2007 (CEST)unrealistic goal for Linux, isn't it?''
 
==User-friendliness is next to godlyness==
One of [[Team-XBMC]] major ongoing goal have always been to make XBMC and its [http://en.wikipedia.org/wiki/user_interface user interface] even more [http://en.wikipedia.org/wiki/intuitive intuitive] and [http://en.wikipedia.org/wiki/user-friendliness user-friendly] for its [http://en.wikipedia.org/wiki/End-user end-users], based on the '''KISS''' ('''K'''eep '''I'''t '''S'''imple '''S'''tupid) philosophy. We think that [http://en.wikipedia.org/wiki/Usability usability] is very important for media players like XBMC. Many user interface deciscions are being made by developers who often have little experience in user interface design, in order to improve this, we try to listen to XBMC's end-users for how XBMC is actually being used and how we can improve the user experience. We also aim to do regular overhauls, improving existing features/functions, and scrapping outdated code and features/functions (as "to much stuff" can also be a bad thing).
===XBMC as a whole must...===
*Be easy to install, set up, and maintain, (so that the end-users do not get fed up with it and quit).
*Have an user interface simple and intuitive enough so that less geek-savvy people are not intimidated by it.
**Make common usage easy, simple '[http://en.wikipedia.org/wiki/Human-computer_interaction Human–Computer Interaction (HCI)]', from the viewpoint of an ordinary user.
*Be able to play audio and video files that have been compressed using divx, xvid, etc. directly out-of-the-box
*Be able to and organize audio and video files in an easy and user-friendly way.
*Use standards and be consistant, (the music section can for example not use completely different controls from the video section)
*Perform actions in the GUI with as few 'clicks' as possible
*Require little to none non-GUI configuration (and all such non-GUI config should be via [[advancedsettings.xml]])
**There is still a little work to be done here, for example RSS-feeds settings need to moved to the GUI
*Look nice.
 
=Mentors=
Mentors are developers from [[Team XBMC and Others|Team-XBMC]] and members of [http://sourceforge.net/projects/xbmc The XBMC Project] that have volunteered to assist and mentor non-official XBMC developers in any non-trivial way they can, helping you by checking, commenting and committing your code patches to our SVN source code tree. These mentors have chosen an area they prefer to specialize in, usually this is an area in which they feel they have most interest, knowledge, and expertise in. Initial [[HOW-TO submit a patch|patches are welcome]], and can and will be merged by the team. If you wish to [[Apply to join the Official XBMC Development-Team|join the team in an official capacity]], please let us know.
 
==Mac OS X, Linux, and Windows port mentors and developers==
If you are a C/C++ programmer expert, porting specialist or guru and like to volunteer as a ''''third-party'''' mentor and/or developer then please let us know.
====Mac OS X Mentors (also lead developers)====
* [[User:Vulkanr|Vulkanr]]: Everything Linux and Mac OS X
===Linux Mentors (also lead developers)===
* [[User:Yuvalt|Yuvalt]]: Everything Linux
* [[User:Vulkanr|Vulkanr]]: Everything Linux and Mac OS X
* [[User:Jmarshall|JMarshall]]: Anything GUI related, Music Library, Video Library, PAPlayer, etc.
* [[User:D4rk|D4rk]]: OpenGL, other Linux stuff
* [[User:Elupus|Elupus]]: DllLoader, Mplayer and DVDPlayer
* [[User:Spiff|Spiff]]: Anything other than DllLoader/MPlayer/DVDPlayer internals.
* [[User:monkeyman 67156|monkeyman 67156]]: Everything Linux
* [[User:Topfs2|Topfs2]]: Everything Linux
* [[User:malloc|malloc]]: Everything Linux
====Windows Mentors====
* [[User:WiSo|WiSo]]: Everything Win32 (SDL, not DirectX)
 
=Contact methods=
These are developers forums for XBMC development, (programmers/coders only!).<br>
Respect, these are not for posting feature-requests or end-user support requests!
* IRC: [irc://irc.freenode.net/xbmc-osx #xbmc-osx on freenode] official [http://freenode.net IRC network channel] for the XBMC Mac OS X port
* IRC: [irc://irc.freenode.net/xbmc-linux #xbmc-linux on freenode] official [http://freenode.net IRC network channel] for the XBMC Linux port project
**(You may also sometimes find developers hanging out at [irc://irc.freenode.net/xbmc #xbmc on freenode])
* [http://forum.xbmc.org/forumdisplay.php?f=57 XBMC for Mac OS X port Community-Forum for developers only]
** [http://forum.xbmc.org/forumdisplay.php?f=56 XBMC for Mac OS X port Community-Forum for end-users (unmoderated so far)]
* [http://forum.xbmc.org/forumdisplay.php?f=41 XBMC for Linux port Community-Forum for developers only]
** [http://forum.xbmc.org/forumdisplay.php?f=52 XBMC for Linux port Community-Forum for end-users (unmoderated so far)]
* [http://forum.xbmc.org/forumdisplay.php?f=58 XBMC for Windows port Community-Forum for developers only]
** [http://forum.xbmc.org/forumdisplay.php?f=59 XBMC for Windows port Community-Forum for end-users (unmoderated so far)]
 
* [[HOW-TO submit a patch]] (where and how to submit source code)
 
[[category:Inner Workings]]
[[category:Development]]
[[category:Skin Development]]
[[category:Linux]]
[[category:Mac OS X]]
[[category:OpenGL]]
[[category:To-Do]]
[[category:Google Summer of Code]]

Latest revision as of 20:22, 7 December 2020

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Development:

Team Kodi (formerly called Team-XBMC) first ported XBMC Media Center software to Mac OS X in 2008, and the whole project cross-platform application was renamed to Kodi in 2014. Kodi itself is a huge open source project and it takes loads of people working together to maintain it for all platforms, that is why Team Kodi is always on the lookout for C/C++ programmers to volunteer in assisting us with the development of Kodi. Whether you have contributed to the Kodi/XBMC project in the past or not, please consider doing so now.


End-users (non-programmers)

You can help too by downloading Kodi for OS X, testing it, and reporting bugs and issues. Also, spread the word about Kodi for OS X (and other platforms) to your friends and family, we are sure they will enjoy it too.

Developers (programmers)

You should be proficient in C/C++ programming language, and although not really required knowledge of OpenGL or other multimedia programming is a plus, as well as prior cross-platform or porting development experience.

The Mac OS X development platform is Compiling Kodi.

Hardware requirements

Detailed technical information

For more details please visit the Development section of this manual.

Source code

The Kodi source code is in the XBMC Foundation git repository on github.com. Full instructions for compiling/builing Kodi under Mac is available here: