Windows development: Difference between revisions

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{{Current event}}
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Currently, a developer on [[Team-XBMC]] is [http://en.wikipedia.org/wiki/Porting porting] XBMC to Micosoft Windows (from 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]). The goal for this '''XBMC for Windows port project''' is this to become a full port of XBMC with [[XBMC Features and Supported Formats/Codecs|all the features and functions that are available on the Xbox version of XBMC]] ''(with the exception of Xbox exclusive functionality such as [[Using Trainers|Trainers]], launching Xbox Games, etc.)''. This is a huge task, which is why we are making this 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]


:'''Note to XBMC end-users!''' Please understand that this '''XBMC for Windows port project''' is in a very early development stage so respect that we can not accept any official bug-reports or feature/function-requests for this Windows (Win32) port yet, nor do we officially offer support to end-users. If you are an end-user and have any general questions or need to get something off your chest about this then please direct that towards the existing [http://forum.xbmc.org/forumdisplay.php?f=59 XBMC for Windows end-user forum]. If, however, you are a Windows (Win32) developer then we encourage you to keep reading to find out how you can help.
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<section begin="intro" />Team Kodi (formerly called Team-XBMC first ported XBMC Media Center software to Windows 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" />


=What is XBMC and why port it to Windows (Win32)?=
For the developers who does not know this; '''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.


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 Microsoft Windows (Win32) 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 Microsoft Windows (Win32) 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 Microsoft Windows (Win32) 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).
== End-users (non-programmers) ==
You can help too by downloading Kodi for Windows, testing it, and [[HOW-TO:Submit_a_bug_report|reporting bugs and issues]]. Also, spread the word about Kodi for Windows (and other platforms) to your friends and family, we are sure they will enjoy it too.


=Skill requirements and where to start=
== Developers (programmers) ==
Proficient in [http://en.wikipedia.org/wiki/Programming_language C/C++ programming language], and though not required knowledge of [http://en.wikipedia.org/wiki/OpenGL OpenGL] and/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 do not need to have access to an Xbox game-console or any costly special tools/software in order to take part - XBMC development is well underway on [[HOW-TO compile XBMC for Windows from source code|Microsoft Windows (32-bit for x86 Intel-processors)]].
You should be proficient in [http://en.wikipedia.org/wiki/Programming_language C/C++ programming language], and although not really required knowledge of DirextX and Direct3D (as well as [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.


==Where do I start (Win32)?==
The '''Win32 development platform''' [[Compiling Kodi]]. There are up-to-date README and [http://en.wikipedia.org/wiki/Microsoft_Visual_Studio Visual Studio .NET] project files available in our [https://github.com/xbmc/xbmc git repo].
The '''Win32 development platform''' is [[HOW-TO compile XBMC for Windows from source code|Microsoft Windows XP (32-bit for x86 Intel-processors)]]. There is a [http://en.wikipedia.org/wiki/Microsoft_Visual_Studio Visual Studio .NET 2003] project file 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 Windows from source code|README.win32]]) 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.


== Hardware requirements ==
* [http://en.wikipedia.org/wiki/X86 32-bit Intel (x86-processor) based computer] with Windows XP or Windows Vista, 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 with OpenGL or DirectX compatible video device drivers, (XBMC GUI requires at least OpenGL 1.3 or DirectX 9.0c support to run smoothly at an acceptable frame-rate in standard-definition, to run XBMC high-definition a more modern GPU is recommended).


===Hardware requirements===
== Detailed technical information ==
*Microsoft Windows XP operating with on a [http://en.wikipedia.org/wiki/X86 x86-based computer] with a [http://en.wikipedia.org/wiki/Graphics_Processing_Unit 3D GPU (Graphics Processing Unit)] that at least supports [http://en.wikipedia.org/wiki/Shader_model Shader Model 3.0] and [http://en.wikipedia.org/wiki/OpenGL OpenGL 2.0] (that features 24bpp or 32bpp for 3D hardware-acceleration support, which XBMC GUI need to run smoothly at an acceptable frame-rate). Graphic adapters that support [http://en.wikipedia.org/wiki/DirectX DirectX version 9.0c] or later usually meet all of those mentioned requirements, ([[Team-XBMC]] recommends [http://en.wikipedia.org/wiki/Nvidia NVIDIA GeForce 6150 or later] as NVIDIA are currently the manufacturer that offers [http://en.wikipedia.org/wiki/Graphics_hardware_and_FOSS good device-drivers for Linux] (and [http://en.wikipedia.org/wiki/Nvidia NVIDIA GeForce 6150 or later] supports OpenGL 2.0).
For more details please visit the [[Development]] section of this manual.


==XBMC for Windows port project FAQ for developers==
== Source code ==
===Can non-Win32 developers also help?===
The XBMC source code is in our [https://github.com/xbmc/xbmc git repository on github.com]. Full instructions for compiling/builing XBMC under Windows is available here:
XBMC can also be compiled for [HOW-TO compile XBMC for Linux from source code|Linux] and [HOW-TO compile XBMC for Mac OS X from source code|Mac OS X 10.5(Leopard)] operating-systems.
* [[Compiling Kodi]]
* [[XBMC for Linux port project]]
** [[HOW-TO compile XBMC for Linux from source code]]
* [[XBMC for Mac OS X port project]]
** [[HOW-TO compile XBMC for Mac OS X from source code]]


===Why is OpenGL 2.0 recommended for XBMC?===
== General guidelines ==
OpenGL 2.0 is not the current minimum requirement to run XBMC for Windows, 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:'''
* 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=960 Intel® Threading Building Blocks (Intel® TBB) for Windows] - 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]]
 
 
=Win32 porting=
==XBMC for Windows port plan==
''Disclaimer: This XBMC for Windows 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 Windows 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 Windows (Win32) 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.
 
 
=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])
* 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
* 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
** 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
* 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
** 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)
* 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
** 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).
* 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)
* 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.


==Win32, Linux, and Mac OS X 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.
===Linux Mentors (also lead developers)===
* [[User:Yuvalt|Yuvalt]]: Everything Linux
* [[User:Vulkanr|Vulkanr]]: Everything Linux
* [[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
====Mac OS X Mentors (also lead developers)====
* [[User:elan|elan (a.k.a. leafmuncher)]]: Everything Mac OS X
====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-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])
* 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
* [http://www.xboxmediacenter.com/forum/forumdisplay.php?f=41 XBMC for Linux port Community-Forum for developers only]
** [http://xboxmediacenter.com/forum/forumdisplay.php?f=52 XBMC for Linux port Community-Forum for end-users (unmoderated so far)]
* [http://www.xboxmediacenter.com/forum/forumdisplay.php?f=57 XBMC for Mac OS X port Community-Forum for developers only]
** [http://www.xboxmediacenter.com/forum/forumdisplay.php?f=56 XBMC for Mac OS X 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:Development]]
[[Category:Windows]]
[[category:Skin Development]]
[[Category:Manual]]
[[category:Linux]]
[[category:Microsoft Windows]]
[[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 Windows 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 Windows, testing it, and reporting bugs and issues. Also, spread the word about Kodi for Windows (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 DirextX and Direct3D (as well as OpenGL) or other multimedia programming is a plus, as well as prior cross-platform or porting development experience.

The Win32 development platform Compiling Kodi. There are up-to-date README and Visual Studio .NET project files available in our git repo.

Hardware requirements

  • 32-bit Intel (x86-processor) based computer with Windows XP or Windows Vista, and a ATI Radeon 9200/X1600, Intel GMA950, or NVIDIA 6-Series 3D GPU (Graphics Processing Unit), or later with OpenGL or DirectX compatible video device drivers, (XBMC GUI requires at least OpenGL 1.3 or DirectX 9.0c support to run smoothly at an acceptable frame-rate in standard-definition, to run XBMC high-definition a more modern GPU is recommended).

Detailed technical information

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

Source code

The XBMC source code is in our git repository on github.com. Full instructions for compiling/builing XBMC under Windows is available here:

General guidelines

  • Code documentation (DocBook, rst, or doxygen for the code documentation steps, preferably the latter, 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).
  • Fast load and boot times for end-user perception (other thing can still run/start in the background without the user knowledge)