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Hi all, it has been a while ago since the last time I created a Bluefish package for MacOS. I now have a virtual Big Sur image so I can create a Bluefish package again. However, I run into a linking problem: ld: cannot link directly with dylib/framework, your binary is not an allowed client of /Applications/Xcode.app/Contents/Developer/blah/blah How do I work around this? If I cannot link to the system python, should I include a complete python stack in the Bluefish package? (only one bluefish plugin needs libpython) |
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Replies: 3 comments 5 replies
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Yes, if you need to use Python in your app you absolutely must build it and bundle that. It's pretty painless, just add Figuring out what to bundle is a little more challenging because you need to figure out what the plugin uses. It's easy enough to include |
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Thanks, that did the trick. Compiled latest Bluefish 2.2.14 release succesfully. Had to remove a reference to #include <gtk-mac-menu.h> but without that header it still compiled fine. Core program is running, so I'll go test if everything works. |
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but that still does not include the -L~/gtk/inst/lib required to locate that library.. But I found a workaround. |
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Yes, if you need to use Python in your app you absolutely must build it and bundle that. It's pretty painless, just add
pygments
to your modules list. You needpygments
instead ofpython3
because once you include Python in the build everything that uses python uses that python andgtk-docs
needspygments
for its code-highlighting feature.Figuring out what to bundle is a little more challenging because you need to figure out what the plugin uses. It's easy enough to include
libpython.dylib
and the contents of$PREFIX/lib/python3.11/
, but do you also need the python interpreter? There's also the problem of linkage: The bundler is hardwired to use@executable_path/../Resources/lib/
. If the …