GNOME Bugzilla – Bug 584878
Integrate GEdit to Mac OS X
Last modified: 2009-11-08 19:48:17 UTC
I guess the correct subtitle for it would be : Make the dream shown on https://proxy12345.appspot.com/blogs.gnome.org/pbor/2008/12/28/gedit-on-osx/ come true. I can not find a good replacement for gedit for mac as easily extensible through python. I made a plugin for it (http://code.google.com/p/gedit-haxe-completion/) since I use a lot linux for dev tasks. However, I would like very much to use it on mac os x as well, and in an integrated manner (shortcuts, appearence), since for now I have settled with a compiled version through macports. While it does satisfy my needs for now, I would really be thrilled to see gedit emerge on the mac osx desktop, since I see it a way better tool than the app people generally compare gedit with : TextMate, which on top of it all is commercial. Since it's been shown to be possible, why not making it a reality ? I would not mind helping on dmg packaging and app crafting if need be. Maybe making a branch could do it ?
Basicly, it should compile and run on OS X without any modifications. I did some small integration stuff (like the menu), but that was only temporary and needs to be done properly. So, there are two things that need to be done: 1) Proper integration 2) Build package/app bundle The first should be pretty simple, the second may be a bit more work. The problem is to include the whole gtk+/glib/etc stack in the package, this includes a working gconf and dbus. There are some scripts available somewhere to make bundles, so that could serve as a good starting point. If you are interested in helping out, feel free to drop by on irc #gedit, I could help you setting up the build environment.
Actually, I just went ahead and did the bundle (I recently bought a new macbook and couldn't resist). You can find the installer at http://www.icecrew.nl/files/gedit/gedit-2.26.2.dmg It will not be easy to build the installer yourself since I had to make some patches to gconf and ige-mac-integration lib to make it all work. The stuff I did in gedit I should merge pretty soon. Please check out the bundle and report if you find any problems.
I have checked it, and it seems to work pretty fine, including the python plugin backend. Now, the only thing I had trouble with was adding a custom syntax file and mime description, as well as custom styles, which didn't work when editing the .app directly (might be a little ugly to tell the truth, but well...) Anyway, I could get it running the application from a terminal (open /Applications/gedit.app), with the macports environment switched on. Thank you kindly for that bundle.
You should never need to edit the .app directly. There are environment variables which can point to locations where additional data is installed (gsv and mime should regard these). The one in question here is: XDG_DATA_DIRS. I see that the gedit launcher script overrides this, I'll fix this to simply append the directory instead. You should not have to mix the .app with anything like macports.
I'm having an issue where the "show binary" flag isn't checked, and yet I still see binary files (specifically .pycs) throughout my codebase. Other than this it is excellent!
Please file a separate bug for this
Hi all, In the release note of Gnome 2.28 [1] I read: "Gedit has been ported to Mac OS X." It's not true because there's not a build of Gedit 2.28 for Windows, there's only for Gedit 2.26 and 2.27 [2]. See you. [1] http://library.gnome.org/misc/release-notes/2.28/index.html.en#rnusers.cleanup [2] http://ftp.gnome.org/pub/GNOME/binaries/mac/gedit/
I'm sorry there' an error on my message the correct version is: "It's not true because there's not a build of Gedit 2.28 for Mac OS X, there's only for Gedit 2.26 and 2.27 [2]."
1) Please file a separate bug the next time 2) The 2.28 release will have an OS X package as soon as possible
This problem has been fixed in the development version. The fix will be available in the next major software release. Thank you for your bug report.