Skip to content

Latest commit

 

History

History
186 lines (147 loc) · 8.09 KB

README.MacOSX

File metadata and controls

186 lines (147 loc) · 8.09 KB
 
Apr 26, 2001
Apr 26, 2001
1
2
3
4
5
6
7
8
9
==============================================================================
Using the Simple DirectMedia Layer with Mac OS X
==============================================================================
These instructions are for people using Apple's Mac OS X (pronounced
"ten").
From the developer's point of view, OS X is a sort of hybrid Mac and
Unix system, and you have the option of using either traditional
Dec 6, 2004
Dec 6, 2004
10
command line tools or Apple's IDE Xcode.
Apr 26, 2001
Apr 26, 2001
11
Mar 4, 2004
Mar 4, 2004
12
To build SDL using the command line, use the standard configure and make
Apr 26, 2001
Apr 26, 2001
13
14
15
16
process:
./configure
make
Mar 4, 2004
Mar 4, 2004
17
sudo make install
Apr 26, 2001
Apr 26, 2001
18
Apr 22, 2006
Apr 22, 2006
19
20
21
22
23
You can also build SDL as a Universal library (a single binary for both
PowerPC and Intel architectures), on Mac OS X 10.4 and newer, by using
the fatbuild.sh script in build-scripts:
sh build-scripts/fatbuild.sh
sudo build-scripts/fatbuild.sh install
May 16, 2006
May 16, 2006
24
25
26
27
This script builds SDL with 10.2 ABI compatibility on PowerPC and 10.4
ABI compatibility on Intel architectures. For best compatibility you
should compile your application the same way. A script which wraps
gcc to make this easy is provided in test/gcc-fat.sh
Apr 26, 2001
Apr 26, 2001
28
Sep 11, 2001
Sep 11, 2001
29
To use the library once it's built, you essential have two possibilities:
Apr 22, 2006
Apr 22, 2006
30
use the traditional autoconf/automake/make method, or use Xcode.
Sep 11, 2001
Sep 11, 2001
31
32
33
34
35
==============================================================================
Using the Simple DirectMedia Layer with a traditional Makefile
==============================================================================
Nov 2, 2001
Nov 2, 2001
36
An existing autoconf/automake build system for your SDL app has good chances
Apr 13, 2006
Apr 13, 2006
37
to work almost unchanged on OS X. However, to produce a "real" Mac OS X binary
Nov 2, 2001
Nov 2, 2001
38
39
40
that you can distribute to users, you need to put the generated binary into a
so called "bundle", which basically is a fancy folder with a name like
"MyCoolGame.app".
Sep 11, 2001
Sep 11, 2001
41
Nov 2, 2001
Nov 2, 2001
42
43
To get this build automatically, add something like the following rule to
your Makefile.am:
Sep 11, 2001
Sep 11, 2001
44
Sep 23, 2001
Sep 23, 2001
45
46
47
48
49
50
bundle_contents = APP_NAME.app/Contents
APP_NAME_bundle: EXE_NAME
mkdir -p $(bundle_contents)/MacOS
mkdir -p $(bundle_contents)/Resources
echo "APPL????" > $(bundle_contents)/PkgInfo
$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
Sep 11, 2001
Sep 11, 2001
51
Nov 2, 2001
Nov 2, 2001
52
53
54
55
56
You should replace EXE_NAME with the name of the executable. APP_NAME is what
will be visible to the user in the Finder. Usually it will be the same
as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME
usually is "TestGame". You might also want to use @PACKAGE@ to use the package
name as specified in your configure.in file.
Sep 11, 2001
Sep 11, 2001
57
Nov 2, 2001
Nov 2, 2001
58
59
If your project builds more than one application, you will have to do a bit
more. For each of your target applications, you need a seperate rule.
Sep 11, 2001
Sep 11, 2001
60
Nov 2, 2001
Nov 2, 2001
61
62
If you want the created bundles to be installed, you may want to add this
rule to your Makefile.am:
Sep 11, 2001
Sep 11, 2001
63
Sep 23, 2001
Sep 23, 2001
64
65
66
67
install-exec-hook: APP_NAME_bundle
rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
mkdir -p $(DESTDIR)$(prefix)/Applications/
cp -r $< /$(DESTDIR)$(prefix)Applications/
Sep 11, 2001
Sep 11, 2001
68
Nov 2, 2001
Nov 2, 2001
69
70
This rule takes the Bundle created by the rule from step 3 and installs them
into $(DESTDIR)$(prefix)/Applications/.
Sep 11, 2001
Sep 11, 2001
71
Nov 2, 2001
Nov 2, 2001
72
73
Again, if you want to install multiple applications, you will have to augment
the make rule accordingly.
Sep 11, 2001
Sep 11, 2001
74
Apr 26, 2001
Apr 26, 2001
75
Mar 4, 2004
Mar 4, 2004
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
But beware! That is only part of the story! With the above, you end up with
a bare bone .app bundle, which is double clickable from the Finder. But
there are some more things you should do before shipping yor product...
1) The bundle right now probably is dynamically linked against SDL. That
means that when you copy it to another computer, *it will not run*,
unless you also install SDL on that other computer. A good solution
for this dilemma is to static link against SDL. On OS X, you can
achieve that by linkinag against the libraries listed by
sdl-config --static-libs
instead of those listed by
sdl-config --libs
Depending on how exactly SDL is integrated into your build systems, the
way to achieve that varies, so I won't describe it here in detail
2) Add an 'Info.plist' to your application. That is a special XML file which
contains some meta-information about your application (like some copyright
information, the version of your app, the name of an optional icon file,
and other things). Part of that information is displayed by the Finder
when you click on the .app, or if you look at the "Get Info" window.
More information about Info.plist files can be found on Apple's homepage.
As a final remark, let me add that I use some of the techniques (and some
variations of them) in Exult and ScummVM; both are available in source on
the net, so feel free to take a peek at them for inspiration!
Jun 7, 2001
Jun 7, 2001
103
==============================================================================
Dec 6, 2004
Dec 6, 2004
104
Using the Simple DirectMedia Layer with Xcode
Jun 7, 2001
Jun 7, 2001
105
106
==============================================================================
Dec 6, 2004
Dec 6, 2004
107
These instructions are for using Apple's Xcode IDE to build SDL applications.
Jun 7, 2001
Jun 7, 2001
108
Jun 10, 2001
Jun 10, 2001
109
110
- First steps
Dec 6, 2004
Dec 6, 2004
111
112
The first thing to do is to unpack the Xcode.tar.gz archive in the
top level SDL directory (where the Xcode.tar.gz archive resides).
Jun 10, 2001
Jun 10, 2001
113
114
115
Because Stuffit Expander will unpack the archive into a subdirectory,
you should unpack the archive manually from the command line:
cd [path_to_SDL_source]
Dec 6, 2004
Dec 6, 2004
116
117
tar zxf Xcode.tar.gz
This will create a new folder called Xcode, which you can browse
Jun 10, 2001
Jun 10, 2001
118
119
normally from the Finder.
Jun 7, 2001
Jun 7, 2001
120
121
122
123
124
125
126
127
128
129
- Building the Framework
The SDL Library is packaged as a framework bundle, an organized
relocatable folder heirarchy of executible code, interface headers,
and additional resources. For practical purposes, you can think of a
framework as a more user and system-friendly shared library, whose library
file behaves more or less like a standard UNIX shared library.
To build the framework, simply open the framework project and build it.
By default, the framework bundle "SDL.framework" is installed in
Dec 6, 2004
Dec 6, 2004
130
/Library/Frameworks. Therefore, the testers and project stationary expect
Jun 7, 2001
Jun 7, 2001
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
it to be located there. However, it will function the same in any of the
following locations:
~/Library/Frameworks
/Local/Library/Frameworks
/System/Library/Frameworks
- Build Options
There are two "Build Styles" (See the "Targets" tab) for SDL.
"Deployment" should be used if you aren't tweaking the SDL library.
"Development" should be used to debug SDL apps or the library itself.
- Building the Testers
Open the SDLTest project and build away!
- Using the Project Stationary
Copy the stationary to the indicated folders to access it from
the "New Project" and "Add target" menus. What could be easier?
Apr 26, 2001
Apr 26, 2001
149
Jun 7, 2001
Jun 7, 2001
150
151
152
- Setting up a new project by hand
Some of you won't want to use the Stationary so I'll give some tips:
* Create a new "Cocoa Application"
Oct 16, 2001
Oct 16, 2001
153
* Add src/main/macosx/SDLMain.m , .h and .nib to your project
Jun 7, 2001
Jun 7, 2001
154
155
156
157
* Remove "main.c" from your project
* Remove "MainMenu.nib" from your project
* Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
* Add "$(HOME)/Library/Frameworks" to the frameworks search path
Oct 16, 2001
Oct 16, 2001
158
159
* Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
* Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
Jun 7, 2001
Jun 7, 2001
160
161
* Add your files
* Clean and build
Apr 26, 2001
Apr 26, 2001
162
Jun 7, 2001
Jun 7, 2001
163
164
165
166
167
168
169
170
171
172
173
- Building from command line
Use pbxbuild in the same directory as your .pbproj file
- Running your app
You can send command line args to your app by either invoking it from
the command line (in *.app/Contents/MacOS) or by entering them in the
"Executibles" panel of the target settings.
- Implementation Notes
Some things that may be of interest about how it all works...
* Working directory
Sep 23, 2001
Sep 23, 2001
174
As defined in the SDL_main.m file, the working directory of your SDL app
Jun 7, 2001
Jun 7, 2001
175
176
177
178
179
180
181
182
183
is by default set to its parent. You may wish to change this to better
suit your needs.
* You have a Cocoa App!
Your SDL app is essentially a Cocoa application. When your app
starts up and the libraries finish loading, a Cocoa procedure is called,
which sets up the working directory and calls your main() method.
You are free to modify your Cocoa app with generally no consequence
to SDL. You cannot, however, easily change the SDL window itself.
Functionality may be added in the future to help this.
Oct 16, 2001
Oct 16, 2001
184
185
Apr 26, 2001
Apr 26, 2001
186
Known bugs are listed in the file "BUGS"