README-macosx.txt
author Philipp Wiesemann <philipp.wiesemann@arcor.de>
Sun, 04 Aug 2013 23:38:25 +0200
changeset 7575 930f21eaacd7
parent 7222 2435b221d77d
child 7801 f00cc0a8cd5d
permissions -rw-r--r--
Added missing function prototype and changed its signature.
Signature was changed to prevent a header for SDL_GLContext.
     1 ==============================================================================
     2 Using the Simple DirectMedia Layer with Mac OS X
     3 ==============================================================================
     4 
     5 These instructions are for people using Apple's Mac OS X (pronounced
     6 "ten").
     7 
     8 From the developer's point of view, OS X is a sort of hybrid Mac and
     9 Unix system, and you have the option of using either traditional
    10 command line tools or Apple's IDE Xcode.
    11 
    12 To build SDL using the command line, use the standard configure and make
    13 process:
    14 
    15 	./configure
    16 	make
    17 	sudo make install
    18 
    19 You can also build SDL as a Universal library (a single binary for both
    20 PowerPC and Intel architectures), on Mac OS X 10.4 and newer, by using
    21 the fatbuild.sh script in build-scripts:
    22 	sh build-scripts/fatbuild.sh
    23 	sudo build-scripts/fatbuild.sh install
    24 This script builds SDL with 10.2 ABI compatibility on PowerPC and 10.4
    25 ABI compatibility on Intel architectures.  For best compatibility you
    26 should compile your application the same way.  A script which wraps
    27 gcc to make this easy is provided in test/gcc-fat.sh
    28 
    29 To use the library once it's built, you essential have two possibilities:
    30 use the traditional autoconf/automake/make method, or use Xcode.
    31 
    32 ==============================================================================
    33 Using the Simple DirectMedia Layer with a traditional Makefile
    34 ==============================================================================
    35 
    36 An existing autoconf/automake build system for your SDL app has good chances
    37 to work almost unchanged on OS X. However, to produce a "real" Mac OS X binary
    38 that you can distribute to users, you need to put the generated binary into a
    39 so called "bundle", which basically is a fancy folder with a name like
    40 "MyCoolGame.app".
    41 
    42 To get this build automatically, add something like the following rule to
    43 your Makefile.am:
    44 
    45 bundle_contents = APP_NAME.app/Contents
    46 APP_NAME_bundle: EXE_NAME
    47 	mkdir -p $(bundle_contents)/MacOS
    48 	mkdir -p $(bundle_contents)/Resources
    49 	echo "APPL????" > $(bundle_contents)/PkgInfo
    50 	$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
    51 
    52 You should replace EXE_NAME with the name of the executable. APP_NAME is what
    53 will be visible to the user in the Finder. Usually it will be the same
    54 as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME 
    55 usually is "TestGame". You might also want to use @PACKAGE@ to use the package
    56 name as specified in your configure.in file.
    57 
    58 If your project builds more than one application, you will have to do a bit
    59 more. For each of your target applications, you need a separate rule.
    60 
    61 If you want the created bundles to be installed, you may want to add this
    62 rule to your Makefile.am:
    63 
    64 install-exec-hook: APP_NAME_bundle
    65 	rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
    66 	mkdir -p $(DESTDIR)$(prefix)/Applications/
    67 	cp -r $< /$(DESTDIR)$(prefix)Applications/
    68 
    69 This rule takes the Bundle created by the rule from step 3 and installs them
    70 into $(DESTDIR)$(prefix)/Applications/.
    71 
    72 Again, if you want to install multiple applications, you will have to augment
    73 the make rule accordingly.
    74 
    75 
    76 But beware! That is only part of the story! With the above, you end up with
    77 a bare bone .app bundle, which is double clickable from the Finder. But
    78 there are some more things you should do before shipping your product...
    79 
    80 1) The bundle right now probably is dynamically linked against SDL. That 
    81    means that when you copy it to another computer, *it will not run*,
    82    unless you also install SDL on that other computer. A good solution
    83    for this dilemma is to static link against SDL. On OS X, you can
    84    achieve that by linking against the libraries listed by
    85      sdl-config --static-libs
    86    instead of those listed by
    87      sdl-config --libs
    88    Depending on how exactly SDL is integrated into your build systems, the
    89    way to achieve that varies, so I won't describe it here in detail
    90 2) Add an 'Info.plist' to your application. That is a special XML file which
    91    contains some meta-information about your application (like some copyright
    92    information, the version of your app, the name of an optional icon file,
    93    and other things). Part of that information is displayed by the Finder
    94    when you click on the .app, or if you look at the "Get Info" window.
    95    More information about Info.plist files can be found on Apple's homepage.
    96 
    97 
    98 As a final remark, let me add that I use some of the techniques (and some
    99 variations of them) in Exult and ScummVM; both are available in source on
   100 the net, so feel free to take a peek at them for inspiration!
   101 
   102 
   103 ==============================================================================
   104 Using the Simple DirectMedia Layer with Xcode
   105 ==============================================================================
   106 
   107 These instructions are for using Apple's Xcode IDE to build SDL applications.
   108 
   109 - First steps
   110 
   111 The first thing to do is to unpack the Xcode.tar.gz archive in the
   112 top level SDL directory (where the Xcode.tar.gz archive resides).
   113 Because Stuffit Expander will unpack the archive into a subdirectory,
   114 you should unpack the archive manually from the command line:
   115 	cd [path_to_SDL_source]
   116 	tar zxf Xcode.tar.gz
   117 This will create a new folder called Xcode, which you can browse
   118 normally from the Finder.
   119 
   120 - Building the Framework
   121 
   122 The SDL Library is packaged as a framework bundle, an organized
   123 relocatable folder hierarchy of executable code, interface headers,
   124 and additional resources. For practical purposes, you can think of a 
   125 framework as a more user and system-friendly shared library, whose library
   126 file behaves more or less like a standard UNIX shared library.
   127 
   128 To build the framework, simply open the framework project and build it. 
   129 By default, the framework bundle "SDL.framework" is installed in 
   130 /Library/Frameworks. Therefore, the testers and project stationary expect
   131 it to be located there. However, it will function the same in any of the
   132 following locations:
   133 
   134     ~/Library/Frameworks
   135     /Local/Library/Frameworks
   136     /System/Library/Frameworks
   137 
   138 - Build Options
   139     There are two "Build Styles" (See the "Targets" tab) for SDL.
   140     "Deployment" should be used if you aren't tweaking the SDL library.
   141     "Development" should be used to debug SDL apps or the library itself.
   142 
   143 - Building the Testers
   144     Open the SDLTest project and build away!
   145 
   146 - Using the Project Stationary
   147     Copy the stationary to the indicated folders to access it from
   148     the "New Project" and "Add target" menus. What could be easier?
   149 
   150 - Setting up a new project by hand
   151     Some of you won't want to use the Stationary so I'll give some tips:
   152     * Create a new "Cocoa Application"
   153     * Add src/main/macosx/SDLMain.m , .h and .nib to your project
   154     * Remove "main.c" from your project
   155     * Remove "MainMenu.nib" from your project
   156     * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
   157     * Add "$(HOME)/Library/Frameworks" to the frameworks search path
   158     * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
   159     * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
   160     * Add your files
   161     * Clean and build
   162 
   163 - Building from command line
   164     Use pbxbuild in the same directory as your .pbproj file
   165 
   166 - Running your app
   167     You can send command line args to your app by either invoking it from
   168     the command line (in *.app/Contents/MacOS) or by entering them in the
   169     "Executables" panel of the target settings.
   170     
   171 - Implementation Notes
   172     Some things that may be of interest about how it all works...
   173     * Working directory
   174         As defined in the SDL_main.m file, the working directory of your SDL app
   175         is by default set to its parent. You may wish to change this to better
   176         suit your needs.
   177     * You have a Cocoa App!
   178         Your SDL app is essentially a Cocoa application. When your app
   179         starts up and the libraries finish loading, a Cocoa procedure is called,
   180         which sets up the working directory and calls your main() method.
   181         You are free to modify your Cocoa app with generally no consequence 
   182         to SDL. You cannot, however, easily change the SDL window itself.
   183         Functionality may be added in the future to help this.
   184 
   185 
   186 Known bugs are listed in the file "BUGS"