docs/README-macosx.md
author Sam Lantinga <slouken@libsdl.org>
Wed, 19 Oct 2016 20:50:33 -0700
changeset 10556 007dfe83abf8
parent 10361 de0c0d037e71
child 11365 a9bd2625fa01
permissions -rw-r--r--
Fixed bug 3460 - docs/README-macosx.md: g++fat.sh should be g++-fat.sh in universal build command

Elisée Maurer

I scratched my head for a while until I realized there's a typo in the command listed in the instructions for universal Mac builds: https://hg.libsdl.org/SDL/file/c1bb718f6c3f/docs/README-macosx.md#l24

It should say `g++-fat.sh` but instead it says `g++fat.sh`, which makes `./configure` fail with a C++ preprocessor error.
     1 Mac OS X
     2 ==============================================================================
     3 
     4 These instructions are for people using Apple's Mac OS X (pronounced
     5 "ten").
     6 
     7 From the developer's point of view, OS X is a sort of hybrid Mac and
     8 Unix system, and you have the option of using either traditional
     9 command line tools or Apple's IDE Xcode.
    10 
    11 To build SDL using the command line, use the standard configure and make
    12 process:
    13 
    14     ./configure
    15     make
    16     sudo make install
    17 
    18 You can also build SDL as a Universal library (a single binary for both
    19 32-bit and 64-bit Intel architectures), on Mac OS X 10.7 and newer, by using
    20 the gcc-fat.sh script in build-scripts:
    21 
    22     mkdir mybuild
    23     cd mybuild
    24     CC=$PWD/../build-scripts/gcc-fat.sh CXX=$PWD/../build-scripts/g++-fat.sh ../configure
    25     make
    26     sudo make install
    27 
    28 This script builds SDL with 10.5 ABI compatibility on i386 and 10.6
    29 ABI compatibility on x86_64 architectures.  For best compatibility you
    30 should compile your application the same way.
    31 
    32 Please note that building SDL requires at least Xcode 4.6 and the 10.7 SDK
    33 (even if you target back to 10.5 systems). PowerPC support for Mac OS X has
    34 been officially dropped as of SDL 2.0.2.
    35 
    36 To use the library once it's built, you essential have two possibilities:
    37 use the traditional autoconf/automake/make method, or use Xcode.
    38 
    39 ==============================================================================
    40 Caveats for using SDL with Mac OS X
    41 ==============================================================================
    42 
    43 Some things you have to be aware of when using SDL on Mac OS X:
    44 
    45 - If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
    46   SDL will not register its own. This means that SDL will not terminate using
    47   SDL_Quit if it receives a termination request, it will terminate like a 
    48   normal app, and it will not send a SDL_DROPFILE when you request to open a
    49   file with the app. To solve these issues, put the following code in your 
    50   NSApplicationDelegate implementation:
    51 
    52 
    53     - (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
    54     {
    55         if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) {
    56             SDL_Event event;
    57             event.type = SDL_QUIT;
    58             SDL_PushEvent(&event);
    59         }
    60     
    61         return NSTerminateCancel;
    62     }
    63     
    64     - (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
    65     {
    66         if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) {
    67             SDL_Event event;
    68             event.type = SDL_DROPFILE;
    69             event.drop.file = SDL_strdup([filename UTF8String]);
    70             return (SDL_PushEvent(&event) > 0);
    71         }
    72     
    73         return NO;
    74     }
    75 
    76 ==============================================================================
    77 Using the Simple DirectMedia Layer with a traditional Makefile
    78 ==============================================================================
    79 
    80 An existing autoconf/automake build system for your SDL app has good chances
    81 to work almost unchanged on OS X. However, to produce a "real" Mac OS X binary
    82 that you can distribute to users, you need to put the generated binary into a
    83 so called "bundle", which basically is a fancy folder with a name like
    84 "MyCoolGame.app".
    85 
    86 To get this build automatically, add something like the following rule to
    87 your Makefile.am:
    88 
    89     bundle_contents = APP_NAME.app/Contents
    90     APP_NAME_bundle: EXE_NAME
    91     	mkdir -p $(bundle_contents)/MacOS
    92     	mkdir -p $(bundle_contents)/Resources
    93     	echo "APPL????" > $(bundle_contents)/PkgInfo
    94     	$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
    95 
    96 You should replace EXE_NAME with the name of the executable. APP_NAME is what
    97 will be visible to the user in the Finder. Usually it will be the same
    98 as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME 
    99 usually is "TestGame". You might also want to use `@PACKAGE@` to use the package
   100 name as specified in your configure.in file.
   101 
   102 If your project builds more than one application, you will have to do a bit
   103 more. For each of your target applications, you need a separate rule.
   104 
   105 If you want the created bundles to be installed, you may want to add this
   106 rule to your Makefile.am:
   107 
   108     install-exec-hook: APP_NAME_bundle
   109     	rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
   110     	mkdir -p $(DESTDIR)$(prefix)/Applications/
   111     	cp -r $< /$(DESTDIR)$(prefix)Applications/
   112 
   113 This rule takes the Bundle created by the rule from step 3 and installs them
   114 into "$(DESTDIR)$(prefix)/Applications/".
   115 
   116 Again, if you want to install multiple applications, you will have to augment
   117 the make rule accordingly.
   118 
   119 
   120 But beware! That is only part of the story! With the above, you end up with
   121 a bare bone .app bundle, which is double clickable from the Finder. But
   122 there are some more things you should do before shipping your product...
   123 
   124 1) The bundle right now probably is dynamically linked against SDL. That 
   125    means that when you copy it to another computer, *it will not run*,
   126    unless you also install SDL on that other computer. A good solution
   127    for this dilemma is to static link against SDL. On OS X, you can
   128    achieve that by linking against the libraries listed by
   129 
   130        sdl-config --static-libs
   131 
   132    instead of those listed by
   133 
   134        sdl-config --libs
   135 
   136    Depending on how exactly SDL is integrated into your build systems, the
   137    way to achieve that varies, so I won't describe it here in detail
   138 
   139 2) Add an 'Info.plist' to your application. That is a special XML file which
   140    contains some meta-information about your application (like some copyright
   141    information, the version of your app, the name of an optional icon file,
   142    and other things). Part of that information is displayed by the Finder
   143    when you click on the .app, or if you look at the "Get Info" window.
   144    More information about Info.plist files can be found on Apple's homepage.
   145 
   146 
   147 As a final remark, let me add that I use some of the techniques (and some
   148 variations of them) in Exult and ScummVM; both are available in source on
   149 the net, so feel free to take a peek at them for inspiration!
   150 
   151 
   152 ==============================================================================
   153 Using the Simple DirectMedia Layer with Xcode
   154 ==============================================================================
   155 
   156 These instructions are for using Apple's Xcode IDE to build SDL applications.
   157 
   158 - First steps
   159 
   160 The first thing to do is to unpack the Xcode.tar.gz archive in the
   161 top level SDL directory (where the Xcode.tar.gz archive resides).
   162 Because Stuffit Expander will unpack the archive into a subdirectory,
   163 you should unpack the archive manually from the command line:
   164 
   165     cd [path_to_SDL_source]
   166     tar zxf Xcode.tar.gz
   167 
   168 This will create a new folder called Xcode, which you can browse
   169 normally from the Finder.
   170 
   171 - Building the Framework
   172 
   173 The SDL Library is packaged as a framework bundle, an organized
   174 relocatable folder hierarchy of executable code, interface headers,
   175 and additional resources. For practical purposes, you can think of a 
   176 framework as a more user and system-friendly shared library, whose library
   177 file behaves more or less like a standard UNIX shared library.
   178 
   179 To build the framework, simply open the framework project and build it. 
   180 By default, the framework bundle "SDL.framework" is installed in 
   181 /Library/Frameworks. Therefore, the testers and project stationary expect
   182 it to be located there. However, it will function the same in any of the
   183 following locations:
   184 
   185     ~/Library/Frameworks
   186     /Local/Library/Frameworks
   187     /System/Library/Frameworks
   188 
   189 - Build Options
   190     There are two "Build Styles" (See the "Targets" tab) for SDL.
   191     "Deployment" should be used if you aren't tweaking the SDL library.
   192     "Development" should be used to debug SDL apps or the library itself.
   193 
   194 - Building the Testers
   195     Open the SDLTest project and build away!
   196 
   197 - Using the Project Stationary
   198     Copy the stationary to the indicated folders to access it from
   199     the "New Project" and "Add target" menus. What could be easier?
   200 
   201 - Setting up a new project by hand
   202     Some of you won't want to use the Stationary so I'll give some tips:
   203     * Create a new "Cocoa Application"
   204     * Add src/main/macosx/SDLMain.m , .h and .nib to your project
   205     * Remove "main.c" from your project
   206     * Remove "MainMenu.nib" from your project
   207     * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
   208     * Add "$(HOME)/Library/Frameworks" to the frameworks search path
   209     * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
   210     * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
   211     * Add your files
   212     * Clean and build
   213 
   214 - Building from command line
   215     Use pbxbuild in the same directory as your .pbproj file
   216 
   217 - Running your app
   218     You can send command line args to your app by either invoking it from
   219     the command line (in *.app/Contents/MacOS) or by entering them in the
   220     "Executables" panel of the target settings.
   221     
   222 - Implementation Notes
   223     Some things that may be of interest about how it all works...
   224     * Working directory
   225         As defined in the SDL_main.m file, the working directory of your SDL app
   226         is by default set to its parent. You may wish to change this to better
   227         suit your needs.
   228     * You have a Cocoa App!
   229         Your SDL app is essentially a Cocoa application. When your app
   230         starts up and the libraries finish loading, a Cocoa procedure is called,
   231         which sets up the working directory and calls your main() method.
   232         You are free to modify your Cocoa app with generally no consequence 
   233         to SDL. You cannot, however, easily change the SDL window itself.
   234         Functionality may be added in the future to help this.
   235 
   236 
   237 Known bugs are listed in the file "BUGS.txt".