README.MacOSX
author Sam Lantinga <slouken@libsdl.org>
Sun, 14 Oct 2001 19:49:02 +0000
changeset 205 13161d3d349d
parent 199 2ad0957f6265
child 207 c03846dd489b
permissions -rw-r--r--
Added double-buffering support for SVGAlib (thanks Kutak!)
     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 ProjectBuilder (PB).
    11 
    12 To build using the command line, use the standard configure and make
    13 process:
    14 
    15 	./configure
    16 	make
    17 	make install
    18 
    19 (You may need to create the subdirs of /usr/local manually.)
    20 
    21 To use the library once it's built, you essential have two possibilities:
    22 use the traditional autoconf/automake/make method, or use Apple's Project Builder.
    23 
    24 ==============================================================================
    25 Using the Simple DirectMedia Layer with a traditional Makefile
    26 ==============================================================================
    27 
    28 In the following, it will be mostly assumed that you are using autoconf and
    29 automake to setup your SDL project, and furthermore that you use the AM_PATH_SDL
    30 macro provided by SDL in sdl.m4. If you are not using these tools, you can
    31 still use SDL but it will be somewhat hard to get running.
    32 
    33 Only step 1) is really required to get started, but for full OS X support you
    34 will want to do the other steps, too.
    35 
    36 1) Update your acinclude.m4 file in case you have copied an older version of
    37    sdl.m4 into it. This is essential as AM_PATH_SDL now performs some additional
    38    tasks when used on MacOS X
    39 
    40    Rationale: AM_PATH_SDL copies /usr/local/share/sdl/Info.plist and the folder
    41    /usr/local/share/sdl/SDL_main.nib/ into the directory where configure is invoked.
    42    This is essential for the configure script to be able to run the test code
    43    that detects SDL.
    44 
    45 2) Copy SDL's Info.plist.in file (from src/main/macosx) into your project's main
    46    folder (the same spot that your configure.in sits), and edit it to suite your
    47    needs. Then add it to your AC_OUTPUT list in configure.in
    48 
    49    Rationale: The Info.plist file can be used to specify an icon file for
    50    your app, and also to provide a human readable version/copyright string
    51    and other meta-information to the user via the Finder's Get Info dialog.
    52 
    53 3) Add something like the following rule to your Makefile.am:
    54 
    55 bundle_contents = APP_NAME.app/Contents
    56 APP_NAME_bundle: EXE_NAME
    57 	mkdir -p $(bundle_contents)/MacOS
    58 	mkdir -p $(bundle_contents)/Resources
    59 	mkdir -p $(bundle_contents)/Resources/SDL_main.nib
    60 	echo "APPL????" > $(bundle_contents)/PkgInfo
    61 	$(INSTALL_DATA) Info.plist $(bundle_contents)/
    62 	$(INSTALL_DATA) SDL_main.nib/*.nib $(bundle_contents)/Resources/SDLMain.nib
    63 	$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
    64 
    65    You should replace EXE_NAME with the name of the executable. APP_NAME is what
    66    will be visible to the user in the Finder. Usually it will be the same
    67    as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME 
    68    usually is "TestGame". You might also want to use @PACKAGE@ to use the package
    69    name as specified in your configure.in file.
    70 
    71    If your project builds more than one application, you will have to do a bit more.
    72    For each of your target applications, you need a seperate rule. Furthermore, each
    73    needs its own Info.plist file, since that has to contain the exact name of the 
    74    executable (i.e. EXE_NAME above). One way to do that is to use sed in your make rules
    75    and modify a single master Info.plist.
    76 
    77    Rationale: on Mac OS X, executables have to be put into so-called "bundles".
    78    The make rule given above will construct such a bundle around the executable
    79    for you. You need to make a copy of it for each target application.
    80 
    81 4) If you want the create bundles to be installed, you may want to add this
    82    rule to your Makefile.am:
    83 
    84 install-exec-hook: APP_NAME_bundle
    85 	rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
    86 	mkdir -p $(DESTDIR)$(prefix)/Applications/
    87 	cp -r $< /$(DESTDIR)$(prefix)Applications/
    88 
    89    This rule takes the Bundle created by the rule from step 3 and installs them
    90    into $(DESTDIR)$(prefix)/Applications/.
    91 
    92    Again, if you want to install multiple applications, you will have to augment
    93    the make rule accordingly.
    94 
    95 
    96 ==============================================================================
    97 Using the Simple DirectMedia Layer with Project Builder
    98 ==============================================================================
    99 
   100 These instructions are for using Apple's Project Builder IDE to build SDL applications.
   101 
   102 - First steps
   103 
   104 The first thing to do is to unpack the PBProjects.tar.gz archive in the
   105 top level SDL directory (where the PBProjects.tar.gz archive resides).
   106 Because Stuffit Expander will unpack the archive into a subdirectory,
   107 you should unpack the archive manually from the command line:
   108 	cd [path_to_SDL_source]
   109 	tar zxf PBProjects.tar.gz
   110 This will create a new folder called PBProjects, which you can browse
   111 normally from the Finder.
   112 
   113 - Building the Framework
   114 
   115 The SDL Library is packaged as a framework bundle, an organized
   116 relocatable folder heirarchy of executible code, interface headers, 
   117 and additional resources. For practical purposes, you can think of a 
   118 framework as a more user and system-friendly shared library, whose library
   119 file behaves more or less like a standard UNIX shared library.
   120 
   121 To build the framework, simply open the framework project and build it. 
   122 By default, the framework bundle "SDL.framework" is installed in 
   123 ~/Library/Frameworks. Therefore, the testers and project stationary expect
   124 it to be located there. However, it will function the same in any of the
   125 following locations:
   126 
   127     ~/Library/Frameworks
   128     /Local/Library/Frameworks
   129     /System/Library/Frameworks
   130 
   131 - Build Options
   132     There are two "Build Styles" (See the "Targets" tab) for SDL.
   133     "Deployment" should be used if you aren't tweaking the SDL library.
   134     "Development" should be used to debug SDL apps or the library itself.
   135 
   136 - Building the Testers
   137     Open the SDLTest project and build away!
   138 
   139 - Using the Project Stationary
   140     Copy the stationary to the indicated folders to access it from
   141     the "New Project" and "Add target" menus. What could be easier?
   142 
   143 - Setting up a new project by hand
   144     Some of you won't want to use the Stationary so I'll give some tips:
   145     * Create a new "Cocoa Application"
   146     * Add src/main/macosx/SDL_main.m , .h and .nib to your project
   147     * Remove "main.c" from your project
   148     * Remove "MainMenu.nib" from your project
   149     * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
   150     * Add "$(HOME)/Library/Frameworks" to the frameworks search path
   151     * Add "-framework SDL" to the "OTHER_LDFLAGS" variable
   152     * Set the "Main Nib File" under "Application Settings" to "SDL_main.nib"
   153     * Add your files
   154     * Clean and build
   155 
   156 - Building from command line
   157     Use pbxbuild in the same directory as your .pbproj file
   158          
   159 - Running your app
   160     You can send command line args to your app by either invoking it from
   161     the command line (in *.app/Contents/MacOS) or by entering them in the
   162     "Executibles" panel of the target settings.
   163     
   164 - Implementation Notes
   165     Some things that may be of interest about how it all works...
   166     * Working directory
   167         As defined in the SDL_main.m file, the working directory of your SDL app
   168         is by default set to its parent. You may wish to change this to better
   169         suit your needs.
   170     * You have a Cocoa App!
   171         Your SDL app is essentially a Cocoa application. When your app
   172         starts up and the libraries finish loading, a Cocoa procedure is called,
   173         which sets up the working directory and calls your main() method.
   174         You are free to modify your Cocoa app with generally no consequence 
   175         to SDL. You cannot, however, easily change the SDL window itself.
   176         Functionality may be added in the future to help this.
   177     * My development setup:
   178         I am using version 1.0.1 (v63.0) of Project Builder on MacOS X 10.0.3,
   179         from the Developer Tools CD for May 2001.
   180         As of May 31 2001, Apple hasn't released this version of the tools to the public, 
   181         but I expect that things will still work on older versions.
   182         
   183 Known bugs are listed in the file "BUGS"
   184  LocalWords:  Stuffit