Files now copied to build directory instead of source directory while configuring
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2 Using the Simple DirectMedia Layer with Mac OS X
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5 These instructions are for people using Apple's Mac OS X (pronounced
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).
12 To build using the command line, use the standard configure and make
19 (You may need to create the subdirs of /usr/local manually.)
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.
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25 Using the Simple DirectMedia Layer with a traditional Makefile
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28 An existing autoconf/automake build system for your SDL app has good chances
29 to work almost unchanged on OS X. However, to produce a "real" MacOS X binary
30 that you can distribute to users, you need to put the generated binary into a
31 so called "bundle", which basically is a fancy folder with a name like
34 To get this build automatically, add something like the following rule to
37 bundle_contents = APP_NAME.app/Contents
38 APP_NAME_bundle: EXE_NAME
39 mkdir -p $(bundle_contents)/MacOS
40 mkdir -p $(bundle_contents)/Resources
41 echo "APPL????" > $(bundle_contents)/PkgInfo
42 $(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
44 You should replace EXE_NAME with the name of the executable. APP_NAME is what
45 will be visible to the user in the Finder. Usually it will be the same
46 as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME
47 usually is "TestGame". You might also want to use @PACKAGE@ to use the package
48 name as specified in your configure.in file.
50 If your project builds more than one application, you will have to do a bit
51 more. For each of your target applications, you need a seperate rule.
53 If you want the created bundles to be installed, you may want to add this
54 rule to your Makefile.am:
56 install-exec-hook: APP_NAME_bundle
57 rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
58 mkdir -p $(DESTDIR)$(prefix)/Applications/
59 cp -r $< /$(DESTDIR)$(prefix)Applications/
61 This rule takes the Bundle created by the rule from step 3 and installs them
62 into $(DESTDIR)$(prefix)/Applications/.
64 Again, if you want to install multiple applications, you will have to augment
65 the make rule accordingly.
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69 Using the Simple DirectMedia Layer with Project Builder
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72 These instructions are for using Apple's Project Builder IDE to build SDL
77 The first thing to do is to unpack the PBProjects.tar.gz archive in the
78 top level SDL directory (where the PBProjects.tar.gz archive resides).
79 Because Stuffit Expander will unpack the archive into a subdirectory,
80 you should unpack the archive manually from the command line:
81 cd [path_to_SDL_source]
82 tar zxf PBProjects.tar.gz
83 This will create a new folder called PBProjects, which you can browse
84 normally from the Finder.
86 - Building the Framework
88 The SDL Library is packaged as a framework bundle, an organized
89 relocatable folder heirarchy of executible code, interface headers,
90 and additional resources. For practical purposes, you can think of a
91 framework as a more user and system-friendly shared library, whose library
92 file behaves more or less like a standard UNIX shared library.
94 To build the framework, simply open the framework project and build it.
95 By default, the framework bundle "SDL.framework" is installed in
96 ~/Library/Frameworks. Therefore, the testers and project stationary expect
97 it to be located there. However, it will function the same in any of the
101 /Local/Library/Frameworks
102 /System/Library/Frameworks
105 There are two "Build Styles" (See the "Targets" tab) for SDL.
106 "Deployment" should be used if you aren't tweaking the SDL library.
107 "Development" should be used to debug SDL apps or the library itself.
109 - Building the Testers
110 Open the SDLTest project and build away!
112 - Using the Project Stationary
113 Copy the stationary to the indicated folders to access it from
114 the "New Project" and "Add target" menus. What could be easier?
116 - Setting up a new project by hand
117 Some of you won't want to use the Stationary so I'll give some tips:
118 * Create a new "Cocoa Application"
119 * Add src/main/macosx/SDLMain.m , .h and .nib to your project
120 * Remove "main.c" from your project
121 * Remove "MainMenu.nib" from your project
122 * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
123 * Add "$(HOME)/Library/Frameworks" to the frameworks search path
124 * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
125 * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
129 - Building from command line
130 Use pbxbuild in the same directory as your .pbproj file
133 You can send command line args to your app by either invoking it from
134 the command line (in *.app/Contents/MacOS) or by entering them in the
135 "Executibles" panel of the target settings.
137 - Implementation Notes
138 Some things that may be of interest about how it all works...
140 As defined in the SDL_main.m file, the working directory of your SDL app
141 is by default set to its parent. You may wish to change this to better
143 * You have a Cocoa App!
144 Your SDL app is essentially a Cocoa application. When your app
145 starts up and the libraries finish loading, a Cocoa procedure is called,
146 which sets up the working directory and calls your main() method.
147 You are free to modify your Cocoa app with generally no consequence
148 to SDL. You cannot, however, easily change the SDL window itself.
149 Functionality may be added in the future to help this.
152 Known bugs are listed in the file "BUGS"