README.MacOSX
author Sam Lantinga <slouken@libsdl.org>
Wed, 01 Feb 2006 06:32:25 +0000
changeset 1312 c9b51268668f
parent 1006 3d9a199d2a70
child 1621 f12379c41042
permissions -rw-r--r--
Updated copyright information and removed rcs id lines (problematic in branch merges)
I batch edited these files, so please let me know if I've accidentally removed anybody's
credit here.
     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 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 Project Builder.
    23 
    24 ==============================================================================
    25 Using the Simple DirectMedia Layer with a traditional Makefile
    26 ==============================================================================
    27 
    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
    32 "MyCoolGame.app".
    33 
    34 To get this build automatically, add something like the following rule to
    35 your Makefile.am:
    36 
    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/
    43 
    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.
    49 
    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.
    52 
    53 If you want the created bundles to be installed, you may want to add this
    54 rule to your Makefile.am:
    55 
    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/
    60 
    61 This rule takes the Bundle created by the rule from step 3 and installs them
    62 into $(DESTDIR)$(prefix)/Applications/.
    63 
    64 Again, if you want to install multiple applications, you will have to augment
    65 the make rule accordingly.
    66 
    67 
    68 But beware! That is only part of the story! With the above, you end up with
    69 a bare bone .app bundle, which is double clickable from the Finder. But
    70 there are some  more things you should do before shipping yor product...
    71 
    72 1) The bundle right now probably is dynamically linked against SDL. That 
    73    means that when you copy it to another computer, *it will not run*,
    74    unless you also install SDL on that other computer. A good solution
    75    for this dilemma is to static link against SDL. On OS X, you can
    76    achieve that by linkinag against the libraries listed by
    77      sdl-config --static-libs
    78    instead of those listed by
    79      sdl-config --libs
    80    Depending on how exactly SDL is integrated into your build systems, the
    81    way to achieve that varies, so I won't describe it here in detail
    82 2) Add an 'Info.plist' to your application. That is a special XML file which
    83    contains some meta-information about your application (like some copyright
    84    information, the version of your app, the name of an optional icon file,
    85    and other things). Part of that information is displayed by the Finder
    86    when you click on the .app, or if you look at the "Get Info" window.
    87    More information about Info.plist files can be found on Apple's homepage.
    88 
    89 
    90 As a final remark, let me add that I use some of the techniques (and some
    91 variations of them) in Exult and ScummVM; both are available in source on
    92 the net, so feel free to take a peek at them for inspiration!
    93 
    94 
    95 ==============================================================================
    96 Using the Simple DirectMedia Layer with Xcode
    97 ==============================================================================
    98 
    99 These instructions are for using Apple's Xcode IDE to build SDL applications.
   100 
   101 - First steps
   102 
   103 The first thing to do is to unpack the Xcode.tar.gz archive in the
   104 top level SDL directory (where the Xcode.tar.gz archive resides).
   105 Because Stuffit Expander will unpack the archive into a subdirectory,
   106 you should unpack the archive manually from the command line:
   107 	cd [path_to_SDL_source]
   108 	tar zxf Xcode.tar.gz
   109 This will create a new folder called Xcode, which you can browse
   110 normally from the Finder.
   111 
   112 - Building the Framework
   113 
   114 The SDL Library is packaged as a framework bundle, an organized
   115 relocatable folder heirarchy of executible code, interface headers, 
   116 and additional resources. For practical purposes, you can think of a 
   117 framework as a more user and system-friendly shared library, whose library
   118 file behaves more or less like a standard UNIX shared library.
   119 
   120 To build the framework, simply open the framework project and build it. 
   121 By default, the framework bundle "SDL.framework" is installed in 
   122 /Library/Frameworks. Therefore, the testers and project stationary expect
   123 it to be located there. However, it will function the same in any of the
   124 following locations:
   125 
   126     ~/Library/Frameworks
   127     /Local/Library/Frameworks
   128     /System/Library/Frameworks
   129 
   130 - Build Options
   131     There are two "Build Styles" (See the "Targets" tab) for SDL.
   132     "Deployment" should be used if you aren't tweaking the SDL library.
   133     "Development" should be used to debug SDL apps or the library itself.
   134 
   135 - Building the Testers
   136     Open the SDLTest project and build away!
   137 
   138 - Using the Project Stationary
   139     Copy the stationary to the indicated folders to access it from
   140     the "New Project" and "Add target" menus. What could be easier?
   141 
   142 - Setting up a new project by hand
   143     Some of you won't want to use the Stationary so I'll give some tips:
   144     * Create a new "Cocoa Application"
   145     * Add src/main/macosx/SDLMain.m , .h and .nib to your project
   146     * Remove "main.c" from your project
   147     * Remove "MainMenu.nib" from your project
   148     * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
   149     * Add "$(HOME)/Library/Frameworks" to the frameworks search path
   150     * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
   151     * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
   152     * Add your files
   153     * Clean and build
   154 
   155 - Building from command line
   156     Use pbxbuild in the same directory as your .pbproj file
   157          
   158 - Running your app
   159     You can send command line args to your app by either invoking it from
   160     the command line (in *.app/Contents/MacOS) or by entering them in the
   161     "Executibles" panel of the target settings.
   162     
   163 - Implementation Notes
   164     Some things that may be of interest about how it all works...
   165     * Working directory
   166         As defined in the SDL_main.m file, the working directory of your SDL app
   167         is by default set to its parent. You may wish to change this to better
   168         suit your needs.
   169     * You have a Cocoa App!
   170         Your SDL app is essentially a Cocoa application. When your app
   171         starts up and the libraries finish loading, a Cocoa procedure is called,
   172         which sets up the working directory and calls your main() method.
   173         You are free to modify your Cocoa app with generally no consequence 
   174         to SDL. You cannot, however, easily change the SDL window itself.
   175         Functionality may be added in the future to help this.
   176 	
   177 
   178 Known bugs are listed in the file "BUGS"