author Philipp Wiesemann
Sat, 25 Jun 2016 19:40:02 +0200
changeset 10184 cb09212d4480
parent 10092 f1949a74dce5
child 10361 de0c0d037e71
permissions -rw-r--r--
Mac: Updated file name in README.
     1 Mac OS X
     2 ==============================================================================
     4 These instructions are for people using Apple's Mac OS X (pronounced
     5 "ten").
     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.
    11 To build SDL using the command line, use the standard configure and make
    12 process:
    14 	./configure
    15 	make
    16 	sudo make install
    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 script in build-scripts:
    22     mkdir mybuild
    23     cd mybuild
    24     CC=$PWD/../build-scripts/ CXX=$PWD/../build-scripts/ ../configure
    25 	make
    26 	sudo make install
    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.
    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.
    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.
    39 ==============================================================================
    40 Caveats for using SDL with Mac OS X
    41 ==============================================================================
    43 Some things you have to be aware of when using SDL on Mac OS X:
    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:
    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         }
    61         return NSTerminateCancel;
    62     }
    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         }
    73         return NO;
    74     }
    76 ==============================================================================
    77 Using the Simple DirectMedia Layer with a traditional Makefile
    78 ==============================================================================
    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 "".
    86 To get this build automatically, add something like the following rule to
    87 your
    89 bundle_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/
    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 file.
   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.
   105 If you want the created bundles to be installed, you may want to add this
   106 rule to your
   108 install-exec-hook: APP_NAME_bundle
   109 	rm -rf $(DESTDIR)$(prefix)/Applications/
   110 	mkdir -p $(DESTDIR)$(prefix)/Applications/
   111 	cp -r $< /$(DESTDIR)$(prefix)Applications/
   113 This rule takes the Bundle created by the rule from step 3 and installs them
   114 into $(DESTDIR)$(prefix)/Applications/.
   116 Again, if you want to install multiple applications, you will have to augment
   117 the make rule accordingly.
   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...
   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      sdl-config --static-libs
   130    instead of those listed by
   131      sdl-config --libs
   132    Depending on how exactly SDL is integrated into your build systems, the
   133    way to achieve that varies, so I won't describe it here in detail
   134 2) Add an 'Info.plist' to your application. That is a special XML file which
   135    contains some meta-information about your application (like some copyright
   136    information, the version of your app, the name of an optional icon file,
   137    and other things). Part of that information is displayed by the Finder
   138    when you click on the .app, or if you look at the "Get Info" window.
   139    More information about Info.plist files can be found on Apple's homepage.
   142 As a final remark, let me add that I use some of the techniques (and some
   143 variations of them) in Exult and ScummVM; both are available in source on
   144 the net, so feel free to take a peek at them for inspiration!
   147 ==============================================================================
   148 Using the Simple DirectMedia Layer with Xcode
   149 ==============================================================================
   151 These instructions are for using Apple's Xcode IDE to build SDL applications.
   153 - First steps
   155 The first thing to do is to unpack the Xcode.tar.gz archive in the
   156 top level SDL directory (where the Xcode.tar.gz archive resides).
   157 Because Stuffit Expander will unpack the archive into a subdirectory,
   158 you should unpack the archive manually from the command line:
   159 	cd [path_to_SDL_source]
   160 	tar zxf Xcode.tar.gz
   161 This will create a new folder called Xcode, which you can browse
   162 normally from the Finder.
   164 - Building the Framework
   166 The SDL Library is packaged as a framework bundle, an organized
   167 relocatable folder hierarchy of executable code, interface headers,
   168 and additional resources. For practical purposes, you can think of a 
   169 framework as a more user and system-friendly shared library, whose library
   170 file behaves more or less like a standard UNIX shared library.
   172 To build the framework, simply open the framework project and build it. 
   173 By default, the framework bundle "SDL.framework" is installed in 
   174 /Library/Frameworks. Therefore, the testers and project stationary expect
   175 it to be located there. However, it will function the same in any of the
   176 following locations:
   178     ~/Library/Frameworks
   179     /Local/Library/Frameworks
   180     /System/Library/Frameworks
   182 - Build Options
   183     There are two "Build Styles" (See the "Targets" tab) for SDL.
   184     "Deployment" should be used if you aren't tweaking the SDL library.
   185     "Development" should be used to debug SDL apps or the library itself.
   187 - Building the Testers
   188     Open the SDLTest project and build away!
   190 - Using the Project Stationary
   191     Copy the stationary to the indicated folders to access it from
   192     the "New Project" and "Add target" menus. What could be easier?
   194 - Setting up a new project by hand
   195     Some of you won't want to use the Stationary so I'll give some tips:
   196     * Create a new "Cocoa Application"
   197     * Add src/main/macosx/SDLMain.m , .h and .nib to your project
   198     * Remove "main.c" from your project
   199     * Remove "MainMenu.nib" from your project
   200     * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
   201     * Add "$(HOME)/Library/Frameworks" to the frameworks search path
   202     * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
   203     * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
   204     * Add your files
   205     * Clean and build
   207 - Building from command line
   208     Use pbxbuild in the same directory as your .pbproj file
   210 - Running your app
   211     You can send command line args to your app by either invoking it from
   212     the command line (in *.app/Contents/MacOS) or by entering them in the
   213     "Executables" panel of the target settings.
   215 - Implementation Notes
   216     Some things that may be of interest about how it all works...
   217     * Working directory
   218         As defined in the SDL_main.m file, the working directory of your SDL app
   219         is by default set to its parent. You may wish to change this to better
   220         suit your needs.
   221     * You have a Cocoa App!
   222         Your SDL app is essentially a Cocoa application. When your app
   223         starts up and the libraries finish loading, a Cocoa procedure is called,
   224         which sets up the working directory and calls your main() method.
   225         You are free to modify your Cocoa app with generally no consequence 
   226         to SDL. You cannot, however, easily change the SDL window itself.
   227         Functionality may be added in the future to help this.
   230 Known bugs are listed in the file "BUGS.txt".