author Sam Lantinga
Mon, 15 Nov 2004 23:30:07 +0000
changeset 976 eb78bb0b715b
parent 869 ae4ab3ac89a9
child 1006 3d9a199d2a70
permissions -rw-r--r--
Updated for Visual C++ 6 build
     1 ==============================================================================
     2 Using the Simple DirectMedia Layer with Mac OS X
     3 ==============================================================================
     5 These instructions are for people using Apple's Mac OS X (pronounced
     6 "ten").
     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 SDL using the command line, use the standard configure and make
    13 process:
    15 	./configure
    16 	make
    17 	sudo make install
    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 Project Builder.
    24 ==============================================================================
    25 Using the Simple DirectMedia Layer with a traditional Makefile
    26 ==============================================================================
    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 "".
    34 To get this build automatically, add something like the following rule to
    35 your
    37 bundle_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 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
    56 install-exec-hook: APP_NAME_bundle
    57 	rm -rf $(DESTDIR)$(prefix)/Applications/
    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.
    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...
    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.
    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!
    95 ==============================================================================
    96 Using the Simple DirectMedia Layer with Project Builder
    97 ==============================================================================
    99 These instructions are for using Apple's Project Builder IDE to build SDL
   100 applications.
   102 - First steps
   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.
   113 - Building the Framework
   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.
   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:
   127     ~/Library/Frameworks
   128     /Local/Library/Frameworks
   129     /System/Library/Frameworks
   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.
   136 - Building the Testers
   137     Open the SDLTest project and build away!
   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?
   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/SDLMain.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 -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
   152     * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
   153     * Add your files
   154     * Clean and build
   156 - Building from command line
   157     Use pbxbuild in the same directory as your .pbproj file
   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.
   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.
   179 Known bugs are listed in the file "BUGS"