sdl

FORK: Simple Directmedia Layer
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README-macosx.md (10088B)


      1 Mac OS X
      2 ==============================================================================
      3 
      4 These instructions are for people using Apple's Mac OS X (pronounced
      5 "ten").
      6 
      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.
     10 
     11 Command Line Build
     12 ==================
     13 
     14 To build SDL using the command line, use the standard configure and make
     15 process:
     16 
     17     ./configure
     18     make
     19     sudo make install
     20 
     21 You can also build SDL as a Universal library (a single binary for both
     22 32-bit and 64-bit Intel architectures), on Mac OS X 10.7 and newer, by using
     23 the gcc-fat.sh script in build-scripts:
     24 
     25     mkdir mybuild
     26     cd mybuild
     27     CC=$PWD/../build-scripts/gcc-fat.sh CXX=$PWD/../build-scripts/g++-fat.sh ../configure
     28     make
     29     sudo make install
     30 
     31 This script builds SDL with 10.5 ABI compatibility on i386 and 10.6
     32 ABI compatibility on x86_64 architectures.  For best compatibility you
     33 should compile your application the same way.
     34 
     35 Please note that building SDL requires at least Xcode 4.6 and the 10.7 SDK
     36 (even if you target back to 10.5 systems). PowerPC support for Mac OS X has
     37 been officially dropped as of SDL 2.0.2.
     38 
     39 To use the library once it's built, you essential have two possibilities:
     40 use the traditional autoconf/automake/make method, or use Xcode.
     41 
     42 ==============================================================================
     43 Caveats for using SDL with Mac OS X
     44 ==============================================================================
     45 
     46 Some things you have to be aware of when using SDL on Mac OS X:
     47 
     48 - If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
     49   SDL will not register its own. This means that SDL will not terminate using
     50   SDL_Quit if it receives a termination request, it will terminate like a 
     51   normal app, and it will not send a SDL_DROPFILE when you request to open a
     52   file with the app. To solve these issues, put the following code in your 
     53   NSApplicationDelegate implementation:
     54 
     55 
     56     - (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
     57     {
     58         if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) {
     59             SDL_Event event;
     60             event.type = SDL_QUIT;
     61             SDL_PushEvent(&event);
     62         }
     63     
     64         return NSTerminateCancel;
     65     }
     66     
     67     - (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
     68     {
     69         if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) {
     70             SDL_Event event;
     71             event.type = SDL_DROPFILE;
     72             event.drop.file = SDL_strdup([filename UTF8String]);
     73             return (SDL_PushEvent(&event) > 0);
     74         }
     75     
     76         return NO;
     77     }
     78 
     79 ==============================================================================
     80 Using the Simple DirectMedia Layer with a traditional Makefile
     81 ==============================================================================
     82 
     83 An existing autoconf/automake build system for your SDL app has good chances
     84 to work almost unchanged on OS X. However, to produce a "real" Mac OS X binary
     85 that you can distribute to users, you need to put the generated binary into a
     86 so called "bundle", which basically is a fancy folder with a name like
     87 "MyCoolGame.app".
     88 
     89 To get this build automatically, add something like the following rule to
     90 your Makefile.am:
     91 
     92     bundle_contents = APP_NAME.app/Contents
     93     APP_NAME_bundle: EXE_NAME
     94     	mkdir -p $(bundle_contents)/MacOS
     95     	mkdir -p $(bundle_contents)/Resources
     96     	echo "APPL????" > $(bundle_contents)/PkgInfo
     97     	$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
     98 
     99 You should replace EXE_NAME with the name of the executable. APP_NAME is what
    100 will be visible to the user in the Finder. Usually it will be the same
    101 as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME 
    102 usually is "TestGame". You might also want to use `@PACKAGE@` to use the package
    103 name as specified in your configure.ac file.
    104 
    105 If your project builds more than one application, you will have to do a bit
    106 more. For each of your target applications, you need a separate rule.
    107 
    108 If you want the created bundles to be installed, you may want to add this
    109 rule to your Makefile.am:
    110 
    111     install-exec-hook: APP_NAME_bundle
    112     	rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
    113     	mkdir -p $(DESTDIR)$(prefix)/Applications/
    114     	cp -r $< /$(DESTDIR)$(prefix)Applications/
    115 
    116 This rule takes the Bundle created by the rule from step 3 and installs them
    117 into "$(DESTDIR)$(prefix)/Applications/".
    118 
    119 Again, if you want to install multiple applications, you will have to augment
    120 the make rule accordingly.
    121 
    122 
    123 But beware! That is only part of the story! With the above, you end up with
    124 a bare bone .app bundle, which is double clickable from the Finder. But
    125 there are some more things you should do before shipping your product...
    126 
    127 1) The bundle right now probably is dynamically linked against SDL. That 
    128    means that when you copy it to another computer, *it will not run*,
    129    unless you also install SDL on that other computer. A good solution
    130    for this dilemma is to static link against SDL. On OS X, you can
    131    achieve that by linking against the libraries listed by
    132 
    133        sdl-config --static-libs
    134 
    135    instead of those listed by
    136 
    137        sdl-config --libs
    138 
    139    Depending on how exactly SDL is integrated into your build systems, the
    140    way to achieve that varies, so I won't describe it here in detail
    141 
    142 2) Add an 'Info.plist' to your application. That is a special XML file which
    143    contains some meta-information about your application (like some copyright
    144    information, the version of your app, the name of an optional icon file,
    145    and other things). Part of that information is displayed by the Finder
    146    when you click on the .app, or if you look at the "Get Info" window.
    147    More information about Info.plist files can be found on Apple's homepage.
    148 
    149 
    150 As a final remark, let me add that I use some of the techniques (and some
    151 variations of them) in Exult and ScummVM; both are available in source on
    152 the net, so feel free to take a peek at them for inspiration!
    153 
    154 
    155 ==============================================================================
    156 Using the Simple DirectMedia Layer with Xcode
    157 ==============================================================================
    158 
    159 These instructions are for using Apple's Xcode IDE to build SDL applications.
    160 
    161 - First steps
    162 
    163 The first thing to do is to unpack the Xcode.tar.gz archive in the
    164 top level SDL directory (where the Xcode.tar.gz archive resides).
    165 Because Stuffit Expander will unpack the archive into a subdirectory,
    166 you should unpack the archive manually from the command line:
    167 
    168     cd [path_to_SDL_source]
    169     tar zxf Xcode.tar.gz
    170 
    171 This will create a new folder called Xcode, which you can browse
    172 normally from the Finder.
    173 
    174 - Building the Framework
    175 
    176 The SDL Library is packaged as a framework bundle, an organized
    177 relocatable folder hierarchy of executable code, interface headers,
    178 and additional resources. For practical purposes, you can think of a 
    179 framework as a more user and system-friendly shared library, whose library
    180 file behaves more or less like a standard UNIX shared library.
    181 
    182 To build the framework, simply open the framework project and build it. 
    183 By default, the framework bundle "SDL.framework" is installed in 
    184 /Library/Frameworks. Therefore, the testers and project stationary expect
    185 it to be located there. However, it will function the same in any of the
    186 following locations:
    187 
    188     ~/Library/Frameworks
    189     /Local/Library/Frameworks
    190     /System/Library/Frameworks
    191 
    192 - Build Options
    193     There are two "Build Styles" (See the "Targets" tab) for SDL.
    194     "Deployment" should be used if you aren't tweaking the SDL library.
    195     "Development" should be used to debug SDL apps or the library itself.
    196 
    197 - Building the Testers
    198     Open the SDLTest project and build away!
    199 
    200 - Using the Project Stationary
    201     Copy the stationary to the indicated folders to access it from
    202     the "New Project" and "Add target" menus. What could be easier?
    203 
    204 - Setting up a new project by hand
    205     Some of you won't want to use the Stationary so I'll give some tips:
    206     * Create a new "Cocoa Application"
    207     * Add src/main/macosx/SDLMain.m , .h and .nib to your project
    208     * Remove "main.c" from your project
    209     * Remove "MainMenu.nib" from your project
    210     * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
    211     * Add "$(HOME)/Library/Frameworks" to the frameworks search path
    212     * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
    213     * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
    214     * Add your files
    215     * Clean and build
    216 
    217 - Building from command line
    218     Use pbxbuild in the same directory as your .pbproj file
    219 
    220 - Running your app
    221     You can send command line args to your app by either invoking it from
    222     the command line (in *.app/Contents/MacOS) or by entering them in the
    223     "Executables" panel of the target settings.
    224     
    225 - Implementation Notes
    226     Some things that may be of interest about how it all works...
    227     * Working directory
    228         As defined in the SDL_main.m file, the working directory of your SDL app
    229         is by default set to its parent. You may wish to change this to better
    230         suit your needs.
    231     * You have a Cocoa App!
    232         Your SDL app is essentially a Cocoa application. When your app
    233         starts up and the libraries finish loading, a Cocoa procedure is called,
    234         which sets up the working directory and calls your main() method.
    235         You are free to modify your Cocoa app with generally no consequence 
    236         to SDL. You cannot, however, easily change the SDL window itself.
    237         Functionality may be added in the future to help this.
    238 
    239 
    240 Known bugs are listed in the file "BUGS.txt".