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".