Mercurial > sdl-ios-xcode
annotate README.MacOSX @ 614:0b4c3f5ff63d
Date: Wed, 9 Apr 2003 18:21:33 -0230
From: Stephen Anthony <stephena@roadrunner.nf.net>
Subject: [SDL] First patch concerning 4.3 and refresh rates
OK, here's my first draft of the patch for the above subject.
A short explanation:
X 4.3 introduces many more modelines than older versions. This would be
fine, except it introduces many modes with the *same* resolution but
different refresh rates. And SDL won't necessarily pick the one with the
highest refresh rate.
So this patch restores SDL to X 4.2 functionality. That is, there is only
ever one refresh rate *per* resolution, and it is the highest possible.
This functionality can be totally disabled by using the environment
variable 'SDL_VIDEO_X11_USE_ALL_MODES' set equal to 1.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sun, 20 Apr 2003 05:36:52 +0000 |
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0 | 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 ProjectBuilder (PB). | |
11 | |
12 To build using the command line, use the standard configure and make | |
13 process: | |
14 | |
15 ./configure | |
16 make | |
17 make install | |
18 | |
19 (You may need to create the subdirs of /usr/local manually.) | |
20 | |
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21 To use the library once it's built, you essential have two possibilities: |
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22 use the traditional autoconf/automake/make method, or use Apple's Project Builder. |
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23 |
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24 ============================================================================== |
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25 Using the Simple DirectMedia Layer with a traditional Makefile |
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26 ============================================================================== |
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27 |
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28 An existing autoconf/automake build system for your SDL app has good chances |
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29 to work almost unchanged on OS X. However, to produce a "real" MacOS X binary |
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30 that you can distribute to users, you need to put the generated binary into a |
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31 so called "bundle", which basically is a fancy folder with a name like |
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32 "MyCoolGame.app". |
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33 |
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34 To get this build automatically, add something like the following rule to |
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35 your Makefile.am: |
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36 |
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37 bundle_contents = APP_NAME.app/Contents |
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38 APP_NAME_bundle: EXE_NAME |
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39 mkdir -p $(bundle_contents)/MacOS |
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40 mkdir -p $(bundle_contents)/Resources |
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41 echo "APPL????" > $(bundle_contents)/PkgInfo |
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42 $(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/ |
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43 |
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44 You should replace EXE_NAME with the name of the executable. APP_NAME is what |
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45 will be visible to the user in the Finder. Usually it will be the same |
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46 as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME |
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47 usually is "TestGame". You might also want to use @PACKAGE@ to use the package |
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48 name as specified in your configure.in file. |
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49 |
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50 If your project builds more than one application, you will have to do a bit |
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51 more. For each of your target applications, you need a seperate rule. |
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52 |
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53 If you want the created bundles to be installed, you may want to add this |
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54 rule to your Makefile.am: |
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55 |
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56 install-exec-hook: APP_NAME_bundle |
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57 rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app |
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58 mkdir -p $(DESTDIR)$(prefix)/Applications/ |
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59 cp -r $< /$(DESTDIR)$(prefix)Applications/ |
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60 |
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61 This rule takes the Bundle created by the rule from step 3 and installs them |
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62 into $(DESTDIR)$(prefix)/Applications/. |
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63 |
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64 Again, if you want to install multiple applications, you will have to augment |
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65 the make rule accordingly. |
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66 |
0 | 67 |
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68 ============================================================================== |
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69 Using the Simple DirectMedia Layer with Project Builder |
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70 ============================================================================== |
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71 |
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72 These instructions are for using Apple's Project Builder IDE to build SDL |
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73 applications. |
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74 |
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75 - First steps |
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76 |
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77 The first thing to do is to unpack the PBProjects.tar.gz archive in the |
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78 top level SDL directory (where the PBProjects.tar.gz archive resides). |
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79 Because Stuffit Expander will unpack the archive into a subdirectory, |
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80 you should unpack the archive manually from the command line: |
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81 cd [path_to_SDL_source] |
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82 tar zxf PBProjects.tar.gz |
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83 This will create a new folder called PBProjects, which you can browse |
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84 normally from the Finder. |
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85 |
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86 - Building the Framework |
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87 |
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88 The SDL Library is packaged as a framework bundle, an organized |
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89 relocatable folder heirarchy of executible code, interface headers, |
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90 and additional resources. For practical purposes, you can think of a |
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91 framework as a more user and system-friendly shared library, whose library |
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92 file behaves more or less like a standard UNIX shared library. |
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93 |
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94 To build the framework, simply open the framework project and build it. |
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95 By default, the framework bundle "SDL.framework" is installed in |
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96 ~/Library/Frameworks. Therefore, the testers and project stationary expect |
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97 it to be located there. However, it will function the same in any of the |
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98 following locations: |
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99 |
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100 ~/Library/Frameworks |
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101 /Local/Library/Frameworks |
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102 /System/Library/Frameworks |
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103 |
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104 - Build Options |
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105 There are two "Build Styles" (See the "Targets" tab) for SDL. |
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106 "Deployment" should be used if you aren't tweaking the SDL library. |
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107 "Development" should be used to debug SDL apps or the library itself. |
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108 |
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109 - Building the Testers |
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110 Open the SDLTest project and build away! |
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111 |
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112 - Using the Project Stationary |
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113 Copy the stationary to the indicated folders to access it from |
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114 the "New Project" and "Add target" menus. What could be easier? |
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116 - Setting up a new project by hand |
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117 Some of you won't want to use the Stationary so I'll give some tips: |
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118 * Create a new "Cocoa Application" |
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119 * Add src/main/macosx/SDLMain.m , .h and .nib to your project |
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120 * Remove "main.c" from your project |
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121 * Remove "MainMenu.nib" from your project |
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122 * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path |
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123 * Add "$(HOME)/Library/Frameworks" to the frameworks search path |
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124 * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS" |
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125 * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib" |
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126 * Add your files |
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127 * Clean and build |
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129 - Building from command line |
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130 Use pbxbuild in the same directory as your .pbproj file |
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131 |
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132 - Running your app |
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133 You can send command line args to your app by either invoking it from |
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134 the command line (in *.app/Contents/MacOS) or by entering them in the |
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135 "Executibles" panel of the target settings. |
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136 |
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137 - Implementation Notes |
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138 Some things that may be of interest about how it all works... |
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139 * Working directory |
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140 As defined in the SDL_main.m file, the working directory of your SDL app |
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141 is by default set to its parent. You may wish to change this to better |
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142 suit your needs. |
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143 * You have a Cocoa App! |
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144 Your SDL app is essentially a Cocoa application. When your app |
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145 starts up and the libraries finish loading, a Cocoa procedure is called, |
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146 which sets up the working directory and calls your main() method. |
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147 You are free to modify your Cocoa app with generally no consequence |
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148 to SDL. You cannot, however, easily change the SDL window itself. |
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149 Functionality may be added in the future to help this. |
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150 |
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151 |
0 | 152 Known bugs are listed in the file "BUGS" |