Mercurial > sdl-ios-xcode
annotate README.MacOSX @ 1525:23a347cfbed8
Fixed bug #38
I'm using SDL 1.2.9 with Visual C++ 7.0 on Windows 2000.
Here's the setup: my game starts in a window, with
SDL_WM_GrabInput(SDL_GRAB_ON) to constrain the cursor to the game window. The
mouse cursor is outside of the window when the game launches, and when the
window appears the cursor is grabbed and placed at the top left corner of the
inside of the game window. At this point, if I click the mouse without moving
it, the SDL_MOUSEBUTTONDOWN event's mouse coordinates are (65535,65535).
author | Sam Lantinga <slouken@libsdl.org> |
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date | Tue, 14 Mar 2006 06:00:30 +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 | |
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10 command line tools or Apple's IDE Xcode. |
0 | 11 |
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12 To build SDL using the command line, use the standard configure and make |
0 | 13 process: |
14 | |
15 ./configure | |
16 make | |
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17 sudo make install |
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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 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 But beware! That is only part of the story! With the above, you end up with |
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69 a bare bone .app bundle, which is double clickable from the Finder. But |
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70 there are some more things you should do before shipping yor product... |
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71 |
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72 1) The bundle right now probably is dynamically linked against SDL. That |
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73 means that when you copy it to another computer, *it will not run*, |
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74 unless you also install SDL on that other computer. A good solution |
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75 for this dilemma is to static link against SDL. On OS X, you can |
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76 achieve that by linkinag against the libraries listed by |
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77 sdl-config --static-libs |
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78 instead of those listed by |
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79 sdl-config --libs |
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80 Depending on how exactly SDL is integrated into your build systems, the |
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81 way to achieve that varies, so I won't describe it here in detail |
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82 2) Add an 'Info.plist' to your application. That is a special XML file which |
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83 contains some meta-information about your application (like some copyright |
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84 information, the version of your app, the name of an optional icon file, |
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85 and other things). Part of that information is displayed by the Finder |
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86 when you click on the .app, or if you look at the "Get Info" window. |
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87 More information about Info.plist files can be found on Apple's homepage. |
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88 |
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89 |
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90 As a final remark, let me add that I use some of the techniques (and some |
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91 variations of them) in Exult and ScummVM; both are available in source on |
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92 the net, so feel free to take a peek at them for inspiration! |
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93 |
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94 |
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95 ============================================================================== |
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96 Using the Simple DirectMedia Layer with Xcode |
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97 ============================================================================== |
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98 |
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99 These instructions are for using Apple's Xcode IDE to build SDL applications. |
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100 |
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101 - First steps |
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102 |
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103 The first thing to do is to unpack the Xcode.tar.gz archive in the |
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104 top level SDL directory (where the Xcode.tar.gz archive resides). |
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105 Because Stuffit Expander will unpack the archive into a subdirectory, |
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106 you should unpack the archive manually from the command line: |
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107 cd [path_to_SDL_source] |
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108 tar zxf Xcode.tar.gz |
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109 This will create a new folder called Xcode, which you can browse |
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110 normally from the Finder. |
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111 |
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112 - Building the Framework |
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113 |
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114 The SDL Library is packaged as a framework bundle, an organized |
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115 relocatable folder heirarchy of executible code, interface headers, |
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116 and additional resources. For practical purposes, you can think of a |
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117 framework as a more user and system-friendly shared library, whose library |
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118 file behaves more or less like a standard UNIX shared library. |
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119 |
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120 To build the framework, simply open the framework project and build it. |
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121 By default, the framework bundle "SDL.framework" is installed in |
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122 /Library/Frameworks. Therefore, the testers and project stationary expect |
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123 it to be located there. However, it will function the same in any of the |
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124 following locations: |
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125 |
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126 ~/Library/Frameworks |
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127 /Local/Library/Frameworks |
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128 /System/Library/Frameworks |
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129 |
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130 - Build Options |
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131 There are two "Build Styles" (See the "Targets" tab) for SDL. |
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132 "Deployment" should be used if you aren't tweaking the SDL library. |
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133 "Development" should be used to debug SDL apps or the library itself. |
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134 |
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135 - Building the Testers |
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136 Open the SDLTest project and build away! |
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137 |
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138 - Using the Project Stationary |
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139 Copy the stationary to the indicated folders to access it from |
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140 the "New Project" and "Add target" menus. What could be easier? |
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142 - Setting up a new project by hand |
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143 Some of you won't want to use the Stationary so I'll give some tips: |
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144 * Create a new "Cocoa Application" |
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145 * Add src/main/macosx/SDLMain.m , .h and .nib to your project |
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146 * Remove "main.c" from your project |
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147 * Remove "MainMenu.nib" from your project |
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148 * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path |
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149 * Add "$(HOME)/Library/Frameworks" to the frameworks search path |
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150 * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS" |
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151 * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib" |
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152 * Add your files |
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153 * Clean and build |
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155 - Building from command line |
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156 Use pbxbuild in the same directory as your .pbproj file |
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157 |
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158 - Running your app |
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159 You can send command line args to your app by either invoking it from |
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160 the command line (in *.app/Contents/MacOS) or by entering them in the |
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161 "Executibles" panel of the target settings. |
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162 |
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163 - Implementation Notes |
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164 Some things that may be of interest about how it all works... |
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165 * Working directory |
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166 As defined in the SDL_main.m file, the working directory of your SDL app |
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167 is by default set to its parent. You may wish to change this to better |
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168 suit your needs. |
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169 * You have a Cocoa App! |
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170 Your SDL app is essentially a Cocoa application. When your app |
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171 starts up and the libraries finish loading, a Cocoa procedure is called, |
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172 which sets up the working directory and calls your main() method. |
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173 You are free to modify your Cocoa app with generally no consequence |
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174 to SDL. You cannot, however, easily change the SDL window itself. |
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175 Functionality may be added in the future to help this. |
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176 |
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177 |
0 | 178 Known bugs are listed in the file "BUGS" |