annotate README.MacOSX @ 1414:4fe98eace733

ranlib needs to be run after the library is installed...
author Sam Lantinga <slouken@libsdl.org>
date Tue, 21 Feb 2006 22:30:43 +0000
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1 ==============================================================================
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2 Using the Simple DirectMedia Layer with Mac OS X
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3 ==============================================================================
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4
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5 These instructions are for people using Apple's Mac OS X (pronounced
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6 "ten").
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7
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8 From the developer's point of view, OS X is a sort of hybrid Mac and
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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.
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12 To build SDL using the command line, use the standard configure and make
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13 process:
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14
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15 ./configure
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16 make
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17 sudo make install
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18
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19 (You may need to create the subdirs of /usr/local manually.)
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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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24 ==============================================================================
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25 Using the Simple DirectMedia Layer with a traditional Makefile
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26 ==============================================================================
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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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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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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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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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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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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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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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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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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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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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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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141
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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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154
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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
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178 Known bugs are listed in the file "BUGS"