Mercurial > sdl-ios-xcode
annotate README.MacOSX @ 212:5e8f81418e30
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author | Sam Lantinga <slouken@libsdl.org> |
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date | Tue, 23 Oct 2001 00:50:44 +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 In the following, it will be mostly assumed that you are using autoconf and |
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29 automake to setup your SDL project, and furthermore that you use the AM_PATH_SDL |
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30 macro provided by SDL in sdl.m4. If you are not using these tools, you can |
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31 still use SDL but it will be somewhat hard to get running. |
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32 |
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33 Only step 1) is really required to get started, but for full OS X support you |
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34 will want to do the other steps, too. |
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35 |
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36 1) Update your acinclude.m4 file in case you have copied an older version of |
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37 sdl.m4 into it. This is essential as AM_PATH_SDL now performs some additional |
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38 tasks when used on MacOS X |
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39 |
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40 Rationale: AM_PATH_SDL copies /usr/local/share/sdl/Info.plist and the folder |
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41 /usr/local/share/sdl/SDL_main.nib/ into the directory where configure is invoked. |
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42 This is essential for the configure script to be able to run the test code |
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43 that detects SDL. |
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44 |
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45 2) Copy SDL's Info.plist.in file (from src/main/macosx) into your project's main |
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46 folder (the same spot that your configure.in sits), and edit it to suite your |
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47 needs. Then add it to your AC_OUTPUT list in configure.in |
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48 |
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49 Rationale: The Info.plist file can be used to specify an icon file for |
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50 your app, and also to provide a human readable version/copyright string |
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51 and other meta-information to the user via the Finder's Get Info dialog. |
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52 |
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53 3) Add something like the following rule to your Makefile.am: |
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54 |
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55 bundle_contents = APP_NAME.app/Contents |
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56 APP_NAME_bundle: EXE_NAME |
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57 mkdir -p $(bundle_contents)/MacOS |
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58 mkdir -p $(bundle_contents)/Resources |
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59 mkdir -p $(bundle_contents)/Resources/SDL_main.nib |
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60 echo "APPL????" > $(bundle_contents)/PkgInfo |
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61 $(INSTALL_DATA) Info.plist $(bundle_contents)/ |
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62 $(INSTALL_DATA) SDL_main.nib/*.nib $(bundle_contents)/Resources/SDLMain.nib |
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63 $(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/ |
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64 |
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65 You should replace EXE_NAME with the name of the executable. APP_NAME is what |
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66 will be visible to the user in the Finder. Usually it will be the same |
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67 as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME |
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68 usually is "TestGame". You might also want to use @PACKAGE@ to use the package |
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69 name as specified in your configure.in file. |
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70 |
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71 If your project builds more than one application, you will have to do a bit more. |
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72 For each of your target applications, you need a seperate rule. Furthermore, each |
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73 needs its own Info.plist file, since that has to contain the exact name of the |
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74 executable (i.e. EXE_NAME above). One way to do that is to use sed in your make rules |
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75 and modify a single master Info.plist. |
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76 |
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77 Rationale: on Mac OS X, executables have to be put into so-called "bundles". |
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78 The make rule given above will construct such a bundle around the executable |
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79 for you. You need to make a copy of it for each target application. |
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80 |
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81 4) If you want the create bundles to be installed, you may want to add this |
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82 rule to your Makefile.am: |
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83 |
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84 install-exec-hook: APP_NAME_bundle |
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85 rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app |
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86 mkdir -p $(DESTDIR)$(prefix)/Applications/ |
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87 cp -r $< /$(DESTDIR)$(prefix)Applications/ |
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88 |
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89 This rule takes the Bundle created by the rule from step 3 and installs them |
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90 into $(DESTDIR)$(prefix)/Applications/. |
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91 |
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92 Again, if you want to install multiple applications, you will have to augment |
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93 the make rule accordingly. |
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94 |
0 | 95 |
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96 ============================================================================== |
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97 Using the Simple DirectMedia Layer with Project Builder |
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98 ============================================================================== |
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99 |
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100 These instructions are for using Apple's Project Builder IDE to build SDL applications. |
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101 |
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102 - First steps |
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103 |
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104 The first thing to do is to unpack the PBProjects.tar.gz archive in the |
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105 top level SDL directory (where the PBProjects.tar.gz archive resides). |
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106 Because Stuffit Expander will unpack the archive into a subdirectory, |
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107 you should unpack the archive manually from the command line: |
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108 cd [path_to_SDL_source] |
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109 tar zxf PBProjects.tar.gz |
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110 This will create a new folder called PBProjects, which you can browse |
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111 normally from the Finder. |
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112 |
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113 - Building the Framework |
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114 |
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115 The SDL Library is packaged as a framework bundle, an organized |
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116 relocatable folder heirarchy of executible code, interface headers, |
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117 and additional resources. For practical purposes, you can think of a |
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118 framework as a more user and system-friendly shared library, whose library |
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119 file behaves more or less like a standard UNIX shared library. |
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120 |
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121 To build the framework, simply open the framework project and build it. |
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122 By default, the framework bundle "SDL.framework" is installed in |
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123 ~/Library/Frameworks. Therefore, the testers and project stationary expect |
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124 it to be located there. However, it will function the same in any of the |
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125 following locations: |
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126 |
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127 ~/Library/Frameworks |
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128 /Local/Library/Frameworks |
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129 /System/Library/Frameworks |
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130 |
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131 - Build Options |
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132 There are two "Build Styles" (See the "Targets" tab) for SDL. |
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133 "Deployment" should be used if you aren't tweaking the SDL library. |
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134 "Development" should be used to debug SDL apps or the library itself. |
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135 |
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136 - Building the Testers |
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137 Open the SDLTest project and build away! |
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138 |
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139 - Using the Project Stationary |
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140 Copy the stationary to the indicated folders to access it from |
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141 the "New Project" and "Add target" menus. What could be easier? |
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143 - Setting up a new project by hand |
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144 Some of you won't want to use the Stationary so I'll give some tips: |
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145 * Create a new "Cocoa Application" |
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146 * Add src/main/macosx/SDLMain.m , .h and .nib to your project |
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147 * Remove "main.c" from your project |
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148 * Remove "MainMenu.nib" from your project |
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149 * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path |
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150 * Add "$(HOME)/Library/Frameworks" to the frameworks search path |
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151 * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS" |
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152 * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib" |
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153 * Add your files |
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154 * Clean and build |
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156 - Building from command line |
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157 Use pbxbuild in the same directory as your .pbproj file |
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158 |
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159 - Running your app |
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160 You can send command line args to your app by either invoking it from |
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161 the command line (in *.app/Contents/MacOS) or by entering them in the |
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162 "Executibles" panel of the target settings. |
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163 |
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164 - Implementation Notes |
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165 Some things that may be of interest about how it all works... |
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166 * Working directory |
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167 As defined in the SDL_main.m file, the working directory of your SDL app |
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168 is by default set to its parent. You may wish to change this to better |
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169 suit your needs. |
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170 * You have a Cocoa App! |
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171 Your SDL app is essentially a Cocoa application. When your app |
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172 starts up and the libraries finish loading, a Cocoa procedure is called, |
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173 which sets up the working directory and calls your main() method. |
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174 You are free to modify your Cocoa app with generally no consequence |
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175 to SDL. You cannot, however, easily change the SDL window itself. |
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176 Functionality may be added in the future to help this. |
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177 |
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178 |
0 | 179 Known bugs are listed in the file "BUGS" |