annotate README.MacOSX @ 5209:7d64745f1363

Fixed crash when binary shaders are not available.
author Sam Lantinga <slouken@libsdl.org>
date Sun, 06 Feb 2011 08:46:48 -0800
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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 can also build SDL as a Universal library (a single binary for both
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20 PowerPC and Intel architectures), on Mac OS X 10.4 and newer, by using
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21 the fatbuild.sh script in build-scripts:
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22 sh build-scripts/fatbuild.sh
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23 sudo build-scripts/fatbuild.sh install
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24 This script builds SDL with 10.2 ABI compatibility on PowerPC and 10.4
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25 ABI compatibility on Intel architectures. For best compatibility you
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26 should compile your application the same way. A script which wraps
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27 gcc to make this easy is provided in test/gcc-fat.sh
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29 To use the library once it's built, you essential have two possibilities:
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30 use the traditional autoconf/automake/make method, or use Xcode.
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32 ==============================================================================
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33 Using the Simple DirectMedia Layer with a traditional Makefile
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34 ==============================================================================
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35
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36 An existing autoconf/automake build system for your SDL app has good chances
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37 to work almost unchanged on OS X. However, to produce a "real" Mac OS X binary
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38 that you can distribute to users, you need to put the generated binary into a
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39 so called "bundle", which basically is a fancy folder with a name like
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40 "MyCoolGame.app".
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42 To get this build automatically, add something like the following rule to
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43 your Makefile.am:
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45 bundle_contents = APP_NAME.app/Contents
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46 APP_NAME_bundle: EXE_NAME
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47 mkdir -p $(bundle_contents)/MacOS
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48 mkdir -p $(bundle_contents)/Resources
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49 echo "APPL????" > $(bundle_contents)/PkgInfo
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50 $(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
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52 You should replace EXE_NAME with the name of the executable. APP_NAME is what
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53 will be visible to the user in the Finder. Usually it will be the same
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54 as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME
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55 usually is "TestGame". You might also want to use @PACKAGE@ to use the package
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56 name as specified in your configure.in file.
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58 If your project builds more than one application, you will have to do a bit
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59 more. For each of your target applications, you need a seperate rule.
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61 If you want the created bundles to be installed, you may want to add this
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62 rule to your Makefile.am:
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64 install-exec-hook: APP_NAME_bundle
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65 rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
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66 mkdir -p $(DESTDIR)$(prefix)/Applications/
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67 cp -r $< /$(DESTDIR)$(prefix)Applications/
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69 This rule takes the Bundle created by the rule from step 3 and installs them
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70 into $(DESTDIR)$(prefix)/Applications/.
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72 Again, if you want to install multiple applications, you will have to augment
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73 the make rule accordingly.
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76 But beware! That is only part of the story! With the above, you end up with
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77 a bare bone .app bundle, which is double clickable from the Finder. But
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78 there are some more things you should do before shipping yor product...
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79
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80 1) The bundle right now probably is dynamically linked against SDL. That
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81 means that when you copy it to another computer, *it will not run*,
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82 unless you also install SDL on that other computer. A good solution
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83 for this dilemma is to static link against SDL. On OS X, you can
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84 achieve that by linkinag against the libraries listed by
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85 sdl-config --static-libs
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86 instead of those listed by
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87 sdl-config --libs
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88 Depending on how exactly SDL is integrated into your build systems, the
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89 way to achieve that varies, so I won't describe it here in detail
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90 2) Add an 'Info.plist' to your application. That is a special XML file which
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91 contains some meta-information about your application (like some copyright
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92 information, the version of your app, the name of an optional icon file,
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93 and other things). Part of that information is displayed by the Finder
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94 when you click on the .app, or if you look at the "Get Info" window.
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95 More information about Info.plist files can be found on Apple's homepage.
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96
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97
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98 As a final remark, let me add that I use some of the techniques (and some
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99 variations of them) in Exult and ScummVM; both are available in source on
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100 the net, so feel free to take a peek at them for inspiration!
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101
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102
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103 ==============================================================================
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104 Using the Simple DirectMedia Layer with Xcode
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105 ==============================================================================
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106
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107 These instructions are for using Apple's Xcode IDE to build SDL applications.
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108
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109 - First steps
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110
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111 The first thing to do is to unpack the Xcode.tar.gz archive in the
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112 top level SDL directory (where the Xcode.tar.gz archive resides).
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113 Because Stuffit Expander will unpack the archive into a subdirectory,
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114 you should unpack the archive manually from the command line:
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115 cd [path_to_SDL_source]
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116 tar zxf Xcode.tar.gz
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117 This will create a new folder called Xcode, which you can browse
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118 normally from the Finder.
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119
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120 - Building the Framework
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121
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122 The SDL Library is packaged as a framework bundle, an organized
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123 relocatable folder heirarchy of executible code, interface headers,
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124 and additional resources. For practical purposes, you can think of a
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125 framework as a more user and system-friendly shared library, whose library
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126 file behaves more or less like a standard UNIX shared library.
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127
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128 To build the framework, simply open the framework project and build it.
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129 By default, the framework bundle "SDL.framework" is installed in
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130 /Library/Frameworks. Therefore, the testers and project stationary expect
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131 it to be located there. However, it will function the same in any of the
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132 following locations:
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133
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134 ~/Library/Frameworks
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135 /Local/Library/Frameworks
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136 /System/Library/Frameworks
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137
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138 - Build Options
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139 There are two "Build Styles" (See the "Targets" tab) for SDL.
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140 "Deployment" should be used if you aren't tweaking the SDL library.
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141 "Development" should be used to debug SDL apps or the library itself.
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142
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143 - Building the Testers
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144 Open the SDLTest project and build away!
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145
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146 - Using the Project Stationary
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147 Copy the stationary to the indicated folders to access it from
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148 the "New Project" and "Add target" menus. What could be easier?
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149
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150 - Setting up a new project by hand
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151 Some of you won't want to use the Stationary so I'll give some tips:
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152 * Create a new "Cocoa Application"
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153 * Add src/main/macosx/SDLMain.m , .h and .nib to your project
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154 * Remove "main.c" from your project
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155 * Remove "MainMenu.nib" from your project
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156 * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
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157 * Add "$(HOME)/Library/Frameworks" to the frameworks search path
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158 * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
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159 * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
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160 * Add your files
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161 * Clean and build
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162
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163 - Building from command line
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164 Use pbxbuild in the same directory as your .pbproj file
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165
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166 - Running your app
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167 You can send command line args to your app by either invoking it from
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168 the command line (in *.app/Contents/MacOS) or by entering them in the
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169 "Executibles" panel of the target settings.
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170
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171 - Implementation Notes
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172 Some things that may be of interest about how it all works...
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173 * Working directory
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174 As defined in the SDL_main.m file, the working directory of your SDL app
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175 is by default set to its parent. You may wish to change this to better
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176 suit your needs.
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177 * You have a Cocoa App!
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178 Your SDL app is essentially a Cocoa application. When your app
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179 starts up and the libraries finish loading, a Cocoa procedure is called,
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180 which sets up the working directory and calls your main() method.
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181 You are free to modify your Cocoa app with generally no consequence
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182 to SDL. You cannot, however, easily change the SDL window itself.
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183 Functionality may be added in the future to help this.
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184
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185
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186 Known bugs are listed in the file "BUGS"