Mercurial > sdl-ios-xcode
annotate Xcode/SDL/pkg-support/Readme SDL Developer.txt @ 3314:8b01b0648f01
Fixed bug #734
Nicholas Phillips 2009-04-26 21:34:05 PDT
I am using x64 Linux (using Intel Core 2 DUO), and I have noticed that there is
an error in SDL_cpuinfo.c, function CPU_getCPUIDFeaturesExt for my platform.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 26 Sep 2009 10:04:38 +0000 |
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1 SDL Mac OS X Developer Notes: |
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2 This is an optional developer package to provide extras that an |
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3 SDL developer might benefit from. |
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4 |
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5 Make sure you have already installed the SDL.framework |
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6 from the SDL.dmg. |
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7 |
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8 For more complete documentation, please see READMEs included |
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9 with the SDL source code. Also, don't forget about the API |
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10 documentation (also included with this package). |
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11 |
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12 |
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13 This package contains: |
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14 - SDL API Documentation |
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15 - A variety of SDLMain and .Nib files to choose from |
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16 - Xcode/Project Builder project templates |
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17 |
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18 |
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19 SDL API Documentation: |
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20 We include both the HTML documentation and the man files. For |
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21 the HTML documentation, we have previously been installing to |
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22 /Develoepr/Documentation, but Apple explicitly says this is not |
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23 intended for 3rd party documentation. Xcode installs/updates |
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24 reserve the right and have been known to completely purge the |
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25 /Developer directory before installation, so if you place stuff |
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26 there, be aware that it could be deleted. |
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27 (Xcode 3.0 introduces support for 3rd-party documentation, but |
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28 we are still investigating the details.) |
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29 |
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30 |
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31 SDLMain: |
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32 We include several different variations of SDLMain and the |
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33 .Nibs. (Each of these are demonstrated by the different PB/Xcode |
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34 project templates.) You get to pick which one you want to use, |
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35 or you can write your own to meet your own specific needs. We do |
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36 not currently provide a libSDLMain.a. You can build it yourself |
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37 once you decide which one you want to use though it is easier and |
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38 recommended in the SDL FAQ that you just copy the SDLMain.h and |
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39 SDLMain.m directly into your project. If you are puzzled by this, |
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40 we strongly recommend you look at the different PB/Xcode project |
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41 templates to understand their uses and differences. (See Project |
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42 Template info below.) Note that the "Nibless" version is the same |
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43 version of SDLMain we include the the devel-lite section of the |
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44 main SDL.dmg. |
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45 |
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46 |
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47 Xocde Project Templates: |
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48 For convenience, we provide Project Templates for Xcode. |
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49 Using Xcode is *not* a requirement for using |
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50 the SDL.framework. However, for newbies, we do recommend trying |
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51 out the Xcode templates first (and work your way back to raw gcc |
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52 if you desire), as the Xcode templates try to setup everything |
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53 for you in a working state. This avoids the need to ask those |
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54 many reoccuring questions that appear on the mailing list |
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55 or the SDL FAQ. |
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56 |
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57 |
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58 We have provided 3 different kinds of SDL templates for Xcode and have |
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59 a different set of templates for each version of Xcode (which generally |
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60 correspond with a particular Mac OS X version). |
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61 The installion directory depends on which version of Xcode you have. |
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62 (Note: These directories may not already exist on your system so you must create them yourself.) |
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63 |
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64 For Leopard and Snow Leopard (Xcode 2.5, 3+), we recommend you install to: |
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65 /Library/Application Support/Developer/Shared/Xcode/Project Templates/Application |
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66 |
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67 For Xcode 1.0 to 2.4, |
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68 /Library/Application Support/Apple/Developer Tools/Project Templates/Appllcation |
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69 |
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70 |
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71 Also note you may place it in per-user locations, e.g. |
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72 ~/Library/Application Support/Developer/Shared/Xcode/Project Templates/Application |
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73 |
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74 |
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75 And for advanced users who have multiple versions of Xcode installed on a single system, |
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76 you may put each set in a directory with the Xcode version number instead of using "Shared", e.g. |
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77 /Library/Application Support/Developer/2.5/Xcode/Project Templates/Application |
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78 /Library/Application Support/Developer/3.1/Xcode/Project Templates/Application |
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79 /Library/Application Support/Developer/3.2/Xcode/Project Templates/Application |
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80 |
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81 |
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82 Copy each of the SDL/Xcode template directories into the correct location (e.g. "SDL OpenGL Application"). |
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83 Do not copy our enclosing folder into the location (e.g. TemplatesForXcodeSnowLeopard). |
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84 So for example, in: |
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85 /Library/Application Support/Developer/Shared/Xcode/Project Templates/Application |
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86 you should have the 3 folders: |
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87 SDL Application |
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88 SDL Cocoa Application |
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89 SDL OpenGL Application |
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90 |
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91 |
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92 After doing this, when doing a File->New Project, you will see the |
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93 projects under the Application category. |
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94 (Newer versions of Xcode have a separate section for User Templates and it will |
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95 appear in the Application category of the User Templates section.) |
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96 |
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97 |
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98 |
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99 How to create a new SDL project: |
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100 |
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101 1. Open Xcode (or Project Builder) |
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102 2. Select File->New Project |
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103 3. Select SDL Application |
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104 4. Name, Save, and Finish |
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105 5. Add your sources. |
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106 *6. That's it! |
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107 |
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108 * If you installed the SDL.framework to $(HOME)/Library/Frameworks |
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109 instead of /Library/Frameworks, you will need to update the |
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110 location of the SDL.framework in the "Groups & Files" browser. |
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111 |
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112 |
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113 The project templates we provide are: |
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114 - SDL Application |
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115 This is the barebones, most basic version. There is no |
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116 customized .Nib file. While still utilizing Cocoa under |
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117 the hood, this version may be best suited for fullscreen |
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118 applications. |
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119 |
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120 - SDL Cocoa Application |
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121 This demonstrates the integration of using native |
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122 Cocoa Menus with an SDL Application. For applications |
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123 designed to run in Windowed mode, Mac users may appreciate |
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124 having access to standard menus for things |
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125 like Preferences and Quiting (among other things). |
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126 |
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127 - SDL OpenGL Application |
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128 This reuses the same SDLMain from the "SDL Application" |
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129 temmplate, but also demonstrates how to |
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130 bring OpenGL into the mix. |
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131 |
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132 |
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133 Special Notes: |
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134 Only the 10.6 Snow Leopard templates (and later) will include 64-bit in the Universal Binary as |
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135 prior versions of OS X lacked the API support SDL requires for 64-bit to work correctly. |
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136 To prevent 64-bit SDL executables from being launched on 10.5 Leopard, a special key has been set |
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137 in the Info.plist in our Snow Leopard SDL/Xcode templates. |
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138 |
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139 |
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140 Xcode Tips and Tricks: |
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141 |
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142 - Building from command line |
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143 Use the command line tool: xcodebuild (see man page) |
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144 |
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145 - Running your app |
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146 You can send command line args to your app by either |
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147 invoking it from the command line (in *.app/Contents/MacOS) |
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148 or by entering them in the "Executables" panel of the target |
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149 settings. |
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150 |
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151 - Working directory |
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152 As defined in the SDLMain.m file, the working directory of |
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153 your SDL app is by default set to its parent. You may wish to |
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154 change this to better suit your needs. |
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155 |
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156 |
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157 |
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158 Additional References: |
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159 |
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160 - Screencast tutorials for getting started with OpenSceneGraph/Mac OS X are |
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161 available at: |
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162 http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/MacOSXTips |
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163 Though these are OpenSceneGraph centric, the same exact concepts apply to |
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164 SDL, thus the videos are recommended for everybody getting started with |
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165 developing on Mac OS X. (You can skim over the PlugIns stuff since SDL |
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166 doesn't have any PlugIns to worry about.) |
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167 |
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168 |
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169 Partial History: |
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170 2009-09-21 - CustomView template project was removed because it was broken by |
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171 the removal of legacy Quicktime support while moving to 64-bit. |
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172 ProjectBuilder templates were removed. |
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173 Tiger, Leopard, and Snow Leopard Xcode templates were introduced instead of |
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174 using a single common template due to the differences between the 3. |
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175 (Tiger used a chevron marker for substitution while Leopard/Snow Leopard use ___ |
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176 and we need the 10.6 SDK for 64-bit.) |
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177 |
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178 2007-12-30 - Updated documentation to reflect new template paths in Leopard |
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179 Xcode. Added reference to OSG screencasts. |
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180 |
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181 2006-03-17 - Changed the package format from a .pkg based |
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182 installer to a .dmg to avoid requiring administrator/root |
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183 to access contents, for better transparency, and to allow |
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184 users to more easily control which components |
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185 they actually want to install. |
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186 Introduced and updated documentation. |
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187 Created brand new Xcode project templates for Xcode 2.1 |
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188 based on the old Project Builder templates as they |
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189 required Xcode users to "Upgrade to Native Target". The new |
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190 templates try to leveage more default options and leverage |
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191 more Xcode conventions. The major change that may introduce |
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192 some breakage is that I now link to the SDL framework |
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193 via the "Group & Files" browser instead of using build |
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194 options. The downside to this is that if the user |
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195 installs the SDL.framework to a place other than |
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196 /Library/Frameworks (e.g. $(HOME)/Library/Frameworks), |
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197 the framework will not be found to link to and the user |
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198 has to manually fix this. But the upshot is (in addition to |
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199 being visually displayed in the forefront) is that it is |
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200 really easy to copy (embed) the framework automatically |
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201 into the .app bundle on build. So I have added this |
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202 feature, which makes the application potentially |
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203 drag-and-droppable ready. The Project Builder templates |
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204 are mostly unchanged due to the fact that I don't have |
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205 Project Builder. I did rename a file extension to .pbxproj |
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206 for the SDL Custom Cocoa Application template because |
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207 the .pbx extension would not load in my version of Xcode. |
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208 For both Project Builder and Xcode templates, I resync'd |
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209 the SDLMain.* files for the SDL App and OpenGL App |
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210 templates. I think people forget that we have 2 other |
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211 SDLMain's (and .Nib's) and somebody needs to go |
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212 through them and merge the new changes into those. |
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213 I also wrote a fix for the SDL Custom Cocoa App |
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214 template in MyController.m. The sprite loading code |
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215 needed to be able to find the icon.bmp in the .app |
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216 bundle's Resources folder. This change was needed to get |
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217 the app to run out of the box. This might change is untested |
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218 with Project Builder though and might break it. |
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219 There also seemed to be some corruption in the .nib itself. |
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220 Merely opening it and saving (allowing IB to correct the |
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221 .nib) seemed to correct things. |
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222 (Eric Wing) |
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223 |
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224 |
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225 |
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226 |