annotate README.MacOSX @ 479:c0a1744bc2cf

Added a -benchmark flag for testing the speeds of various video modes
author Sam Lantinga <slouken@libsdl.org>
date Sat, 31 Aug 2002 19:48:11 +0000
parents 50620ec9c86a
children ae4ab3ac89a9
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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 ProjectBuilder (PB).
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11
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12 To build 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 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 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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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 ==============================================================================
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69 Using the Simple DirectMedia Layer with Project Builder
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70 ==============================================================================
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71
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72 These instructions are for using Apple's Project Builder IDE to build SDL
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73 applications.
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74
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75 - First steps
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76
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77 The first thing to do is to unpack the PBProjects.tar.gz archive in the
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78 top level SDL directory (where the PBProjects.tar.gz archive resides).
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79 Because Stuffit Expander will unpack the archive into a subdirectory,
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80 you should unpack the archive manually from the command line:
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81 cd [path_to_SDL_source]
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82 tar zxf PBProjects.tar.gz
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83 This will create a new folder called PBProjects, which you can browse
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84 normally from the Finder.
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85
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86 - Building the Framework
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87
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88 The SDL Library is packaged as a framework bundle, an organized
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89 relocatable folder heirarchy of executible code, interface headers,
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90 and additional resources. For practical purposes, you can think of a
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91 framework as a more user and system-friendly shared library, whose library
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92 file behaves more or less like a standard UNIX shared library.
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93
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94 To build the framework, simply open the framework project and build it.
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95 By default, the framework bundle "SDL.framework" is installed in
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96 ~/Library/Frameworks. Therefore, the testers and project stationary expect
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97 it to be located there. However, it will function the same in any of the
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98 following locations:
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99
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100 ~/Library/Frameworks
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101 /Local/Library/Frameworks
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102 /System/Library/Frameworks
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103
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104 - Build Options
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105 There are two "Build Styles" (See the "Targets" tab) for SDL.
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106 "Deployment" should be used if you aren't tweaking the SDL library.
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107 "Development" should be used to debug SDL apps or the library itself.
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108
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109 - Building the Testers
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110 Open the SDLTest project and build away!
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111
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112 - Using the Project Stationary
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113 Copy the stationary to the indicated folders to access it from
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114 the "New Project" and "Add target" menus. What could be easier?
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115
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116 - Setting up a new project by hand
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117 Some of you won't want to use the Stationary so I'll give some tips:
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118 * Create a new "Cocoa Application"
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119 * Add src/main/macosx/SDLMain.m , .h and .nib to your project
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120 * Remove "main.c" from your project
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121 * Remove "MainMenu.nib" from your project
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122 * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
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123 * Add "$(HOME)/Library/Frameworks" to the frameworks search path
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124 * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
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125 * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
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126 * Add your files
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127 * Clean and build
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128
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129 - Building from command line
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130 Use pbxbuild in the same directory as your .pbproj file
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131
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132 - Running your app
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133 You can send command line args to your app by either invoking it from
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134 the command line (in *.app/Contents/MacOS) or by entering them in the
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135 "Executibles" panel of the target settings.
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136
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137 - Implementation Notes
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138 Some things that may be of interest about how it all works...
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139 * Working directory
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140 As defined in the SDL_main.m file, the working directory of your SDL app
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141 is by default set to its parent. You may wish to change this to better
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142 suit your needs.
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143 * You have a Cocoa App!
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144 Your SDL app is essentially a Cocoa application. When your app
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145 starts up and the libraries finish loading, a Cocoa procedure is called,
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146 which sets up the working directory and calls your main() method.
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147 You are free to modify your Cocoa app with generally no consequence
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148 to SDL. You cannot, however, easily change the SDL window itself.
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149 Functionality may be added in the future to help this.
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150
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151
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152 Known bugs are listed in the file "BUGS"