annotate README.MacOSX @ 176:c9bc7f33d56f

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author Sam Lantinga <slouken@libsdl.org>
date Tue, 11 Sep 2001 20:58:28 +0000
parents 37e3ca9254c7
children c151cfc43c07
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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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20
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21 /*
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22 To use the library once it's built, you need to use the "Carbon
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23 framework", which is the port of the old Mac Toolbox to OS X.
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24 To do this, use the -F and -framework arguments for compiling
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25 and linking, respectively:
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26
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27 cc -c myprog.c -I/usr/local/include/SDL -F/System/Library/Frameworks/Carbon.framework
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28 cc myprog.o -L/usr/local/lib -lSDL -framework Carbon
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29
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30 sdl-config knows about the linking path and -framework, so it's
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31 recommended to use it to fill in your Makefile variables.
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32 */
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33
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34 To use the library once it's built, you essential have two possibilities:
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35 use the traditional autoconf/automake/make method, or use Apple's Project Builder.
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36
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37 ==============================================================================
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38 Using the Simple DirectMedia Layer with a traditional Makefile
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39 ==============================================================================
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40
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41 In the following, it will be mostly assumed that you are using autoconf and
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42 automake to setup your SDL project, and furthermore that you use the AM_PATH_SDL
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43 macro provided by SDL in sdl.m4. If you are not using these tools, you can
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44 still use SDL but it will be somewhat hard to get running.
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45
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46 Only step 1) is really required to get started, but for full OS X support you
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47 will want to do the other steps, too.
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48
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49 1) Update your acinclude.m4 file in case you have copied an older version of
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50 sdl.m4 into it. This is essential as AM_PATH_SDL now performs some additional
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51 tasks when used on MacOS X
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52
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53 Rationale: AM_PATH_SDL copies /usr/local/share/sdl/Info.plist and the folder
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54 /usr/local/share/sdl/SDLMain.nib/ into the directory where configure is invoked.
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55 This is essential for the configure script to be able to run the test code
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56 that detects SDL.
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57
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58 2) Copy SDL's Info.plist.in file (from src/main/macosx) into your project's main
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59 folder (the same spot that your configure.in sits), and edit it to suite your
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60 needs. Then add it to your AC_OUTPUT list in configure.in
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61
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62 Rationale: The Info.plist file can be used to specify an icon file for
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63 your app, and also to provide a human readable version/copyright string
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64 and other meta-information to the user via the Finder's Get Info dialog.
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65
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66 3) Add something like the following rule to your Makefile.am:
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67
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68 APP_NAME.app: EXE_NAME
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69 mkdir -p $@/Contents/MacOS
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70 mkdir -p $@/Contents/Resources
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71 mkdir -p $@/Contents/Resources/SDLMain.nib
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72 echo "APPL????" > $@/Contents/PkgInfo
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73 $(INSTALL_DATA) Info.plist $@/Contents/
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74 $(INSTALL_DATA) SDLMain.nib/*.nib $@/Contents/Resources/
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75 $(INSTALL_PROGRAM) $< $@/Contents/MacOS/
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76
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77 You should replace EXE_NAME with the name of the executable. APP_NAME is what
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78 will be visible to the user in the Finder. Usually it will be the same
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79 as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME
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80 usually is "TestGame"
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81
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82 If your project builds more than one application, you will have to do a bit more.
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83 For each of your target applications, you need a seperate rule. Furthermore, each
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84 needs its own Info.plist file, since that has to contain the exact name of the
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85 executable (i.e. EXE_NAME above). One way to do that is to use sed in your make rules
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86 and modify a single master Info.plist.
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87
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88 Rationale: on Mac OS X, executables have to be put into so-called "bundles".
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89 The make rule given above will construct such a bundle around the executable
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90 for you. You need to make a copy of it for each target application.
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91
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92 4) If you want the create bundles to be installed, you may want to add this
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93 rule to your Makefile.am:
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94
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95 install-exec-local: Exult.app
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96 mkdir -p /Applications/
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97 cp -r $< /Applications/
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98
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99 This rule takes the Bundle created by the rule from step 3 and installs them
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100 into /Applications/. An alternate installation place would be $HOME/Applications/
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101
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102 Again, if you want to install multiple applications, you will have to augment
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103 the make rule accordingly.
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104
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105
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106 ==============================================================================
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107 Using the Simple DirectMedia Layer with Project Builder
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108 ==============================================================================
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109
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110 These instructions are for using Apple's Project Builder IDE to build SDL applications.
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111
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112 - First steps
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113
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114 The first thing to do is to unpack the PBProjects.tar.gz archive in the
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115 top level SDL directory (where the PBProjects.tar.gz archive resides).
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116 Because Stuffit Expander will unpack the archive into a subdirectory,
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117 you should unpack the archive manually from the command line:
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118 cd [path_to_SDL_source]
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119 tar zxf PBProjects.tar.gz
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120 This will create a new folder called PBProjects, which you can browse
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121 normally from the Finder.
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122
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123 - Building the Framework
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124
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125 The SDL Library is packaged as a framework bundle, an organized
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126 relocatable folder heirarchy of executible code, interface headers,
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127 and additional resources. For practical purposes, you can think of a
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128 framework as a more user and system-friendly shared library, whose library
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129 file behaves more or less like a standard UNIX shared library.
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130
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131 To build the framework, simply open the framework project and build it.
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132 By default, the framework bundle "SDL.framework" is installed in
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133 ~/Library/Frameworks. Therefore, the testers and project stationary expect
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134 it to be located there. However, it will function the same in any of the
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135 following locations:
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136
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137 ~/Library/Frameworks
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138 /Local/Library/Frameworks
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139 /System/Library/Frameworks
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140
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141 - Build Options
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142 There are two "Build Styles" (See the "Targets" tab) for SDL.
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143 "Deployment" should be used if you aren't tweaking the SDL library.
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144 "Development" should be used to debug SDL apps or the library itself.
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145
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146 - Building the Testers
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147 Open the SDLTest project and build away!
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148
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149 - Using the Project Stationary
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150 Copy the stationary to the indicated folders to access it from
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151 the "New Project" and "Add target" menus. What could be easier?
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152
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153 - Setting up a new project by hand
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154 Some of you won't want to use the Stationary so I'll give some tips:
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155 * Create a new "Cocoa Application"
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156 * Add src/main/macosx/SDLMain.m , .h and .nib to your project
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157 * Remove "main.c" from your project
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158 * Remove "MainMenu.nib" from your project
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159 * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
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160 * Add "$(HOME)/Library/Frameworks" to the frameworks search path
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161 * Add "-framework SDL" to the "OTHER_LDFLAGS" variable
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162 * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
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163 * Add your files
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164 * Clean and build
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165
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166 - Building from command line
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167 Use pbxbuild in the same directory as your .pbproj file
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168
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169 - Running your app
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170 You can send command line args to your app by either invoking it from
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171 the command line (in *.app/Contents/MacOS) or by entering them in the
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172 "Executibles" panel of the target settings.
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173
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174 - Implementation Notes
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175 Some things that may be of interest about how it all works...
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176 * Working directory
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177 As defined in the SDLMain.m file, the working directory of your SDL app
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178 is by default set to its parent. You may wish to change this to better
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179 suit your needs.
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180 * You have a Cocoa App!
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181 Your SDL app is essentially a Cocoa application. When your app
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182 starts up and the libraries finish loading, a Cocoa procedure is called,
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183 which sets up the working directory and calls your main() method.
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184 You are free to modify your Cocoa app with generally no consequence
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185 to SDL. You cannot, however, easily change the SDL window itself.
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186 Functionality may be added in the future to help this.
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187 * My development setup:
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188 I am using version 1.0.1 (v63.0) of Project Builder on MacOS X 10.0.3,
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189 from the Developer Tools CD for May 2001.
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190 As of May 31 2001, Apple hasn't released this version of the tools to the public,
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191 but I expect that things will still work on older versions.
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192
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193 Known bugs are listed in the file "BUGS"
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194 LocalWords: Stuffit