annotate Xcode/SDL/pkg-support/Readme SDL Developer.txt @ 3682:e4009cea0e82

Added Xcode-iPhoneOS to make dist
author Sam Lantinga <slouken@libsdl.org>
date Tue, 19 Jan 2010 05:31:16 +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 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.
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21 We also include an Xocde DocSet which
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22 is generated via Doxygen. These require Xcode 3.0 or greater.
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23
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24 You will need to drill down into the XcodeDocSet directory
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25 from the Documentation folder and find the
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26 org.libsdl.sdl.docset bundle. We recommend you copy this to:
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27
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28 /Library/Developer/Shared/Documentation/DocSets
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29
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30 Again, this follows all the standard Xcode patterns
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31 described with the project templates (below). You may need
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32 to create the directories if they don't already exist.
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33 You may install it on a per-user basis.
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34 And you may target specific versions of Xcode
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35 in lieu of using the "Shared" directory.
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36
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37 To use, it is quite simple. Just bring up the Xcode
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38 Documentation Browser window (can be activated through
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39 the Xcode Help Menu) and start searching for something.
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40
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41 If nothing is found on a legitimate search, verify that
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42 the SDL documentation is enabled by opening up the DocSet
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43 popup box below the toolbar in Snow Leopard.
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44 (In Leopard, the DocSets appear in the left-side panel.)
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45
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46 Another handy trick is to use the mouse and Option-Double-Click
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47 on a function or keyword to bring up documentation on the
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48 selected item. Prior to Xcode 3.2 (Snow Leopard), this would
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49 jump you to the entry in the Xcode Documentation Browser.
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50
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51 However, in Xcode 3.2 (Snow Leopard), this behavior has been
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52 altered and you are now given a hovering connected popup box
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53 on the selected item (called Quick Help). Unfortunately, the
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54 Doxygen generated DocSet doesn't currently provide Quick Help
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55 information. You can either follow a link to the main
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56 Documentation Browser from the Quick Help, or alternatively,
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57 you can bypass Quick Help by using Command-Option-Double-Click
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58 instead of Option-Double-Click. (Please file feedback with both
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59 Doxygen and Apple to improve Quick Help integration.)
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60
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61
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62 For those that want to tweak the documentation output,
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63 you can find my Doxyfile in the XcodeDocSet directory in
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64 the Xcode directory of the SDL source code base (and in this package).
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65
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66 One of the most significant options is "Separate Member Pages"
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67 which I disable. When disabled, the documentation is about 6MB.
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68 When enabled, the documentation is closer to 1.6GB (yes gigabytes).
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69 Obviously, distribution will be really hard with sizes that huge
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70 so I disable the option.
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71
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72 I also disabled Dot because there didn't seem to be
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73 much benefit of generating graphs for public C functions.
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74
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75 One thing I would like to see is a CSS file that makes the
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76 Doxygen DocSet look more like the native Apple documentation
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77 style. Style sheets are outside my expertise so I am asking for
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78 contributions on this one. Meanwhile, I also request you send
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79 feedback to Doxygen and Apple about this issue too.
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80
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81
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82 Finally for convenience, I have added a new shell script target
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83 to the Xcode project that builds SDL that refers to my Doxyfile
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84 and generate the DocSet we distribute.
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85
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86
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87 SDLMain:
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88 We include several different variations of SDLMain and the
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89 .Nibs. (Each of these are demonstrated by the different PB/Xcode
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90 project templates.) You get to pick which one you want to use,
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91 or you can write your own to meet your own specific needs. We do
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92 not currently provide a libSDLMain.a. You can build it yourself
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93 once you decide which one you want to use though it is easier and
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94 recommended in the SDL FAQ that you just copy the SDLMain.h and
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95 SDLMain.m directly into your project. If you are puzzled by this,
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96 we strongly recommend you look at the different PB/Xcode project
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97 templates to understand their uses and differences. (See Project
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98 Template info below.) Note that the "Nibless" version is the same
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99 version of SDLMain we include the the devel-lite section of the
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100 main SDL.dmg.
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101
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102
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103 Xocde Project Templates:
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104 For convenience, we provide Project Templates for Xcode.
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105 Using Xcode is *not* a requirement for using
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106 the SDL.framework. However, for newbies, we do recommend trying
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107 out the Xcode templates first (and work your way back to raw gcc
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108 if you desire), as the Xcode templates try to setup everything
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109 for you in a working state. This avoids the need to ask those
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110 many reoccuring questions that appear on the mailing list
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111 or the SDL FAQ.
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112
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113
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114 We have provided 3 different kinds of SDL templates for Xcode and have
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115 a different set of templates for each version of Xcode (which generally
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116 correspond with a particular Mac OS X version).
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117 The installion directory depends on which version of Xcode you have.
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118 (Note: These directories may not already exist on your system so you must create them yourself.)
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119
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120 For Leopard and Snow Leopard (Xcode 2.5, 3+), we recommend you install to:
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121 /Library/Application Support/Developer/Shared/Xcode/Project Templates/Application
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122
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123 For Xcode 1.0 to 2.4,
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124 /Library/Application Support/Apple/Developer Tools/Project Templates/Application
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125
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126
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127 Also note you may place it in per-user locations, e.g.
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128 ~/Library/Application Support/Developer/Shared/Xcode/Project Templates/Application
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129
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130
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131 And for advanced users who have multiple versions of Xcode installed on a single system,
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132 you may put each set in a directory with the Xcode version number instead of using "Shared", e.g.
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133 /Library/Application Support/Developer/2.5/Xcode/Project Templates/Application
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134 /Library/Application Support/Developer/3.1/Xcode/Project Templates/Application
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135 /Library/Application Support/Developer/3.2/Xcode/Project Templates/Application
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136
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137
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138 Copy each of the SDL/Xcode template directories into the correct location (e.g. "SDL OpenGL Application").
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139 Do not copy our enclosing folder into the location (e.g. TemplatesForXcodeSnowLeopard).
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140 So for example, in:
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141 /Library/Application Support/Developer/Shared/Xcode/Project Templates/Application
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142 you should have the 3 folders:
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143 SDL Application
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144 SDL Cocoa Application
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145 SDL OpenGL Application
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146
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147
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148 After doing this, when doing a File->New Project, you will see the
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149 projects under the Application category.
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150 (Newer versions of Xcode have a separate section for User Templates and it will
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151 appear in the Application category of the User Templates section.)
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152
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153
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154
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155 How to create a new SDL project:
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156
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157 1. Open Xcode
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158 2. Select File->New Project
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159 3. Select SDL Application
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160 4. Name, Save, and Finish
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161 5. Add your sources.
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162 *6. That's it!
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163
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164 * If you installed the SDL.framework to $(HOME)/Library/Frameworks
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165 instead of /Library/Frameworks, you will need to update the
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166 location of the SDL.framework in the "Groups & Files" browser.
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167
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168
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169 The project templates we provide are:
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170 - SDL Application
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171 This is the barebones, most basic version. There is no
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172 customized .Nib file. While still utilizing Cocoa under
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173 the hood, this version may be best suited for fullscreen
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174 applications.
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175
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176 - SDL Cocoa Application
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177 This demonstrates the integration of using native
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178 Cocoa Menus with an SDL Application. For applications
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179 designed to run in Windowed mode, Mac users may appreciate
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180 having access to standard menus for things
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181 like Preferences and Quiting (among other things).
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182
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183 - SDL OpenGL Application
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184 This reuses the same SDLMain from the "SDL Application"
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185 temmplate, but also demonstrates how to
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186 bring OpenGL into the mix.
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187
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188
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189 Special Notes:
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190 Only the 10.6 Snow Leopard templates (and later) will include 64-bit in the Universal Binary as
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191 prior versions of OS X lacked the API support SDL requires for 64-bit to work correctly.
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192 To prevent 64-bit SDL executables from being launched on 10.5 Leopard, a special key has been set
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193 in the Info.plist in our Snow Leopard SDL/Xcode templates.
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194
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195
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196 Xcode Tips and Tricks:
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197
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198 - Building from command line
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199 Use the command line tool: xcodebuild (see man page)
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200
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201 - Running your app
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202 You can send command line args to your app by either
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203 invoking it from the command line (in *.app/Contents/MacOS)
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204 or by entering them in the "Executables" panel of the target
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205 settings.
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206
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207 - Working directory
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208 As defined in the SDLMain.m file, the working directory of
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209 your SDL app is by default set to its parent. You may wish to
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210 change this to better suit your needs.
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211
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212
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213
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214 Additional References:
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215
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216 - Screencast tutorials for getting started with OpenSceneGraph/Mac OS X are
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217 available at:
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218 http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/MacOSXTips
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219 Though these are OpenSceneGraph centric, the same exact concepts apply to
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220 SDL, thus the videos are recommended for everybody getting started with
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221 developing on Mac OS X. (You can skim over the PlugIns stuff since SDL
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222 doesn't have any PlugIns to worry about.)
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223
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224
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225 Partial History:
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226 2009-09-21 - CustomView template project was removed because it was broken by
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227 the removal of legacy Quicktime support while moving to 64-bit.
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228 ProjectBuilder templates were removed.
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229 Tiger, Leopard, and Snow Leopard Xcode templates were introduced instead of
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230 using a single common template due to the differences between the 3.
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231 (Tiger used a chevron marker for substitution while Leopard/Snow Leopard use ___
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232 and we need the 10.6 SDK for 64-bit.)
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233
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234 2007-12-30 - Updated documentation to reflect new template paths in Leopard
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235 Xcode. Added reference to OSG screencasts.
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236
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237 2006-03-17 - Changed the package format from a .pkg based
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238 installer to a .dmg to avoid requiring administrator/root
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239 to access contents, for better transparency, and to allow
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240 users to more easily control which components
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241 they actually want to install.
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242 Introduced and updated documentation.
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243 Created brand new Xcode project templates for Xcode 2.1
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244 based on the old Project Builder templates as they
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245 required Xcode users to "Upgrade to Native Target". The new
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246 templates try to leveage more default options and leverage
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247 more Xcode conventions. The major change that may introduce
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248 some breakage is that I now link to the SDL framework
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249 via the "Group & Files" browser instead of using build
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250 options. The downside to this is that if the user
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251 installs the SDL.framework to a place other than
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252 /Library/Frameworks (e.g. $(HOME)/Library/Frameworks),
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253 the framework will not be found to link to and the user
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254 has to manually fix this. But the upshot is (in addition to
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255 being visually displayed in the forefront) is that it is
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256 really easy to copy (embed) the framework automatically
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257 into the .app bundle on build. So I have added this
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258 feature, which makes the application potentially
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259 drag-and-droppable ready. The Project Builder templates
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260 are mostly unchanged due to the fact that I don't have
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261 Project Builder. I did rename a file extension to .pbxproj
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262 for the SDL Custom Cocoa Application template because
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263 the .pbx extension would not load in my version of Xcode.
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264 For both Project Builder and Xcode templates, I resync'd
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265 the SDLMain.* files for the SDL App and OpenGL App
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266 templates. I think people forget that we have 2 other
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267 SDLMain's (and .Nib's) and somebody needs to go
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268 through them and merge the new changes into those.
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269 I also wrote a fix for the SDL Custom Cocoa App
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270 template in MyController.m. The sprite loading code
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271 needed to be able to find the icon.bmp in the .app
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272 bundle's Resources folder. This change was needed to get
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273 the app to run out of the box. This might change is untested
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274 with Project Builder though and might break it.
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275 There also seemed to be some corruption in the .nib itself.
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276 Merely opening it and saving (allowing IB to correct the
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277 .nib) seemed to correct things.
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278 (Eric Wing)
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279
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280
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281
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282