annotate README.MacOSX @ 50:eda2f15ffb70

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author Sam Lantinga <slouken@lokigames.com>
date Thu, 07 Jun 2001 15:04:04 +0000
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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 For some reason, libtool doesn't run ranlib properly, so do this
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22 manually:
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23
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24 ranlib /usr/local/lib/libSDL.a
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25
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26 To use the library once it's built, you need to use the "Carbon
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27 framework", which is the port of the old Mac Toolbox to OS X.
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28 To do this, use the -F and -framework arguments for compiling
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29 and linking, respectively:
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30
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31 cc -c myprog.c -I/usr/local/include/SDL -F/System/Library/Frameworks/Carbon.framework
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32 cc myprog.o -L/usr/local/lib -lSDL -framework Carbon
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33
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34 sdl-config knows about the linking path and -framework, so it's
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35 recommended to use it to fill in your Makefile variables.
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36
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37 ==============================================================================
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38 Using the Simple DirectMedia Layer with Project Builder
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39 ==============================================================================
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40
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41 These instructions are for using Apple's Project Builder IDE to build SDL applications.
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42
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43 - Building the Framework
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44
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45 The SDL Library is packaged as a framework bundle, an organized
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46 relocatable folder heirarchy of executible code, interface headers,
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47 and additional resources. For practical purposes, you can think of a
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48 framework as a more user and system-friendly shared library, whose library
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49 file behaves more or less like a standard UNIX shared library.
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50
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51 To build the framework, simply open the framework project and build it.
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52 By default, the framework bundle "SDL.framework" is installed in
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53 ~/Library/Frameworks. Therefore, the testers and project stationary expect
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54 it to be located there. However, it will function the same in any of the
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55 following locations:
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56
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57 ~/Library/Frameworks
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58 /Local/Library/Frameworks
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59 /System/Library/Frameworks
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60
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61 - Build Options
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62 There are two "Build Styles" (See the "Targets" tab) for SDL.
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63 "Deployment" should be used if you aren't tweaking the SDL library.
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64 "Development" should be used to debug SDL apps or the library itself.
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65
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66 - Building the Testers
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67 Open the SDLTest project and build away!
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68
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69 - Using the Project Stationary
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70 Copy the stationary to the indicated folders to access it from
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71 the "New Project" and "Add target" menus. What could be easier?
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72
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73 - Setting up a new project by hand
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74 Some of you won't want to use the Stationary so I'll give some tips:
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75 * Create a new "Cocoa Application"
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76 * Add src/main/macosx/SDLMain.m , .h and .nib to your project
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77 * Remove "main.c" from your project
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78 * Remove "MainMenu.nib" from your project
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79 * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
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80 * Add "$(HOME)/Library/Frameworks" to the frameworks search path
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81 * Add "-framework SDL" to the "OTHER_LDFLAGS" variable
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82 * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
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83 * Add your files
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84 * Clean and build
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85
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86 - Building from command line
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87 Use pbxbuild in the same directory as your .pbproj file
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88
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89 - Running your app
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90 You can send command line args to your app by either invoking it from
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91 the command line (in *.app/Contents/MacOS) or by entering them in the
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92 "Executibles" panel of the target settings.
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93
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94 - Implementation Notes
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95 Some things that may be of interest about how it all works...
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96 * Working directory
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97 As defined in the SDLMain.m file, the working directory of your SDL app
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98 is by default set to its parent. You may wish to change this to better
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99 suit your needs.
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100 * You have a Cocoa App!
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101 Your SDL app is essentially a Cocoa application. When your app
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102 starts up and the libraries finish loading, a Cocoa procedure is called,
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103 which sets up the working directory and calls your main() method.
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104 You are free to modify your Cocoa app with generally no consequence
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105 to SDL. You cannot, however, easily change the SDL window itself.
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106 Functionality may be added in the future to help this.
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107 * My development setup:
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108 I am using version 1.0.1 (v63.0) of Project Builder on MacOS X 10.0.3,
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109 from the Developer Tools CD for May 2001.
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110 As of May 31 2001, Apple hasn't released this version of the tools to the public,
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111 but I expect that things will still work on older versions.
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112
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113 Known bugs are listed in the file "BUGS"