Mercurial > sdl-ios-xcode
comparison Xcode/SDL/pkg-support/Readme SDL Developer.txt @ 3331:d44a0a913aa2
Eric Wing to Sam
Lots of fixes.
Fixed missing power management building.
Added template icons to the project templates.
DocSet stuff
Documentation fixes..
Fixed all the SDLtests. (Lots of tedious work.) It now depends on the static library target for convenience so I am not going to remove it from the SDL xcode project.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 01 Oct 2009 15:30:26 +0000 |
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children | e4009cea0e82 |
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1 SDL Mac OS X Developer Notes: | |
2 This is an optional developer package to provide extras that an | |
3 SDL developer might benefit from. | |
4 | |
5 Make sure you have already installed the SDL.framework | |
6 from the SDL.dmg. | |
7 | |
8 For more complete documentation, please see READMEs included | |
9 with the SDL source code. Also, don't forget about the API | |
10 documentation (also included with this package). | |
11 | |
12 | |
13 This package contains: | |
14 - SDL API Documentation | |
15 - A variety of SDLMain and .Nib files to choose from | |
16 - Xcode project templates | |
17 | |
18 | |
19 SDL API Documentation: | |
20 We include both the HTML documentation and the man files. | |
21 We also include an Xocde DocSet which | |
22 is generated via Doxygen. These require Xcode 3.0 or greater. | |
23 | |
24 You will need to drill down into the XcodeDocSet directory | |
25 from the Documentation folder and find the | |
26 org.libsdl.sdl.docset bundle. We recommend you copy this to: | |
27 | |
28 /Library/Developer/Shared/Documentation/DocSets | |
29 | |
30 Again, this follows all the standard Xcode patterns | |
31 described with the project templates (below). You may need | |
32 to create the directories if they don't already exist. | |
33 You may install it on a per-user basis. | |
34 And you may target specific versions of Xcode | |
35 in lieu of using the "Shared" directory. | |
36 | |
37 To use, it is quite simple. Just bring up the Xcode | |
38 Documentation Browser window (can be activated through | |
39 the Xcode Help Menu) and start searching for something. | |
40 | |
41 If nothing is found on a legitimate search, verify that | |
42 the SDL documentation is enabled by opening up the DocSet | |
43 popup box below the toolbar in Snow Leopard. | |
44 (In Leopard, the DocSets appear in the left-side panel.) | |
45 | |
46 Another handy trick is to use the mouse and Option-Double-Click | |
47 on a function or keyword to bring up documentation on the | |
48 selected item. Prior to Xcode 3.2 (Snow Leopard), this would | |
49 jump you to the entry in the Xcode Documentation Browser. | |
50 | |
51 However, in Xcode 3.2 (Snow Leopard), this behavior has been | |
52 altered and you are now given a hovering connected popup box | |
53 on the selected item (called Quick Help). Unfortunately, the | |
54 Doxygen generated DocSet doesn't currently provide Quick Help | |
55 information. You can either follow a link to the main | |
56 Documentation Browser from the Quick Help, or alternatively, | |
57 you can bypass Quick Help by using Command-Option-Double-Click | |
58 instead of Option-Double-Click. (Please file feedback with both | |
59 Doxygen and Apple to improve Quick Help integration.) | |
60 | |
61 | |
62 For those that want to tweak the documentation output, | |
63 you can find my Doxyfile in the XcodeDocSet directory in | |
64 the Xcode directory of the SDL source code base (and in this package). | |
65 | |
66 One of the most significant options is "Separate Member Pages" | |
67 which I disable. When disabled, the documentation is about 6MB. | |
68 When enabled, the documentation is closer to 1.6GB (yes gigabytes). | |
69 Obviously, distribution will be really hard with sizes that huge | |
70 so I disable the option. | |
71 | |
72 I also disabled Dot because there didn't seem to be | |
73 much benefit of generating graphs for public C functions. | |
74 | |
75 One thing I would like to see is a CSS file that makes the | |
76 Doxygen DocSet look more like the native Apple documentation | |
77 style. Style sheets are outside my expertise so I am asking for | |
78 contributions on this one. Meanwhile, I also request you send | |
79 feedback to Doxygen and Apple about this issue too. | |
80 | |
81 | |
82 Finally for convenience, I have added a new shell script target | |
83 to the Xcode project that builds SDL that refers to my Doxyfile | |
84 and generate the DocSet we distribute. | |
85 | |
86 | |
87 SDLMain: | |
88 We include several different variations of SDLMain and the | |
89 .Nibs. (Each of these are demonstrated by the different PB/Xcode | |
90 project templates.) You get to pick which one you want to use, | |
91 or you can write your own to meet your own specific needs. We do | |
92 not currently provide a libSDLMain.a. You can build it yourself | |
93 once you decide which one you want to use though it is easier and | |
94 recommended in the SDL FAQ that you just copy the SDLMain.h and | |
95 SDLMain.m directly into your project. If you are puzzled by this, | |
96 we strongly recommend you look at the different PB/Xcode project | |
97 templates to understand their uses and differences. (See Project | |
98 Template info below.) Note that the "Nibless" version is the same | |
99 version of SDLMain we include the the devel-lite section of the | |
100 main SDL.dmg. | |
101 | |
102 | |
103 Xocde Project Templates: | |
104 For convenience, we provide Project Templates for Xcode. | |
105 Using Xcode is *not* a requirement for using | |
106 the SDL.framework. However, for newbies, we do recommend trying | |
107 out the Xcode templates first (and work your way back to raw gcc | |
108 if you desire), as the Xcode templates try to setup everything | |
109 for you in a working state. This avoids the need to ask those | |
110 many reoccuring questions that appear on the mailing list | |
111 or the SDL FAQ. | |
112 | |
113 | |
114 We have provided 3 different kinds of SDL templates for Xcode and have | |
115 a different set of templates for each version of Xcode (which generally | |
116 correspond with a particular Mac OS X version). | |
117 The installion directory depends on which version of Xcode you have. | |
118 (Note: These directories may not already exist on your system so you must create them yourself.) | |
119 | |
120 For Leopard and Snow Leopard (Xcode 2.5, 3+), we recommend you install to: | |
121 /Library/Application Support/Developer/Shared/Xcode/Project Templates/Application | |
122 | |
123 For Xcode 1.0 to 2.4, | |
124 /Library/Application Support/Apple/Developer Tools/Project Templates/Appllcation | |
125 | |
126 | |
127 Also note you may place it in per-user locations, e.g. | |
128 ~/Library/Application Support/Developer/Shared/Xcode/Project Templates/Application | |
129 | |
130 | |
131 And for advanced users who have multiple versions of Xcode installed on a single system, | |
132 you may put each set in a directory with the Xcode version number instead of using "Shared", e.g. | |
133 /Library/Application Support/Developer/2.5/Xcode/Project Templates/Application | |
134 /Library/Application Support/Developer/3.1/Xcode/Project Templates/Application | |
135 /Library/Application Support/Developer/3.2/Xcode/Project Templates/Application | |
136 | |
137 | |
138 Copy each of the SDL/Xcode template directories into the correct location (e.g. "SDL OpenGL Application"). | |
139 Do not copy our enclosing folder into the location (e.g. TemplatesForXcodeSnowLeopard). | |
140 So for example, in: | |
141 /Library/Application Support/Developer/Shared/Xcode/Project Templates/Application | |
142 you should have the 3 folders: | |
143 SDL Application | |
144 SDL Cocoa Application | |
145 SDL OpenGL Application | |
146 | |
147 | |
148 After doing this, when doing a File->New Project, you will see the | |
149 projects under the Application category. | |
150 (Newer versions of Xcode have a separate section for User Templates and it will | |
151 appear in the Application category of the User Templates section.) | |
152 | |
153 | |
154 | |
155 How to create a new SDL project: | |
156 | |
157 1. Open Xcode | |
158 2. Select File->New Project | |
159 3. Select SDL Application | |
160 4. Name, Save, and Finish | |
161 5. Add your sources. | |
162 *6. That's it! | |
163 | |
164 * If you installed the SDL.framework to $(HOME)/Library/Frameworks | |
165 instead of /Library/Frameworks, you will need to update the | |
166 location of the SDL.framework in the "Groups & Files" browser. | |
167 | |
168 | |
169 The project templates we provide are: | |
170 - SDL Application | |
171 This is the barebones, most basic version. There is no | |
172 customized .Nib file. While still utilizing Cocoa under | |
173 the hood, this version may be best suited for fullscreen | |
174 applications. | |
175 | |
176 - SDL Cocoa Application | |
177 This demonstrates the integration of using native | |
178 Cocoa Menus with an SDL Application. For applications | |
179 designed to run in Windowed mode, Mac users may appreciate | |
180 having access to standard menus for things | |
181 like Preferences and Quiting (among other things). | |
182 | |
183 - SDL OpenGL Application | |
184 This reuses the same SDLMain from the "SDL Application" | |
185 temmplate, but also demonstrates how to | |
186 bring OpenGL into the mix. | |
187 | |
188 | |
189 Special Notes: | |
190 Only the 10.6 Snow Leopard templates (and later) will include 64-bit in the Universal Binary as | |
191 prior versions of OS X lacked the API support SDL requires for 64-bit to work correctly. | |
192 To prevent 64-bit SDL executables from being launched on 10.5 Leopard, a special key has been set | |
193 in the Info.plist in our Snow Leopard SDL/Xcode templates. | |
194 | |
195 | |
196 Xcode Tips and Tricks: | |
197 | |
198 - Building from command line | |
199 Use the command line tool: xcodebuild (see man page) | |
200 | |
201 - Running your app | |
202 You can send command line args to your app by either | |
203 invoking it from the command line (in *.app/Contents/MacOS) | |
204 or by entering them in the "Executables" panel of the target | |
205 settings. | |
206 | |
207 - Working directory | |
208 As defined in the SDLMain.m file, the working directory of | |
209 your SDL app is by default set to its parent. You may wish to | |
210 change this to better suit your needs. | |
211 | |
212 | |
213 | |
214 Additional References: | |
215 | |
216 - Screencast tutorials for getting started with OpenSceneGraph/Mac OS X are | |
217 available at: | |
218 http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/MacOSXTips | |
219 Though these are OpenSceneGraph centric, the same exact concepts apply to | |
220 SDL, thus the videos are recommended for everybody getting started with | |
221 developing on Mac OS X. (You can skim over the PlugIns stuff since SDL | |
222 doesn't have any PlugIns to worry about.) | |
223 | |
224 | |
225 Partial History: | |
226 2009-09-21 - CustomView template project was removed because it was broken by | |
227 the removal of legacy Quicktime support while moving to 64-bit. | |
228 ProjectBuilder templates were removed. | |
229 Tiger, Leopard, and Snow Leopard Xcode templates were introduced instead of | |
230 using a single common template due to the differences between the 3. | |
231 (Tiger used a chevron marker for substitution while Leopard/Snow Leopard use ___ | |
232 and we need the 10.6 SDK for 64-bit.) | |
233 | |
234 2007-12-30 - Updated documentation to reflect new template paths in Leopard | |
235 Xcode. Added reference to OSG screencasts. | |
236 | |
237 2006-03-17 - Changed the package format from a .pkg based | |
238 installer to a .dmg to avoid requiring administrator/root | |
239 to access contents, for better transparency, and to allow | |
240 users to more easily control which components | |
241 they actually want to install. | |
242 Introduced and updated documentation. | |
243 Created brand new Xcode project templates for Xcode 2.1 | |
244 based on the old Project Builder templates as they | |
245 required Xcode users to "Upgrade to Native Target". The new | |
246 templates try to leveage more default options and leverage | |
247 more Xcode conventions. The major change that may introduce | |
248 some breakage is that I now link to the SDL framework | |
249 via the "Group & Files" browser instead of using build | |
250 options. The downside to this is that if the user | |
251 installs the SDL.framework to a place other than | |
252 /Library/Frameworks (e.g. $(HOME)/Library/Frameworks), | |
253 the framework will not be found to link to and the user | |
254 has to manually fix this. But the upshot is (in addition to | |
255 being visually displayed in the forefront) is that it is | |
256 really easy to copy (embed) the framework automatically | |
257 into the .app bundle on build. So I have added this | |
258 feature, which makes the application potentially | |
259 drag-and-droppable ready. The Project Builder templates | |
260 are mostly unchanged due to the fact that I don't have | |
261 Project Builder. I did rename a file extension to .pbxproj | |
262 for the SDL Custom Cocoa Application template because | |
263 the .pbx extension would not load in my version of Xcode. | |
264 For both Project Builder and Xcode templates, I resync'd | |
265 the SDLMain.* files for the SDL App and OpenGL App | |
266 templates. I think people forget that we have 2 other | |
267 SDLMain's (and .Nib's) and somebody needs to go | |
268 through them and merge the new changes into those. | |
269 I also wrote a fix for the SDL Custom Cocoa App | |
270 template in MyController.m. The sprite loading code | |
271 needed to be able to find the icon.bmp in the .app | |
272 bundle's Resources folder. This change was needed to get | |
273 the app to run out of the box. This might change is untested | |
274 with Project Builder though and might break it. | |
275 There also seemed to be some corruption in the .nib itself. | |
276 Merely opening it and saving (allowing IB to correct the | |
277 .nib) seemed to correct things. | |
278 (Eric Wing) | |
279 | |
280 | |
281 | |
282 |