Mercurial > sdl-ios-xcode
diff Xcode/SDL/pkg-support/Readme SDL Developer.txt @ 3303:9e9a2476f704
Updated Xcode project from Eric Wing
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 24 Sep 2009 07:13:02 +0000 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Xcode/SDL/pkg-support/Readme SDL Developer.txt Thu Sep 24 07:13:02 2009 +0000 @@ -0,0 +1,226 @@ +SDL Mac OS X Developer Notes: + This is an optional developer package to provide extras that an + SDL developer might benefit from. + + Make sure you have already installed the SDL.framework + from the SDL.dmg. + + For more complete documentation, please see READMEs included + with the SDL source code. Also, don't forget about the API + documentation (also included with this package). + + +This package contains: +- SDL API Documentation +- A variety of SDLMain and .Nib files to choose from +- Xcode/Project Builder project templates + + +SDL API Documentation: + We include both the HTML documentation and the man files. For + the HTML documentation, we have previously been installing to + /Develoepr/Documentation, but Apple explicitly says this is not + intended for 3rd party documentation. Xcode installs/updates + reserve the right and have been known to completely purge the + /Developer directory before installation, so if you place stuff + there, be aware that it could be deleted. + (Xcode 3.0 introduces support for 3rd-party documentation, but + we are still investigating the details.) + + +SDLMain: + We include several different variations of SDLMain and the + .Nibs. (Each of these are demonstrated by the different PB/Xcode + project templates.) You get to pick which one you want to use, + or you can write your own to meet your own specific needs. We do + not currently provide a libSDLMain.a. You can build it yourself + once you decide which one you want to use though it is easier and + recommended in the SDL FAQ that you just copy the SDLMain.h and + SDLMain.m directly into your project. If you are puzzled by this, + we strongly recommend you look at the different PB/Xcode project + templates to understand their uses and differences. (See Project + Template info below.) Note that the "Nibless" version is the same + version of SDLMain we include the the devel-lite section of the + main SDL.dmg. + + +Xocde Project Templates: + For convenience, we provide Project Templates for Xcode. + Using Xcode is *not* a requirement for using + the SDL.framework. However, for newbies, we do recommend trying + out the Xcode templates first (and work your way back to raw gcc + if you desire), as the Xcode templates try to setup everything + for you in a working state. This avoids the need to ask those + many reoccuring questions that appear on the mailing list + or the SDL FAQ. + + + We have provided 3 different kinds of SDL templates for Xcode and have + a different set of templates for each version of Xcode (which generally + correspond with a particular Mac OS X version). + The installion directory depends on which version of Xcode you have. + (Note: These directories may not already exist on your system so you must create them yourself.) + + For Leopard and Snow Leopard (Xcode 2.5, 3+), we recommend you install to: + /Library/Application Support/Developer/Shared/Xcode/Project Templates/Application + + For Xcode 1.0 to 2.4, + /Library/Application Support/Apple/Developer Tools/Project Templates/Appllcation + + + Also note you may place it in per-user locations, e.g. + ~/Library/Application Support/Developer/Shared/Xcode/Project Templates/Application + + + And for advanced users who have multiple versions of Xcode installed on a single system, + you may put each set in a directory with the Xcode version number instead of using "Shared", e.g. + /Library/Application Support/Developer/2.5/Xcode/Project Templates/Application + /Library/Application Support/Developer/3.1/Xcode/Project Templates/Application + /Library/Application Support/Developer/3.2/Xcode/Project Templates/Application + + + Copy each of the SDL/Xcode template directories into the correct location (e.g. "SDL OpenGL Application"). + Do not copy our enclosing folder into the location (e.g. TemplatesForXcodeSnowLeopard). + So for example, in: + /Library/Application Support/Developer/Shared/Xcode/Project Templates/Application + you should have the 3 folders: + SDL Application + SDL Cocoa Application + SDL OpenGL Application + + + After doing this, when doing a File->New Project, you will see the + projects under the Application category. + (Newer versions of Xcode have a separate section for User Templates and it will + appear in the Application category of the User Templates section.) + + + + How to create a new SDL project: + + 1. Open Xcode (or Project Builder) + 2. Select File->New Project + 3. Select SDL Application + 4. Name, Save, and Finish + 5. Add your sources. + *6. That's it! + + * If you installed the SDL.framework to $(HOME)/Library/Frameworks + instead of /Library/Frameworks, you will need to update the + location of the SDL.framework in the "Groups & Files" browser. + + + The project templates we provide are: + - SDL Application + This is the barebones, most basic version. There is no + customized .Nib file. While still utilizing Cocoa under + the hood, this version may be best suited for fullscreen + applications. + + - SDL Cocoa Application + This demonstrates the integration of using native + Cocoa Menus with an SDL Application. For applications + designed to run in Windowed mode, Mac users may appreciate + having access to standard menus for things + like Preferences and Quiting (among other things). + + - SDL OpenGL Application + This reuses the same SDLMain from the "SDL Application" + temmplate, but also demonstrates how to + bring OpenGL into the mix. + + +Special Notes: +Only the 10.6 Snow Leopard templates (and later) will include 64-bit in the Universal Binary as +prior versions of OS X lacked the API support SDL requires for 64-bit to work correctly. +To prevent 64-bit SDL executables from being launched on 10.5 Leopard, a special key has been set +in the Info.plist in our Snow Leopard SDL/Xcode templates. + + +Xcode Tips and Tricks: + +- Building from command line + Use the command line tool: xcodebuild (see man page) + +- Running your app + You can send command line args to your app by either + invoking it from the command line (in *.app/Contents/MacOS) + or by entering them in the "Executables" panel of the target + settings. + +- Working directory + As defined in the SDLMain.m file, the working directory of + your SDL app is by default set to its parent. You may wish to + change this to better suit your needs. + + + +Additional References: + + - Screencast tutorials for getting started with OpenSceneGraph/Mac OS X are + available at: + http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/MacOSXTips + Though these are OpenSceneGraph centric, the same exact concepts apply to + SDL, thus the videos are recommended for everybody getting started with + developing on Mac OS X. (You can skim over the PlugIns stuff since SDL + doesn't have any PlugIns to worry about.) + + +Partial History: +2009-09-21 - CustomView template project was removed because it was broken by + the removal of legacy Quicktime support while moving to 64-bit. + ProjectBuilder templates were removed. + Tiger, Leopard, and Snow Leopard Xcode templates were introduced instead of + using a single common template due to the differences between the 3. + (Tiger used a chevron marker for substitution while Leopard/Snow Leopard use ___ + and we need the 10.6 SDK for 64-bit.) + +2007-12-30 - Updated documentation to reflect new template paths in Leopard + Xcode. Added reference to OSG screencasts. + +2006-03-17 - Changed the package format from a .pkg based + installer to a .dmg to avoid requiring administrator/root + to access contents, for better transparency, and to allow + users to more easily control which components + they actually want to install. + Introduced and updated documentation. + Created brand new Xcode project templates for Xcode 2.1 + based on the old Project Builder templates as they + required Xcode users to "Upgrade to Native Target". The new + templates try to leveage more default options and leverage + more Xcode conventions. The major change that may introduce + some breakage is that I now link to the SDL framework + via the "Group & Files" browser instead of using build + options. The downside to this is that if the user + installs the SDL.framework to a place other than + /Library/Frameworks (e.g. $(HOME)/Library/Frameworks), + the framework will not be found to link to and the user + has to manually fix this. But the upshot is (in addition to + being visually displayed in the forefront) is that it is + really easy to copy (embed) the framework automatically + into the .app bundle on build. So I have added this + feature, which makes the application potentially + drag-and-droppable ready. The Project Builder templates + are mostly unchanged due to the fact that I don't have + Project Builder. I did rename a file extension to .pbxproj + for the SDL Custom Cocoa Application template because + the .pbx extension would not load in my version of Xcode. + For both Project Builder and Xcode templates, I resync'd + the SDLMain.* files for the SDL App and OpenGL App + templates. I think people forget that we have 2 other + SDLMain's (and .Nib's) and somebody needs to go + through them and merge the new changes into those. + I also wrote a fix for the SDL Custom Cocoa App + template in MyController.m. The sprite loading code + needed to be able to find the icon.bmp in the .app + bundle's Resources folder. This change was needed to get + the app to run out of the box. This might change is untested + with Project Builder though and might break it. + There also seemed to be some corruption in the .nib itself. + Merely opening it and saving (allowing IB to correct the + .nib) seemed to correct things. + (Eric Wing) + + + +