view README.MacOSX @ 3487:24d13328c44a

Eric Wing to Sam, hfutrell This one is quite puzzling. I found a partial workaround, but I don't fully understand the reasons yet. First, the console is complaining about not finding a nib for MainWindow. I tried removing the entry for this in the info.plist, and the message went away, but it didn't really change anything. Second, I stepped through this with the debugger and broke up some lines. It seems that the basic act of calling view = [SDL_uikitopenglview alloc]; or even view = [SDL_uikitview alloc] will crash the program. The debugger messages plus the stack trace make me think it's not finding the SDL_uikitview classes for some reason. But I don't understand why this would be. view = [UIView alloc] will not crash the program. For kicks, I added a new definition of a class called SDL_object which subclasses NSObject in the same files as SDL_uikitopenglview and then call view = [SDL_object alloc]; This does not crash the program. So, then I modified SDL_object to subclass UIView. No crash. Next, I made SDL_object subclass UIView<UITextFieldDelegate> . This crashes. So it is the act of conforming to the UITextFieldDelegate protocol that is crashing things. I don't understand why it would crash on alloc though. I'm guessing either a delegate needs to be set somewhere or one of the required methods needs to be implemented. But in the former case, I would not expect a crash, but a silent message to nil and something else doesn't work. And in the latter case, I would expect a compiler warning and an exception thrown instead of a crash. Anyway, my temporary workaround is to change the interface declaration for SDL_uikitview to look like: #if SDL_IPHONE_KEYBOARD @interface SDL_uikitview : UIView<UITextFieldDelegate> { #else @interface SDL_uikitview : UIView { #endif And then disable the keyboard support in the SDL_config_iphoneos.h file. /* enable iPhone keyboard support */ #define SDL_IPHONE_KEYBOARD 0 -Eric On Nov 23, 2009, at 1:43 AM, Sam Lantinga wrote: > I ran into a blocking startup crash with the Happy demo on iPhone OS 3.1.2 on my new iPhone: > > #0 0x323fea14 in _class_isInitialized > #1 0x323fea68 in _class_initialize > #2 0x32403e92 in prepareForMethodLookup > #3 0x32401244 in lookUpMethod > #4 0x323fea10 in _class_lookupMethodAndLoadCache > #5 0x323fe746 in objc_msgSend_uncached > #6 0x323feb26 in _class_initialize > #7 0x323fea58 in _class_initialize > #8 0x32403e92 in prepareForMethodLookup > #9 0x32401244 in lookUpMethod > #10 0x323fea10 in _class_lookupMethodAndLoadCache > #11 0x323fe746 in objc_msgSend_uncached > #12 0x000554dc in UIKit_GL_CreateContext at SDL_uikitopengles.m:103 > #13 0x0004f89e in SDL_GL_CreateContext at SDL_video.c:3155 > #14 0x000579e8 in GLES_CreateRenderer at SDL_renderer_gles.c:282 > #15 0x0004d7b8 in SDL_CreateRenderer at SDL_video.c:1509 > #16 0x00002bc2 in SDL_main at happy.c:156 > #17 0x000571b2 in -[SDLUIKitDelegate postFinishLaunch] at > SDL_uikitappdelegate.m:77 > #18 0x313f9ef2 in __NSFireDelayedPerform > #19 0x32567bb2 in CFRunLoopRunSpecific > #20 0x3256735c in CFRunLoopRunInMode > #21 0x32912cbe in GSEventRunModal > #22 0x32912d6a in GSEventRun > #23 0x32b6276e in -[UIApplication _run] > #24 0x32b61472 in UIApplicationMain > #25 0x00057088 in main at SDL_uikitappdelegate.m:50 > > Any ideas? > > See ya! > -- > -Sam Lantinga, Founder and President, Galaxy Gameworks LLC
author Sam Lantinga <slouken@libsdl.org>
date Tue, 24 Nov 2009 08:12:32 +0000
parents 78da406ad139
children
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==============================================================================
Using the Simple DirectMedia Layer with Mac OS X
==============================================================================

These instructions are for people using Apple's Mac OS X (pronounced
"ten").

From the developer's point of view, OS X is a sort of hybrid Mac and
Unix system, and you have the option of using either traditional
command line tools or Apple's IDE Xcode.

To build SDL using the command line, use the standard configure and make
process:

	./configure
	make
	sudo make install

You can also build SDL as a Universal library (a single binary for both
PowerPC and Intel architectures), on Mac OS X 10.4 and newer, by using
the fatbuild.sh script in build-scripts:
	sh build-scripts/fatbuild.sh
	sudo build-scripts/fatbuild.sh install
This script builds SDL with 10.2 ABI compatibility on PowerPC and 10.4
ABI compatibility on Intel architectures.  For best compatibility you
should compile your application the same way.  A script which wraps
gcc to make this easy is provided in test/gcc-fat.sh

To use the library once it's built, you essential have two possibilities:
use the traditional autoconf/automake/make method, or use Xcode.

==============================================================================
Using the Simple DirectMedia Layer with a traditional Makefile
==============================================================================

An existing autoconf/automake build system for your SDL app has good chances
to work almost unchanged on OS X. However, to produce a "real" Mac OS X binary
that you can distribute to users, you need to put the generated binary into a
so called "bundle", which basically is a fancy folder with a name like
"MyCoolGame.app".

To get this build automatically, add something like the following rule to
your Makefile.am:

bundle_contents = APP_NAME.app/Contents
APP_NAME_bundle: EXE_NAME
	mkdir -p $(bundle_contents)/MacOS
	mkdir -p $(bundle_contents)/Resources
	echo "APPL????" > $(bundle_contents)/PkgInfo
	$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/

You should replace EXE_NAME with the name of the executable. APP_NAME is what
will be visible to the user in the Finder. Usually it will be the same
as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME 
usually is "TestGame". You might also want to use @PACKAGE@ to use the package
name as specified in your configure.in file.

If your project builds more than one application, you will have to do a bit
more.  For each of your target applications, you need a seperate rule.

If you want the created bundles to be installed, you may want to add this
rule to your Makefile.am:

install-exec-hook: APP_NAME_bundle
	rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
	mkdir -p $(DESTDIR)$(prefix)/Applications/
	cp -r $< /$(DESTDIR)$(prefix)Applications/

This rule takes the Bundle created by the rule from step 3 and installs them
into $(DESTDIR)$(prefix)/Applications/.

Again, if you want to install multiple applications, you will have to augment
the make rule accordingly.


But beware! That is only part of the story! With the above, you end up with
a bare bone .app bundle, which is double clickable from the Finder. But
there are some  more things you should do before shipping yor product...

1) The bundle right now probably is dynamically linked against SDL. That 
   means that when you copy it to another computer, *it will not run*,
   unless you also install SDL on that other computer. A good solution
   for this dilemma is to static link against SDL. On OS X, you can
   achieve that by linkinag against the libraries listed by
     sdl-config --static-libs
   instead of those listed by
     sdl-config --libs
   Depending on how exactly SDL is integrated into your build systems, the
   way to achieve that varies, so I won't describe it here in detail
2) Add an 'Info.plist' to your application. That is a special XML file which
   contains some meta-information about your application (like some copyright
   information, the version of your app, the name of an optional icon file,
   and other things). Part of that information is displayed by the Finder
   when you click on the .app, or if you look at the "Get Info" window.
   More information about Info.plist files can be found on Apple's homepage.


As a final remark, let me add that I use some of the techniques (and some
variations of them) in Exult and ScummVM; both are available in source on
the net, so feel free to take a peek at them for inspiration!


==============================================================================
Using the Simple DirectMedia Layer with Xcode
==============================================================================

These instructions are for using Apple's Xcode IDE to build SDL applications.

- First steps

The first thing to do is to unpack the Xcode.tar.gz archive in the
top level SDL directory (where the Xcode.tar.gz archive resides).
Because Stuffit Expander will unpack the archive into a subdirectory,
you should unpack the archive manually from the command line:
	cd [path_to_SDL_source]
	tar zxf Xcode.tar.gz
This will create a new folder called Xcode, which you can browse
normally from the Finder.

- Building the Framework

The SDL Library is packaged as a framework bundle, an organized
relocatable folder heirarchy of executible code, interface headers, 
and additional resources. For practical purposes, you can think of a 
framework as a more user and system-friendly shared library, whose library
file behaves more or less like a standard UNIX shared library.

To build the framework, simply open the framework project and build it. 
By default, the framework bundle "SDL.framework" is installed in 
/Library/Frameworks. Therefore, the testers and project stationary expect
it to be located there. However, it will function the same in any of the
following locations:

    ~/Library/Frameworks
    /Local/Library/Frameworks
    /System/Library/Frameworks

- Build Options
    There are two "Build Styles" (See the "Targets" tab) for SDL.
    "Deployment" should be used if you aren't tweaking the SDL library.
    "Development" should be used to debug SDL apps or the library itself.

- Building the Testers
    Open the SDLTest project and build away!

- Using the Project Stationary
    Copy the stationary to the indicated folders to access it from
    the "New Project" and "Add target" menus. What could be easier?

- Setting up a new project by hand
    Some of you won't want to use the Stationary so I'll give some tips:
    * Create a new "Cocoa Application"
    * Add src/main/macosx/SDLMain.m , .h and .nib to your project
    * Remove "main.c" from your project
    * Remove "MainMenu.nib" from your project
    * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
    * Add "$(HOME)/Library/Frameworks" to the frameworks search path
    * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
    * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
    * Add your files
    * Clean and build

- Building from command line
    Use pbxbuild in the same directory as your .pbproj file
         
- 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
    "Executibles" panel of the target settings.
    
- Implementation Notes
    Some things that may be of interest about how it all works...
    * Working directory
        As defined in the SDL_main.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.
    * You have a Cocoa App!
        Your SDL app is essentially a Cocoa application. When your app
        starts up and the libraries finish loading, a Cocoa procedure is called,
        which sets up the working directory and calls your main() method.
        You are free to modify your Cocoa app with generally no consequence 
        to SDL. You cannot, however, easily change the SDL window itself.
        Functionality may be added in the future to help this.
	

Known bugs are listed in the file "BUGS"