Mercurial > sdl-ios-xcode
view Xcode/SDL/pkg-support/Readme SDL Developer.txt @ 2429:2c55b72ba46e gsoc2008_iphone
testdyngles is exactly what it sounds like -- a version of testdyngl that uses OpenGL ES calls instead of OpenGL. Was necessary to create because glOrtho is called glOrthof in OpenGL ES, and OpenGL ES doesn't have glBegin() type semantics for specifying geometry.
author | Holmes Futrell <hfutrell@umail.ucsb.edu> |
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date | Fri, 15 Aug 2008 00:52:52 +0000 |
parents | d63e9f5944ae |
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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. 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. Project Builder/Xocde Project Templates: For convenience, we provide Project Templates for Xcode and Project Builder. 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. Xcode 2.1+ users may use the templates in TemplatesForXcode folder. Project Builder and Xcode <= 2.0 users will need to use the templates in TemplatesForProjectBuilder folder. We have provided 4 different kinds of SDL templates for Xcode. We recommend you copy each of the template folders to: /Library/Application Support/Apple/Developer Tools/Project Templates/Appllcation (for system-wide) or ~/Library/Application Support/Apple/Developer Tools/Project Templates/Appllcation (for per-user) (Project Builder users will need to copy to /Developer/ProjectBuilder Extras). After doing this, when doing a File->New Project, you will see the projects under the Application category. 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. ** For Xcode users using Project Builder templates, you may want to convert the project to native Xcode targets since our current templates are Project Builder based. Go to the Menu->Project->Upgrade All Targets to Native 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 Custom Cocoa Application This application demonstrates the integration of SDL with native Cocoa widgets. This shows how you can get native Cocoa widgets like buttons, sliders, etc. to interact/integrate with your SDL application. - SDL OpenGL Application This reuses the same SDLMain from the "SDL Application" temmplate, but also demonstrates how to bring OpenGL into the mix. Project Builder/Xcode Tips and Tricks: - Building from command line Use pbxbuild in the same directory as your .pbproj file (Xcode has xcodebuild) - 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, or the "Executables" tab in the main window in Project Builder 2.0. - 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. Partial History: 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)