Mercurial > sdl-ios-xcode
view README.MacOSX @ 47:45b1c4303f87
Added initial support for Quartz video (thanks Darrell!)
author | Sam Lantinga <slouken@lokigames.com> |
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date | Thu, 07 Jun 2001 14:28:11 +0000 |
parents | 74212992fb08 |
children | 25dfe480c75e |
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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 ProjectBuilder (PB). To build using the command line, use the standard configure and make process: ./configure make make install (You may need to create the subdirs of /usr/local manually.) For some reason, libtool doesn't run ranlib properly, so do this manually: ranlib /usr/local/lib/libSDL.a To use the library once it's built, you need to use the "Carbon framework", which is the port of the old Mac Toolbox to OS X. To do this, use the -F and -framework arguments for compiling and linking, respectively: cc -c myprog.c -I/usr/local/include/SDL -F/System/Library/Frameworks/Carbon.framework cc myprog.o -L/usr/local/lib -lSDL -framework Carbon sdl-config knows about the linking path and -framework, so it's recommended to use it to fill in your Makefile variables. ============================================================================== Using the Simple DirectMedia Layer with Project Builder ============================================================================== These instructions are for using Apple's Project Builder IDE to build SDL applications. - 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" to the "OTHER_LDFLAGS" variable * 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 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. * 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. * My development setup: I am using version 1.0.1 (v63.0) of Project Builder on MacOS X 10.0.3, from the Developer Tools CD for May 2001. As of May 31 2001, Apple hasn't released this version of the tools to the public, but I expect that things will still work on older versions. Known bugs are listed in the file "BUGS"