Mercurial > sdl-ios-xcode
view Xcode/SDL/pkg-support/Readme SDL Developer.txt @ 3315:87ffdad11607
Fixed bug #761
Mason Wheeler 2009-07-05 09:28:33 PDT
This patch fixes two issues with SDL_CreateTextureFromSurface.
1. If no renderer is available, the function will return 0 without calling
SDL_SetError. (It does this in other places as well, but it appears that in
these cases, SDL_SetError was already called by a previous function call.)
2. Removal of a dead code block that checks for an impossible return value.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sat, 26 Sep 2009 10:13:44 +0000 |
parents | 9e9a2476f704 |
children |
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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. (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)