Mercurial > sdl-ios-xcode
view Xcode/SDL/pkg-support/resources/ReadMe.txt @ 5170:88c656ffea44
Fixed crash if SDL_VideoDriverName() is passed a NULL namebuf
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 03 Feb 2011 16:57:38 -0800 |
parents | 9e9a2476f704 |
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The Simple DirectMedia Layer (SDL for short) is a cross-platform library designed to make it easy to write multi-media software, such as games and emulators. The Simple DirectMedia Layer library source code is available from: http://www.libsdl.org/ This library is distributed under the terms of the GNU LGPL license: http://www.gnu.org/copyleft/lesser.html This packages contains the SDL.framework for OS X. Conforming with Apple guidelines, this framework contains both the SDL runtime component and development header files. To Install: Copy the SDL.framework to /Library/Frameworks You may alternatively install it in <Your home directory>/Library/Frameworks if your access privileges are not high enough. (Be aware that the Xcode templates we provide in the SDL Developer Extras package may require some adjustment for your system if you do this.) Known Issues: ??? 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 of PB/Xcode projects: 2009-09-21 - Added 64-bit for Snow Leopard. 10.4 is the new minimum requirement. Removed 'no X11' targets as new codebase will assume you have them. Also removed specific #defines for X11, but needed to add search path to /usr/X11R6/include 2007-12-31 - Enabled strip -x in the Xcode settings and removed it from the Build DMG script. Added a per-arch setting for the Deployment targets for OTHER_LDFLAGS_ppc to re-enable prebinding. Need to remember to copy these changes to the SDL satellite projects. 2007-12-30 - Updated documentation to reflect new installation paths for Xcode project templates under Leopard (Xcode 2.5/3.0). ????-??-?? - Added extra targets for building formal releases against the 10.2 SDK so we don't have to keep modifying the settings. ????-??-?? - Added fancy DMG (background logo) support with automation. 2006-05-09 - Added shell script phase to deal with new SDL_config.h behavior. Encountered what seems to be an Xcode bug with multiple files of the same name, even when conditional compiling is controlled by custom #defines (SDL_sysloadso.c). Multiple or undefined symbols are the result of this. Recommended that macosx/SDL_sysloadso.c be modified to directly include the dlopen version of the file via #ifdef's so only one version needs to exist. Filed a formal bug report with Apple about this (4542369). 2006-03-22 - gcc 4 visibility features have been added to the code base so I enabled the switch in Xcode to take advantage of it. Be aware that only our x86 builds will be exposed to this feature as we still build ppc with gcc 3.3. Christian Walther has sent me some great feedback on things that are broken, so I have made some of these fixes. Among the issues are compatibility and current library versions are not set to 1 (breaks backwards compatibility), documentation errors, resource copying location problems for the SDLTest apps, missing HAVE_OPENGL and OpenGL.framework linking in testgl. (Eric Wing) 2006-03-17 - Because the X11 headers are not installed by default with Xcode, we decided to offer two variants of the same targets (one with X11 stuff and one without). By default, since the X11 stuff does not necessarily conflict with the native stuff, we build the libraries with the X11 stuff so advanced developers can access it by default. However, in the case that a developer did not install X11 (or just doesn't want the extra bloat), the user may directly select those targets and build those instead. Once again, we are attempting to remove the exported symbols file. If I recall correctly, the clashing symbol problems we got were related to the CD-ROM code which was formerly in C++. Now that the C++ code has been purged, we are speculating that we might be able to remove the exports file safely. The long term solution is to utilize gcc 4's visibility features. For the developer extras package, I 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. I also made changes and updates to the PB/Xcode project templates (see Developer ReadMe). (Eric Wing) 2006-03-07 - The entire code base has been reorganized and platform specific defines have been pushed into header files (SDL_config_*.h). This means that defines that previously had to be defined in the Xcode projects can be removed (which I have started doing). Furthermore, it appears that the MMX/SSE code has been rewritten and refactored so it now compiles without nasm and without making us do strange things to support OS X. However, this Xcode project still employs architecture specific build options in order to achieve the mandated 10.2 compatibility. As a result of the code base changes, there are new public headers. But also as a result of these changes, there are also new headers that qualify as "PrivateHeaders". Private Headers are headers that must be exported because a public header includes them, but users shouldn't directly invoke these. SDL_config_macosx.h and SDL_config_dreamcast.h are examples of this. We have considered marking these headers as Private, but it requires that the public headers invoke them via framework conventions, i.e. #include <FrameworkName/Header.h> e.g. #include <SDL/SDL_config_macosx.h> and not #include "SDL_config_macosx.h" However this imposes the restriction that non-framework distributions must place their headers in a directory called SDL/ (and not SDL11/ like FreeBSD). Currently, I do not believe this would pose a problem for any of the current distributions (Fink, DarwinPorts). Or alternatively, users could be expected/forced to also include the header path: -I/Library/Frameworks/SDL.framework/PrivateHeaders, but most people would probably not read the documentation on this. But currently, we have decided to be conservative and have opted not to use the PrivateHeaders feature. (Eric Wing) 2006-01-31 - Updates to build Universal Binaries while retaining 10.2 compatibility. We were unable to get MMX/SSE support enabled. It is believed that a rewrite of the assembly code will be necessary to make it position independent and not require nasm. Altivec has finally been enabled for PPC. (Eric Wing) 2005-09-?? - Had to add back the exports file because it was causing build problems for some cases. (Eric Wing) 2005-08-21 - First entry in history. Updated for SDL 1.2.9 and Xcode 2.1. Getting ready for Universal Binaries. Removed the .pkg system for .dmg for due to problems with broken packages in the past several SDL point releases. Removed usage of SDL exports file because it has become another point of failure. Introduced new documentation about SDLMain and how to compile in an devel-lite section of the SDL.dmg. (Eric Wing) Before history: SDL 1.2.6? to 1.2.8 Started updating Project Builder projects to Xcode for Panther and Tiger. Also removed the system that split the single framework into separate runtime and headers frameworks. This is against Apple conventions and causes problems on multiuser systems. We now distribute a single framework. The .pkg system has repeatedly been broken with every new release of OS X. With 1.2.8, started migrating stuff to .dmg based system to simplify distribution process. Tried updating the exports file and Perl script generation system for changing syntax. (Eric Wing) Pre-SDL 1.2.6 Created Project Builder projects for SDL and .pkg based distribution system. (Darrell Walisser)