Mercurial > sdl-ios-xcode
changeset 221:50620ec9c86a
*** empty log message ***
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Fri, 02 Nov 2001 18:12:52 +0000 |
parents | 7861d904fb77 |
children | 0a98dba2c700 |
files | README.MacOSX sdl-config.in sdl.m4 src/joystick/linux/SDL_sysjoystick.c src/main/Makefile.am src/main/macosx/SDLMain.h src/main/macosx/SDLMain.m test/acinclude.m4 test/testgl.c |
diffstat | 9 files changed, 163 insertions(+), 120 deletions(-) [+] |
line wrap: on
line diff
--- a/README.MacOSX Thu Nov 01 16:45:40 2001 +0000 +++ b/README.MacOSX Fri Nov 02 18:12:52 2001 +0000 @@ -25,79 +25,52 @@ Using the Simple DirectMedia Layer with a traditional Makefile ============================================================================== -In the following, it will be mostly assumed that you are using autoconf and -automake to setup your SDL project, and furthermore that you use the AM_PATH_SDL -macro provided by SDL in sdl.m4. If you are not using these tools, you can -still use SDL but it will be somewhat hard to get running. - -Only step 1) is really required to get started, but for full OS X support you -will want to do the other steps, too. - -1) Update your acinclude.m4 file in case you have copied an older version of - sdl.m4 into it. This is essential as AM_PATH_SDL now performs some additional - tasks when used on MacOS X +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" MacOS 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". - Rationale: AM_PATH_SDL copies /usr/local/share/sdl/Info.plist and the folder - /usr/local/share/sdl/SDL_main.nib/ into the directory where configure is invoked. - This is essential for the configure script to be able to run the test code - that detects SDL. - -2) Copy SDL's Info.plist.in file (from src/main/macosx) into your project's main - folder (the same spot that your configure.in sits), and edit it to suite your - needs. Then add it to your AC_OUTPUT list in configure.in - - Rationale: The Info.plist file can be used to specify an icon file for - your app, and also to provide a human readable version/copyright string - and other meta-information to the user via the Finder's Get Info dialog. - -3) Add something like the following rule to your Makefile.am: +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 - mkdir -p $(bundle_contents)/Resources/SDL_main.nib echo "APPL????" > $(bundle_contents)/PkgInfo - $(INSTALL_DATA) Info.plist $(bundle_contents)/ - $(INSTALL_DATA) SDL_main.nib/*.nib $(bundle_contents)/Resources/SDLMain.nib $(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. +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. Furthermore, each - needs its own Info.plist file, since that has to contain the exact name of the - executable (i.e. EXE_NAME above). One way to do that is to use sed in your make rules - and modify a single master Info.plist. +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. - Rationale: on Mac OS X, executables have to be put into so-called "bundles". - The make rule given above will construct such a bundle around the executable - for you. You need to make a copy of it for each target application. - -4) If you want the create bundles to be installed, you may want to add this - rule to your Makefile.am: +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/. +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. +Again, if you want to install multiple applications, you will have to augment +the make rule accordingly. ============================================================================== Using the Simple DirectMedia Layer with Project Builder ============================================================================== -These instructions are for using Apple's Project Builder IDE to build SDL applications. +These instructions are for using Apple's Project Builder IDE to build SDL +applications. - First steps
--- a/sdl-config.in Thu Nov 01 16:45:40 2001 +0000 +++ b/sdl-config.in Fri Nov 02 18:12:52 2001 +0000 @@ -56,12 +56,6 @@ @ENABLE_STATIC_TRUE@ libdirs="-L@libdir@ @SDL_RLD_FLAGS@" @ENABLE_STATIC_TRUE@ echo $libdirs @SDL_LIBS@ @SYSTEM_LIBS@ @ENABLE_STATIC_TRUE@ ;; -@TARGET_MACOSX_TRUE@ --nib) -@TARGET_MACOSX_TRUE@ echo @datadir@/sdl/SDLMain.nib -@TARGET_MACOSX_TRUE@ ;; -@TARGET_MACOSX_TRUE@ --plist) -@TARGET_MACOSX_TRUE@ echo @datadir@/sdl/Info.plist -@TARGET_MACOSX_TRUE@ ;; *) echo "${usage}" 1>&2 exit 1
--- a/sdl.m4 Thu Nov 01 16:45:40 2001 +0000 +++ b/sdl.m4 Fri Nov 02 18:12:52 2001 +0000 @@ -59,17 +59,6 @@ dnl checks the results of sdl-config to some extent dnl rm -f conf.sdltest - case "$target" in - *-*-darwin*) - cp -r `$SDL_CONFIG --nib` . - dnl create an Info.plist file, unless one exists - if test -f Info.plist ; then - : - else - cp `$SDL_CONFIG --plist` . - fi - ;; - esac AC_TRY_RUN([ #include <stdio.h> #include <stdlib.h>
--- a/src/joystick/linux/SDL_sysjoystick.c Thu Nov 01 16:45:40 2001 +0000 +++ b/src/joystick/linux/SDL_sysjoystick.c Fri Nov 02 18:12:52 2001 +0000 @@ -61,9 +61,10 @@ "'Microsoft SideWinder Dual Strike USB version 1.0' 2 1 0", "'WingMan Interceptor' 3 3 0", /* WingMan Extreme Analog - not recognized by default - "'Analog 3-axis 4-button joystick' 2 1", + "'Analog 3-axis 4-button joystick' 2 1 0", */ "'WingMan Extreme Digital 3D' 4 1 0", + "'Analog 2-axis 4-button 1-hat FCS joystick' 2 1 0", NULL }; #else
--- a/src/main/Makefile.am Thu Nov 01 16:45:40 2001 +0000 +++ b/src/main/Makefile.am Fri Nov 02 18:12:52 2001 +0000 @@ -4,12 +4,11 @@ # This is necessary because some platforms have special program # entry points, which require special application initialization. -SUBDIRS = macosx - ARCH_SUBDIRS = $(srcdir)/beos \ $(srcdir)/epoc \ $(srcdir)/linux \ $(srcdir)/macos \ + $(srcdir)/macosx \ $(srcdir)/win32 # Build a separate library containing the main() entry point.
--- a/src/main/macosx/SDLMain.h Thu Nov 01 16:45:40 2001 +0000 +++ b/src/main/macosx/SDLMain.h Fri Nov 02 18:12:52 2001 +0000 @@ -1,5 +1,6 @@ -/* SDLMain.h - main entry point for our Cocoa-ized SDL app - Darrell Walisser - dwaliss1@purdue.edu +/* SDLMain.m - main entry point for our Cocoa-ized SDL app + Initial Version: Darrell Walisser <dwaliss1@purdue.edu> + Non-NIB-Code & other changes: Max Horn <max@quendi.de> Feel free to customize this file to suit your needs */ @@ -7,9 +8,4 @@ #import <Cocoa/Cocoa.h> @interface SDLMain : NSObject -{ -} -- (IBAction)quit:(id)sender; -- (IBAction)makeFullscreen:(id)sender; -- (void)applicationDidFinishLaunching:(NSNotification *)aNotification; @end
--- a/src/main/macosx/SDLMain.m Thu Nov 01 16:45:40 2001 +0000 +++ b/src/main/macosx/SDLMain.m Fri Nov 02 18:12:52 2001 +0000 @@ -1,5 +1,6 @@ /* SDLMain.m - main entry point for our Cocoa-ized SDL app - Darrell Walisser - dwaliss1@purdue.edu + Initial Version: Darrell Walisser <dwaliss1@purdue.edu> + Non-NIB-Code & other changes: Max Horn <max@quendi.de> Feel free to customize this file to suit your needs */ @@ -9,33 +10,44 @@ #import <sys/param.h> /* for MAXPATHLEN */ #import <unistd.h> +/* Use this flag to determine whether we use SDLMain.nib or not */ +#define SDL_USE_NIB_FILE 0 + + static int gArgc; static char **gArgv; -static NSString *gAppName = 0; static BOOL gFinderLaunch; +#if SDL_USE_NIB_FILE +/* A helper category for NSString */ @interface NSString (ReplaceSubString) - (NSString *)stringByReplacingRange:(NSRange)aRange with:(NSString *)aString; @end +#else +/* An internal Apple class used to setup Apple menus */ +@interface NSAppleMenuController:NSObject {} +- (void)controlMenu:(NSMenu *)aMenu; +@end +#endif + +@interface SDLApplication : NSApplication +@end + +@implementation SDLApplication +/* Invoked from the Quit menu item */ +- (void)terminate:(id)sender +{ + /* Post a SDL_QUIT event */ + SDL_Event event; + event.type = SDL_QUIT; + SDL_PushEvent(&event); +} +@end /* The main class of the application, the application's delegate */ @implementation SDLMain -/* Invoked from the Quit menu item */ -- (void) quit:(id)sender -{ - SDL_Event event; - event.type = SDL_QUIT; - SDL_PushEvent(&event); -} - -/* Invoked from the Make Full-Screen menu item */ -- (void) makeFullscreen:(id)sender -{ - /* TODO */ -} - /* Set the working directory to the .app's parent directory */ - (void) setupWorkingDirectory:(BOOL)shouldChdir { @@ -58,11 +70,12 @@ assert ( chdir (parentdir) == 0 ); /* chdir to the binary app's parent */ assert ( chdir ("../../../") == 0 ); /* chdir to the .app's parent */ } - /* gAppName = [ NSString stringWithCString: c ]; */ } +#if SDL_USE_NIB_FILE + /* Fix menu to contain the real app name instead of "SDL App" */ -- (void) fixMenu:(NSMenu *)aMenu +- (void)fixMenu:(NSMenu *)aMenu withAppName:(NSString *)appName { NSRange aRange; NSEnumerator *enumerator; @@ -70,31 +83,114 @@ aRange = [[aMenu title] rangeOfString:@"SDL App"]; if (aRange.length != 0) - [aMenu setTitle: [[aMenu title] stringByReplacingRange:aRange with:gAppName]]; + [aMenu setTitle: [[aMenu title] stringByReplacingRange:aRange with:appName]]; enumerator = [[aMenu itemArray] objectEnumerator]; while ((menuItem = [enumerator nextObject])) { aRange = [[menuItem title] rangeOfString:@"SDL App"]; if (aRange.length != 0) - [menuItem setTitle: [[menuItem title] stringByReplacingRange:aRange with:gAppName]]; + [menuItem setTitle: [[menuItem title] stringByReplacingRange:aRange with:appName]]; if ([menuItem hasSubmenu]) - [self fixMenu: [menuItem submenu]]; + [self fixMenu:[menuItem submenu] withAppName:appName]; } [ aMenu sizeToFit ]; } +#else + +void setupAppleMenu(void) +{ + /* warning: this code is very odd */ + NSAppleMenuController *appleMenuController; + NSMenu *appleMenu; + NSMenuItem *appleMenuItem; + + appleMenuController = [[NSAppleMenuController alloc] init]; + appleMenu = [[NSMenu alloc] initWithTitle:@""]; + appleMenuItem = [[NSMenuItem alloc] initWithTitle:@"" action:nil keyEquivalent:@""]; + + [appleMenuItem setSubmenu:appleMenu]; + + /* yes, we do need to add it and then remove it -- + if you don't add it, it doesn't get displayed + if you don't remove it, you have an extra, titleless item in the menubar + when you remove it, it appears to stick around + very, very odd */ + [[NSApp mainMenu] addItem:appleMenuItem]; + [appleMenuController controlMenu:appleMenu]; + [[NSApp mainMenu] removeItem:appleMenuItem]; + [appleMenu release]; + [appleMenuItem release]; +} + +/* Create a window menu */ +void setupWindowMenu(void) +{ + NSMenu *windowMenu; + NSMenuItem *windowMenuItem; + NSMenuItem *menuItem; + + + windowMenu = [[NSMenu alloc] initWithTitle:@"Window"]; + + /* "Minimize" item */ + menuItem = [[NSMenuItem alloc] initWithTitle:@"Minimize" action:@selector(performMiniaturize:) keyEquivalent:@"m"]; + [windowMenu addItem:menuItem]; + [menuItem release]; + + /* Put menu into the menubar */ + windowMenuItem = [[NSMenuItem alloc] initWithTitle:@"Window" action:nil keyEquivalent:@""]; + [windowMenuItem setSubmenu:windowMenu]; + [[NSApp mainMenu] addItem:windowMenuItem]; + + /* Tell the application object that this is now the window menu */ + [NSApp setWindowsMenu:windowMenu]; + + /* Finally give up our references to the objects */ + [windowMenu release]; + [windowMenuItem release]; +} + +/* Replacement for NSApplicationMain */ +void CustomApplicationMain (argc, argv) +{ + NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; + SDLMain *sdlMain; + + /* Ensure the application object is initialised */ + [SDLApplication sharedApplication]; + + /* Set up the menubar */ + [NSApp setMainMenu:[[NSMenu alloc] init]]; + setupAppleMenu(); + setupWindowMenu(); + + /* Create SDLMain and make it the app delegate */ + sdlMain = [[SDLMain alloc] init]; + [NSApp setDelegate:sdlMain]; + + /* Start the main event loop */ + [NSApp run]; + + [sdlMain release]; + [pool release]; +} + +#endif + /* Called when the internal event loop has just started running */ - (void) applicationDidFinishLaunching: (NSNotification *) note { int status; /* Set the working directory to the .app's parent directory */ - [ self setupWorkingDirectory: gFinderLaunch ]; + [self setupWorkingDirectory:gFinderLaunch]; +#if SDL_USE_NIB_FILE /* Set the main menu to contain the real app name instead of "SDL App" */ - gAppName = [ [ NSBundle mainBundle ] bundleIdentifier ]; - [ self fixMenu: [ NSApp mainMenu ] ]; + [self fixMenu:[NSApp mainMenu] withAppName:[[NSProcessInfo processInfo] processName]]; +#endif /* Hand off to main application code */ status = SDL_main (gArgc, gArgv); @@ -119,22 +215,22 @@ bufferSize = selfLen + aStringLen - aRange.length; buffer = NSAllocateMemoryPages(bufferSize*sizeof(unichar)); - // Get first part into buffer + /* Get first part into buffer */ localRange.location = 0; localRange.length = aRange.location; [self getCharacters:buffer range:localRange]; - // Get middle part into buffer + /* Get middle part into buffer */ localRange.location = 0; localRange.length = aStringLen; [aString getCharacters:(buffer+aRange.location) range:localRange]; - // Get last part into buffer + /* Get last part into buffer */ localRange.location = aRange.location + aRange.length; localRange.length = selfLen - localRange.location; [self getCharacters:(buffer+aRange.location+aStringLen) range:localRange]; - // Build output string + /* Build output string */ result = [NSString stringWithCharacters:buffer length:bufferSize]; NSDeallocateMemoryPages(buffer, bufferSize); @@ -145,12 +241,15 @@ @end + #ifdef main # undef main #endif -/* Main entry point to executible - should *not* be SDL_main! */ -int main (int argc, char **argv) { + +/* Main entry point to executable - should *not* be SDL_main! */ +int main (int argc, char **argv) +{ /* Copy the arguments into a global variable */ int i; @@ -165,11 +264,15 @@ } gArgv = (char**) malloc (sizeof(*gArgv) * (gArgc+1)); assert (gArgv != NULL); - for (i = 0; i < gArgc; i++) { + for (i = 0; i < gArgc; i++) gArgv[i] = argv[i]; - } gArgv[i] = NULL; +#if SDL_USE_NIB_FILE + [SDLApplication poseAsClass:[NSApplication class]]; NSApplicationMain (argc, argv); +#else + CustomApplicationMain (argc, argv); +#endif return 0; }
--- a/test/acinclude.m4 Thu Nov 01 16:45:40 2001 +0000 +++ b/test/acinclude.m4 Fri Nov 02 18:12:52 2001 +0000 @@ -59,17 +59,6 @@ dnl checks the results of sdl-config to some extent dnl rm -f conf.sdltest - case "$target" in - *-*-darwin*) - cp -r `$SDL_CONFIG --nib` . - dnl create an Info.plist file, unless one exists - if test -f Info.plist ; then - : - else - cp `$SDL_CONFIG --plist` . - fi - ;; - esac AC_TRY_RUN([ #include <stdio.h> #include <stdlib.h>