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@@ -1,281 +1,281 @@
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-# Mac OS X (aka macOS).
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-
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-These instructions are for people using Apple's Mac OS X (pronounced
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-"ten"), which in newer versions is just referred to as "macOS".
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-
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-From the developer's point of view, macOS is a sort of hybrid Mac and
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-Unix system, and you have the option of using either traditional
|
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|
-command line tools or Apple's IDE Xcode.
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-
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-# Command Line Build
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-
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-To build SDL using the command line, use the standard configure and make
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-process:
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-
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-```bash
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-mkdir build
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-cd build
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-../configure
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-make
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-sudo make install
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-```
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-
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-CMake is also known to work, although it continues to be a work in progress:
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-
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-```bash
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-mkdir build
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-cd build
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-cmake -DCMAKE_BUILD_TYPE=Release ..
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-make
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-sudo make install
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-```
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-
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-
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-You can also build SDL as a Universal library (a single binary for both
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-64-bit Intel and ARM architectures), by using the build-scripts/clang-fat.sh
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-script.
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-
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-```bash
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-mkdir build
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-cd build
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-CC=$PWD/../build-scripts/clang-fat.sh ../configure
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-make
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-sudo make install
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-```
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-
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-This script builds SDL with 10.6 ABI compatibility on 64-bit Intel and 11.0
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-ABI compatibility on ARM64 architectures. For best compatibility you
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-should compile your application the same way.
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-
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-Please note that building SDL requires at least Xcode 4.6 and the 10.7 SDK
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-(even if you target back to 10.6 systems). PowerPC support for Mac OS X has
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-been officially dropped as of SDL 2.0.2. 32-bit Intel, using an older Xcode
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-release, is still supported at the time of this writing, but current Xcode
|
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-releases no longer support it, and eventually neither will SDL.
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-
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-To use the library once it's built, you essential have two possibilities:
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-use the traditional autoconf/automake/make method, or use Xcode.
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-
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-
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-# Caveats for using SDL with Mac OS X
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-
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-If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
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-SDL will not register its own. This means that SDL will not terminate using
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-SDL_Quit if it receives a termination request, it will terminate like a
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-normal app, and it will not send a SDL_DROPFILE when you request to open a
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-file with the app. To solve these issues, put the following code in your
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-NSApplicationDelegate implementation:
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-
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-
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-```objc
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-- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
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-{
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- if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) {
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- SDL_Event event;
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- event.type = SDL_QUIT;
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- SDL_PushEvent(&event);
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- }
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-
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- return NSTerminateCancel;
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-}
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-
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-- (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
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-{
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- if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) {
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- SDL_Event event;
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- event.type = SDL_DROPFILE;
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- event.drop.file = SDL_strdup([filename UTF8String]);
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- return (SDL_PushEvent(&event) > 0);
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- }
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-
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- return NO;
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-}
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-```
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-
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-# Using the Simple DirectMedia Layer with a traditional Makefile
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-
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-An existing autoconf/automake build system for your SDL app has good chances
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-to work almost unchanged on macOS. However, to produce a "real" Mac binary
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-that you can distribute to users, you need to put the generated binary into a
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-so called "bundle", which is basically a fancy folder with a name like
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-"MyCoolGame.app".
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-
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-To get this build automatically, add something like the following rule to
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-your Makefile.am:
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-
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-```make
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-bundle_contents = APP_NAME.app/Contents
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-APP_NAME_bundle: EXE_NAME
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- mkdir -p $(bundle_contents)/MacOS
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- mkdir -p $(bundle_contents)/Resources
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- echo "APPL????" > $(bundle_contents)/PkgInfo
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- $(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
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-```
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-
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-You should replace `EXE_NAME` with the name of the executable. `APP_NAME` is
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-what will be visible to the user in the Finder. Usually it will be the same
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-as `EXE_NAME` but capitalized. E.g. if `EXE_NAME` is "testgame" then `APP_NAME`
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-usually is "TestGame". You might also want to use `@PACKAGE@` to use the
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-package name as specified in your configure.ac file.
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-
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-If your project builds more than one application, you will have to do a bit
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-more. For each of your target applications, you need a separate rule.
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-
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-If you want the created bundles to be installed, you may want to add this
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-rule to your Makefile.am:
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-
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-```make
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-install-exec-hook: APP_NAME_bundle
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- rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
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- mkdir -p $(DESTDIR)$(prefix)/Applications/
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- cp -r $< /$(DESTDIR)$(prefix)Applications/
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-```
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-
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-This rule takes the Bundle created by the rule from step 3 and installs them
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-into "$(DESTDIR)$(prefix)/Applications/".
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-
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-Again, if you want to install multiple applications, you will have to augment
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-the make rule accordingly.
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-
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-But beware! That is only part of the story! With the above, you end up with
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-a barebones .app bundle, which is double-clickable from the Finder. But
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-there are some more things you should do before shipping your product...
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-
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-1. The bundle right now probably is dynamically linked against SDL. That
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- means that when you copy it to another computer, *it will not run*,
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- unless you also install SDL on that other computer. A good solution
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- for this dilemma is to static link against SDL. On OS X, you can
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- achieve that by linking against the libraries listed by
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-
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- ```bash
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- sdl-config --static-libs
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- ```
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-
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- instead of those listed by
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-
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- ```bash
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- sdl-config --libs
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- ```
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-
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- Depending on how exactly SDL is integrated into your build systems, the
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- way to achieve that varies, so I won't describe it here in detail
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-
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-2. Add an 'Info.plist' to your application. That is a special XML file which
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- contains some meta-information about your application (like some copyright
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- information, the version of your app, the name of an optional icon file,
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- and other things). Part of that information is displayed by the Finder
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- when you click on the .app, or if you look at the "Get Info" window.
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- More information about Info.plist files can be found on Apple's homepage.
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-
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-
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-As a final remark, let me add that I use some of the techniques (and some
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-variations of them) in [Exult](https://github.com/exult/exult) and
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-[ScummVM](https://github.com/scummvm/scummvm); both are available in source on
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-the net, so feel free to take a peek at them for inspiration!
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-
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-
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-# Using the Simple DirectMedia Layer with Xcode
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-
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-These instructions are for using Apple's Xcode IDE to build SDL applications.
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-
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-## First steps
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-
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-The first thing to do is to unpack the Xcode.tar.gz archive in the
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-top level SDL directory (where the Xcode.tar.gz archive resides).
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-Because Stuffit Expander will unpack the archive into a subdirectory,
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-you should unpack the archive manually from the command line:
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-
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-```bash
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-cd [path_to_SDL_source]
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-tar zxf Xcode.tar.gz
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-```
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-
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-This will create a new folder called Xcode, which you can browse
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-normally from the Finder.
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-
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-## Building the Framework
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-
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-The SDL Library is packaged as a framework bundle, an organized
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-relocatable folder hierarchy of executable code, interface headers,
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-and additional resources. For practical purposes, you can think of a
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-framework as a more user and system-friendly shared library, whose library
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-file behaves more or less like a standard UNIX shared library.
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-
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-To build the framework, simply open the framework project and build it.
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-By default, the framework bundle "SDL.framework" is installed in
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-/Library/Frameworks. Therefore, the testers and project stationary expect
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-it to be located there. However, it will function the same in any of the
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-following locations:
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-
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-* ~/Library/Frameworks
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-* /Local/Library/Frameworks
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-* /System/Library/Frameworks
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-
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-## Build Options
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-
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-There are two "Build Styles" (See the "Targets" tab) for SDL.
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-"Deployment" should be used if you aren't tweaking the SDL library.
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-"Development" should be used to debug SDL apps or the library itself.
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-
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-## Building the Testers
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-
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-Open the SDLTest project and build away!
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-
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-## Using the Project Stationary
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-
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-Copy the stationary to the indicated folders to access it from
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-the "New Project" and "Add target" menus. What could be easier?
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-
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-## Setting up a new project by hand
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-
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-Some of you won't want to use the Stationary so I'll give some tips:
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-
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-* Create a new "Cocoa Application"
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-* Remove "main.c" from your project
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-* Remove "MainMenu.nib" from your project
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-* Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
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-* Add "$(HOME)/Library/Frameworks" to the frameworks search path
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-* Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
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-* Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
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-* Add your files
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-* Clean and build
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-
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-## Building from command line
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-
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-Use `xcode-build` in the same directory as your .pbxproj file
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-
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-## Running your app
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-
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-You can send command line args to your app by either invoking it from
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-the command line (in *.app/Contents/MacOS) or by entering them in the
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-Executables" panel of the target settings.
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-
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-# Implementation Notes
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-
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-Some things that may be of interest about how it all works...
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-
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-## Working directory
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-
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-In SDL 1.2, the working directory of your SDL app is by default set to its
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-parent, but this is no longer the case in SDL 2.0. SDL2 does change the
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-working directory, which means it'll be whatever the command line prompt
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-that launched the program was using, or if launched by double-clicking in
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-the finger, it will be "/", the _root of the filesystem_. Plan accordingly!
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-You can use SDL_GetBasePath() to find where the program is running from and
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-chdir() there directly.
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-
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-
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-## You have a Cocoa App!
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-
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-Your SDL app is essentially a Cocoa application. When your app
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-starts up and the libraries finish loading, a Cocoa procedure is called,
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-which sets up the working directory and calls your main() method.
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-You are free to modify your Cocoa app with generally no consequence
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-to SDL. You cannot, however, easily change the SDL window itself.
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-Functionality may be added in the future to help this.
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-
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-# Bug reports
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-
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-Bugs are tracked at [the GitHub issue tracker](https://github.com/libsdl-org/SDL/issues/).
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-Please feel free to report bugs there!
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-
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+# Mac OS X (aka macOS).
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+
|
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|
+These instructions are for people using Apple's Mac OS X (pronounced
|
|
|
+"ten"), which in newer versions is just referred to as "macOS".
|
|
|
+
|
|
|
+From the developer's point of view, macOS 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 Xcode.
|
|
|
+
|
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|
+# Command Line Build
|
|
|
+
|
|
|
+To build SDL using the command line, use the standard configure and make
|
|
|
+process:
|
|
|
+
|
|
|
+```bash
|
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|
+mkdir build
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|
+cd build
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|
+../configure
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+make
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|
+sudo make install
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|
+```
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+
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+CMake is also known to work, although it continues to be a work in progress:
|
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|
+
|
|
|
+```bash
|
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|
+mkdir build
|
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|
+cd build
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+cmake -DCMAKE_BUILD_TYPE=Release ..
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+make
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+sudo make install
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+```
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+
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+
|
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+You can also build SDL as a Universal library (a single binary for both
|
|
|
+64-bit Intel and ARM architectures), by using the build-scripts/clang-fat.sh
|
|
|
+script.
|
|
|
+
|
|
|
+```bash
|
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|
+mkdir build
|
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|
+cd build
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+CC=$PWD/../build-scripts/clang-fat.sh ../configure
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+make
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+sudo make install
|
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|
+```
|
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|
+
|
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|
+This script builds SDL with 10.6 ABI compatibility on 64-bit Intel and 11.0
|
|
|
+ABI compatibility on ARM64 architectures. For best compatibility you
|
|
|
+should compile your application the same way.
|
|
|
+
|
|
|
+Please note that building SDL requires at least Xcode 4.6 and the 10.7 SDK
|
|
|
+(even if you target back to 10.6 systems). PowerPC support for Mac OS X has
|
|
|
+been officially dropped as of SDL 2.0.2. 32-bit Intel, using an older Xcode
|
|
|
+release, is still supported at the time of this writing, but current Xcode
|
|
|
+releases no longer support it, and eventually neither will SDL.
|
|
|
+
|
|
|
+To use the library once it's built, you essential have two possibilities:
|
|
|
+use the traditional autoconf/automake/make method, or use Xcode.
|
|
|
+
|
|
|
+
|
|
|
+# Caveats for using SDL with Mac OS X
|
|
|
+
|
|
|
+If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
|
|
|
+SDL will not register its own. This means that SDL will not terminate using
|
|
|
+SDL_Quit if it receives a termination request, it will terminate like a
|
|
|
+normal app, and it will not send a SDL_DROPFILE when you request to open a
|
|
|
+file with the app. To solve these issues, put the following code in your
|
|
|
+NSApplicationDelegate implementation:
|
|
|
+
|
|
|
+
|
|
|
+```objc
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+- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
|
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+{
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+ if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) {
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+ SDL_Event event;
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+ event.type = SDL_QUIT;
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+ SDL_PushEvent(&event);
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+ }
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+
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+ return NSTerminateCancel;
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+}
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+
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+- (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
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+{
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+ if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) {
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+ SDL_Event event;
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+ event.type = SDL_DROPFILE;
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+ event.drop.file = SDL_strdup([filename UTF8String]);
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+ return (SDL_PushEvent(&event) > 0);
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+ }
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+
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+ return NO;
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+}
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+```
|
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+
|
|
|
+# Using the Simple DirectMedia Layer with a traditional Makefile
|
|
|
+
|
|
|
+An existing autoconf/automake build system for your SDL app has good chances
|
|
|
+to work almost unchanged on macOS. However, to produce a "real" Mac binary
|
|
|
+that you can distribute to users, you need to put the generated binary into a
|
|
|
+so called "bundle", which is basically a fancy folder with a name like
|
|
|
+"MyCoolGame.app".
|
|
|
+
|
|
|
+To get this build automatically, add something like the following rule to
|
|
|
+your Makefile.am:
|
|
|
+
|
|
|
+```make
|
|
|
+bundle_contents = APP_NAME.app/Contents
|
|
|
+APP_NAME_bundle: EXE_NAME
|
|
|
+ mkdir -p $(bundle_contents)/MacOS
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|
+ mkdir -p $(bundle_contents)/Resources
|
|
|
+ echo "APPL????" > $(bundle_contents)/PkgInfo
|
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|
+ $(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.ac 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 separate rule.
|
|
|
+
|
|
|
+If you want the created bundles to be installed, you may want to add this
|
|
|
+rule to your Makefile.am:
|
|
|
+
|
|
|
+```make
|
|
|
+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/".
|
|
|
+
|
|
|
+Again, if you want to install multiple applications, you will have to augment
|
|
|
+the make rule accordingly.
|
|
|
+
|
|
|
+But beware! That is only part of the story! With the above, you end up with
|
|
|
+a barebones .app bundle, which is double-clickable from the Finder. But
|
|
|
+there are some more things you should do before shipping your product...
|
|
|
+
|
|
|
+1. The bundle right now probably is dynamically linked against SDL. That
|
|
|
+ means that when you copy it to another computer, *it will not run*,
|
|
|
+ unless you also install SDL on that other computer. A good solution
|
|
|
+ for this dilemma is to static link against SDL. On OS X, you can
|
|
|
+ achieve that by linking against the libraries listed by
|
|
|
+
|
|
|
+ ```bash
|
|
|
+ sdl-config --static-libs
|
|
|
+ ```
|
|
|
+
|
|
|
+ instead of those listed by
|
|
|
+
|
|
|
+ ```bash
|
|
|
+ sdl-config --libs
|
|
|
+ ```
|
|
|
+
|
|
|
+ Depending on how exactly SDL is integrated into your build systems, the
|
|
|
+ way to achieve that varies, so I won't describe it here in detail
|
|
|
+
|
|
|
+2. Add an 'Info.plist' to your application. That is a special XML file which
|
|
|
+ contains some meta-information about your application (like some copyright
|
|
|
+ information, the version of your app, the name of an optional icon file,
|
|
|
+ and other things). Part of that information is displayed by the Finder
|
|
|
+ when you click on the .app, or if you look at the "Get Info" window.
|
|
|
+ More information about Info.plist files can be found on Apple's homepage.
|
|
|
+
|
|
|
+
|
|
|
+As a final remark, let me add that I use some of the techniques (and some
|
|
|
+variations of them) in [Exult](https://github.com/exult/exult) and
|
|
|
+[ScummVM](https://github.com/scummvm/scummvm); both are available in source on
|
|
|
+the net, so feel free to take a peek at them for inspiration!
|
|
|
+
|
|
|
+
|
|
|
+# Using the Simple DirectMedia Layer with Xcode
|
|
|
+
|
|
|
+These instructions are for using Apple's Xcode IDE to build SDL applications.
|
|
|
+
|
|
|
+## First steps
|
|
|
+
|
|
|
+The first thing to do is to unpack the Xcode.tar.gz archive in the
|
|
|
+top level SDL directory (where the Xcode.tar.gz archive resides).
|
|
|
+Because Stuffit Expander will unpack the archive into a subdirectory,
|
|
|
+you should unpack the archive manually from the command line:
|
|
|
+
|
|
|
+```bash
|
|
|
+cd [path_to_SDL_source]
|
|
|
+tar zxf Xcode.tar.gz
|
|
|
+```
|
|
|
+
|
|
|
+This will create a new folder called Xcode, which you can browse
|
|
|
+normally from the Finder.
|
|
|
+
|
|
|
+## Building the Framework
|
|
|
+
|
|
|
+The SDL Library is packaged as a framework bundle, an organized
|
|
|
+relocatable folder hierarchy of executable 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"
|
|
|
+* 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 -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
|
|
|
+* Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
|
|
|
+* Add your files
|
|
|
+* Clean and build
|
|
|
+
|
|
|
+## Building from command line
|
|
|
+
|
|
|
+Use `xcode-build` in the same directory as your .pbxproj 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
|
|
|
+Executables" panel of the target settings.
|
|
|
+
|
|
|
+# Implementation Notes
|
|
|
+
|
|
|
+Some things that may be of interest about how it all works...
|
|
|
+
|
|
|
+## Working directory
|
|
|
+
|
|
|
+In SDL 1.2, the working directory of your SDL app is by default set to its
|
|
|
+parent, but this is no longer the case in SDL 2.0. SDL2 does change the
|
|
|
+working directory, which means it'll be whatever the command line prompt
|
|
|
+that launched the program was using, or if launched by double-clicking in
|
|
|
+the finger, it will be "/", the _root of the filesystem_. Plan accordingly!
|
|
|
+You can use SDL_GetBasePath() to find where the program is running from and
|
|
|
+chdir() there directly.
|
|
|
+
|
|
|
+
|
|
|
+## 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.
|
|
|
+
|
|
|
+# Bug reports
|
|
|
+
|
|
|
+Bugs are tracked at [the GitHub issue tracker](https://github.com/libsdl-org/SDL/issues/).
|
|
|
+Please feel free to report bugs there!
|
|
|
+
|