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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 Xcode.
- To build SDL using the command line, use the standard configure and make
- process:
- ./configure
- make
- sudo make install
- You can also build SDL as a Universal library (a single binary for both
- PowerPC and Intel architectures), on Mac OS X 10.4 and newer, by using
- the fatbuild.sh script in build-scripts:
- sh build-scripts/fatbuild.sh
- sudo build-scripts/fatbuild.sh install
- This script builds SDL with 10.2 ABI compatibility on PowerPC and 10.4
- ABI compatibility on Intel architectures. For best compatibility you
- should compile your application the same way. A script which wraps
- gcc to make this easy is provided in test/gcc-fat.sh
- To use the library once it's built, you essential have two possibilities:
- use the traditional autoconf/automake/make method, or use Xcode.
- ==============================================================================
- 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 OS X. However, to produce a "real" Mac OS 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".
- 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
- echo "APPL????" > $(bundle_contents)/PkgInfo
- $(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.
- 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:
- 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 bare bone .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
- sdl-config --static-libs
- instead of those listed by
- 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 and 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:
- 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"
- * 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 -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 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
- "Executables" 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 SDL_main.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.
- Known bugs are listed in the file "BUGS"
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