mirror of
https://github.com/joel16/SDL2.git
synced 2024-12-15 07:20:03 +00:00
d94a1797fa
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40200
185 lines
8.2 KiB
Plaintext
185 lines
8.2 KiB
Plaintext
==============================================================================
|
|
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 ProjectBuilder (PB).
|
|
|
|
To build using the command line, use the standard configure and make
|
|
process:
|
|
|
|
./configure
|
|
make
|
|
make install
|
|
|
|
(You may need to create the subdirs of /usr/local manually.)
|
|
|
|
To use the library once it's built, you essential have two possibilities:
|
|
use the traditional autoconf/automake/make method, or use Apple's Project Builder.
|
|
|
|
==============================================================================
|
|
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
|
|
|
|
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:
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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:
|
|
|
|
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.
|
|
|
|
|
|
==============================================================================
|
|
Using the Simple DirectMedia Layer with Project Builder
|
|
==============================================================================
|
|
|
|
These instructions are for using Apple's Project Builder IDE to build SDL applications.
|
|
|
|
- First steps
|
|
|
|
The first thing to do is to unpack the PBProjects.tar.gz archive in the
|
|
top level SDL directory (where the PBProjects.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 PBProjects.tar.gz
|
|
This will create a new folder called PBProjects, which you can browse
|
|
normally from the Finder.
|
|
|
|
- Building the Framework
|
|
|
|
The SDL Library is packaged as a framework bundle, an organized
|
|
relocatable folder heirarchy of executible 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/SDL_main.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" to the "OTHER_LDFLAGS" variable
|
|
* Set the "Main Nib File" under "Application Settings" to "SDL_main.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
|
|
"Executibles" 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.
|
|
* My development setup:
|
|
I am using version 1.0.1 (v63.0) of Project Builder on MacOS X 10.0.3,
|
|
from the Developer Tools CD for May 2001.
|
|
As of May 31 2001, Apple hasn't released this version of the tools to the public,
|
|
but I expect that things will still work on older versions.
|
|
|
|
Known bugs are listed in the file "BUGS"
|
|
LocalWords: Stuffit
|