mirror of
				https://github.com/Ryujinx/SDL.git
				synced 2025-10-30 03:59:11 +00:00 
			
		
		
		
	Elis?e Maurer I scratched my head for a while until I realized there's a typo in the command listed in the instructions for universal Mac builds: https://hg.libsdl.org/SDL/file/3a3a88db1fc2/docs/README-macosx.md#l24 It should say `g++-fat.sh` but instead it says `g++fat.sh`, which makes `./configure` fail with a C++ preprocessor error.
		
			
				
	
	
		
			238 lines
		
	
	
		
			9.8 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
			
		
		
	
	
			238 lines
		
	
	
		
			9.8 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
| 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
 | |
| 32-bit and 64-bit Intel architectures), on Mac OS X 10.7 and newer, by using
 | |
| the gcc-fat.sh script in build-scripts:
 | |
| 
 | |
|     mkdir mybuild
 | |
|     cd mybuild
 | |
|     CC=$PWD/../build-scripts/gcc-fat.sh CXX=$PWD/../build-scripts/g++-fat.sh ../configure
 | |
|     make
 | |
|     sudo make install
 | |
| 
 | |
| This script builds SDL with 10.5 ABI compatibility on i386 and 10.6
 | |
| ABI compatibility on x86_64 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 10.5 systems). PowerPC support for Mac OS X has
 | |
| been officially dropped as of SDL 2.0.2.
 | |
| 
 | |
| 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
 | |
| ==============================================================================
 | |
| 
 | |
| Some things you have to be aware of when using SDL on 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:
 | |
| 
 | |
| 
 | |
|     - (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
 | |
|     {
 | |
|         if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) {
 | |
|             SDL_Event event;
 | |
|             event.type = SDL_QUIT;
 | |
|             SDL_PushEvent(&event);
 | |
|         }
 | |
|     
 | |
|         return NSTerminateCancel;
 | |
|     }
 | |
|     
 | |
|     - (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
 | |
|     {
 | |
|         if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) {
 | |
|             SDL_Event event;
 | |
|             event.type = SDL_DROPFILE;
 | |
|             event.drop.file = SDL_strdup([filename UTF8String]);
 | |
|             return (SDL_PushEvent(&event) > 0);
 | |
|         }
 | |
|     
 | |
|         return NO;
 | |
|     }
 | |
| 
 | |
| ==============================================================================
 | |
| 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.txt".
 |