2 ==============================================================================
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4 These instructions are for people using Apple's Mac OS X (pronounced
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7 From the developer's point of view, OS X is a sort of hybrid Mac and
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8 Unix system, and you have the option of using either traditional
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9 command line tools or Apple's IDE Xcode.
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14 To build SDL using the command line, use the standard configure and make
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21 You can also build SDL as a Universal library (a single binary for both
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22 32-bit and 64-bit Intel architectures), on Mac OS X 10.7 and newer, by using
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23 the gcc-fat.sh script in build-scripts:
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27 CC=$PWD/../build-scripts/gcc-fat.sh CXX=$PWD/../build-scripts/g++-fat.sh ../configure
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31 This script builds SDL with 10.5 ABI compatibility on i386 and 10.6
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32 ABI compatibility on x86_64 architectures. For best compatibility you
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33 should compile your application the same way.
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35 Please note that building SDL requires at least Xcode 4.6 and the 10.7 SDK
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36 (even if you target back to 10.5 systems). PowerPC support for Mac OS X has
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37 been officially dropped as of SDL 2.0.2.
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39 To use the library once it's built, you essential have two possibilities:
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40 use the traditional autoconf/automake/make method, or use Xcode.
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42 ==============================================================================
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43 Caveats for using SDL with Mac OS X
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44 ==============================================================================
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46 Some things you have to be aware of when using SDL on Mac OS X:
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48 - If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
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49 SDL will not register its own. This means that SDL will not terminate using
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50 SDL_Quit if it receives a termination request, it will terminate like a
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51 normal app, and it will not send a SDL_DROPFILE when you request to open a
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52 file with the app. To solve these issues, put the following code in your
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53 NSApplicationDelegate implementation:
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56 - (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
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58 if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) {
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60 event.type = SDL_QUIT;
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61 SDL_PushEvent(&event);
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64 return NSTerminateCancel;
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67 - (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
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69 if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) {
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71 event.type = SDL_DROPFILE;
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72 event.drop.file = SDL_strdup([filename UTF8String]);
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73 return (SDL_PushEvent(&event) > 0);
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79 ==============================================================================
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80 Using the Simple DirectMedia Layer with a traditional Makefile
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81 ==============================================================================
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83 An existing autoconf/automake build system for your SDL app has good chances
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84 to work almost unchanged on OS X. However, to produce a "real" Mac OS X binary
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85 that you can distribute to users, you need to put the generated binary into a
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86 so called "bundle", which basically is a fancy folder with a name like
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89 To get this build automatically, add something like the following rule to
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92 bundle_contents = APP_NAME.app/Contents
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93 APP_NAME_bundle: EXE_NAME
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94 mkdir -p $(bundle_contents)/MacOS
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95 mkdir -p $(bundle_contents)/Resources
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96 echo "APPL????" > $(bundle_contents)/PkgInfo
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97 $(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
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99 You should replace EXE_NAME with the name of the executable. APP_NAME is what
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100 will be visible to the user in the Finder. Usually it will be the same
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101 as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME
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102 usually is "TestGame". You might also want to use `@PACKAGE@` to use the package
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103 name as specified in your configure.ac file.
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105 If your project builds more than one application, you will have to do a bit
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106 more. For each of your target applications, you need a separate rule.
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108 If you want the created bundles to be installed, you may want to add this
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109 rule to your Makefile.am:
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111 install-exec-hook: APP_NAME_bundle
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112 rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
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113 mkdir -p $(DESTDIR)$(prefix)/Applications/
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114 cp -r $< /$(DESTDIR)$(prefix)Applications/
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116 This rule takes the Bundle created by the rule from step 3 and installs them
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117 into "$(DESTDIR)$(prefix)/Applications/".
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119 Again, if you want to install multiple applications, you will have to augment
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120 the make rule accordingly.
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123 But beware! That is only part of the story! With the above, you end up with
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124 a bare bone .app bundle, which is double clickable from the Finder. But
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125 there are some more things you should do before shipping your product...
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127 1) The bundle right now probably is dynamically linked against SDL. That
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128 means that when you copy it to another computer, *it will not run*,
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129 unless you also install SDL on that other computer. A good solution
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130 for this dilemma is to static link against SDL. On OS X, you can
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131 achieve that by linking against the libraries listed by
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133 sdl-config --static-libs
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135 instead of those listed by
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139 Depending on how exactly SDL is integrated into your build systems, the
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140 way to achieve that varies, so I won't describe it here in detail
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142 2) Add an 'Info.plist' to your application. That is a special XML file which
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143 contains some meta-information about your application (like some copyright
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144 information, the version of your app, the name of an optional icon file,
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145 and other things). Part of that information is displayed by the Finder
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146 when you click on the .app, or if you look at the "Get Info" window.
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147 More information about Info.plist files can be found on Apple's homepage.
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150 As a final remark, let me add that I use some of the techniques (and some
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151 variations of them) in Exult and ScummVM; both are available in source on
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152 the net, so feel free to take a peek at them for inspiration!
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155 ==============================================================================
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156 Using the Simple DirectMedia Layer with Xcode
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157 ==============================================================================
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159 These instructions are for using Apple's Xcode IDE to build SDL applications.
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163 The first thing to do is to unpack the Xcode.tar.gz archive in the
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164 top level SDL directory (where the Xcode.tar.gz archive resides).
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165 Because Stuffit Expander will unpack the archive into a subdirectory,
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166 you should unpack the archive manually from the command line:
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168 cd [path_to_SDL_source]
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169 tar zxf Xcode.tar.gz
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171 This will create a new folder called Xcode, which you can browse
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172 normally from the Finder.
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174 - Building the Framework
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176 The SDL Library is packaged as a framework bundle, an organized
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177 relocatable folder hierarchy of executable code, interface headers,
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178 and additional resources. For practical purposes, you can think of a
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179 framework as a more user and system-friendly shared library, whose library
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180 file behaves more or less like a standard UNIX shared library.
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182 To build the framework, simply open the framework project and build it.
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183 By default, the framework bundle "SDL.framework" is installed in
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184 /Library/Frameworks. Therefore, the testers and project stationary expect
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185 it to be located there. However, it will function the same in any of the
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186 following locations:
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188 ~/Library/Frameworks
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189 /Local/Library/Frameworks
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190 /System/Library/Frameworks
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193 There are two "Build Styles" (See the "Targets" tab) for SDL.
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194 "Deployment" should be used if you aren't tweaking the SDL library.
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195 "Development" should be used to debug SDL apps or the library itself.
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197 - Building the Testers
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198 Open the SDLTest project and build away!
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200 - Using the Project Stationary
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201 Copy the stationary to the indicated folders to access it from
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202 the "New Project" and "Add target" menus. What could be easier?
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204 - Setting up a new project by hand
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205 Some of you won't want to use the Stationary so I'll give some tips:
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206 * Create a new "Cocoa Application"
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207 * Add src/main/macosx/SDLMain.m , .h and .nib to your project
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208 * Remove "main.c" from your project
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209 * Remove "MainMenu.nib" from your project
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210 * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
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211 * Add "$(HOME)/Library/Frameworks" to the frameworks search path
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212 * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
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213 * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
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217 - Building from command line
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218 Use pbxbuild in the same directory as your .pbproj file
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221 You can send command line args to your app by either invoking it from
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222 the command line (in *.app/Contents/MacOS) or by entering them in the
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223 "Executables" panel of the target settings.
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225 - Implementation Notes
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226 Some things that may be of interest about how it all works...
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227 * Working directory
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228 As defined in the SDL_main.m file, the working directory of your SDL app
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229 is by default set to its parent. You may wish to change this to better
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231 * You have a Cocoa App!
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232 Your SDL app is essentially a Cocoa application. When your app
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233 starts up and the libraries finish loading, a Cocoa procedure is called,
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234 which sets up the working directory and calls your main() method.
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235 You are free to modify your Cocoa app with generally no consequence
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236 to SDL. You cannot, however, easily change the SDL window itself.
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237 Functionality may be added in the future to help this.
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240 Known bugs are listed in the file "BUGS.txt".
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