1============================================================================== 2Using the Simple DirectMedia Layer with Mac OS X 3============================================================================== 4 5These instructions are for people using Apple's Mac OS X (pronounced 6"ten"). 7 8From the developer's point of view, OS X is a sort of hybrid Mac and 9Unix system, and you have the option of using either traditional 10command line tools or Apple's IDE Xcode. 11 12To build SDL using the command line, use the standard configure and make 13process: 14 15 ./configure 16 make 17 sudo make install 18 19You can also build SDL as a Universal library (a single binary for both 20PowerPC and Intel architectures), on Mac OS X 10.4 and newer, by using 21the fatbuild.sh script in build-scripts: 22 sh build-scripts/fatbuild.sh 23 sudo build-scripts/fatbuild.sh install 24This script builds SDL with 10.2 ABI compatibility on PowerPC and 10.4 25ABI compatibility on Intel architectures. For best compatibility you 26should compile your application the same way. A script which wraps 27gcc to make this easy is provided in test/gcc-fat.sh 28 29To use the library once it's built, you essential have two possibilities: 30use the traditional autoconf/automake/make method, or use Xcode. 31 32============================================================================== 33Using the Simple DirectMedia Layer with a traditional Makefile 34============================================================================== 35 36An existing autoconf/automake build system for your SDL app has good chances 37to work almost unchanged on OS X. However, to produce a "real" Mac OS X binary 38that you can distribute to users, you need to put the generated binary into a 39so called "bundle", which basically is a fancy folder with a name like 40"MyCoolGame.app". 41 42To get this build automatically, add something like the following rule to 43your Makefile.am: 44 45bundle_contents = APP_NAME.app/Contents 46APP_NAME_bundle: EXE_NAME 47 mkdir -p $(bundle_contents)/MacOS 48 mkdir -p $(bundle_contents)/Resources 49 echo "APPL????" > $(bundle_contents)/PkgInfo 50 $(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/ 51 52You should replace EXE_NAME with the name of the executable. APP_NAME is what 53will be visible to the user in the Finder. Usually it will be the same 54as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME 55usually is "TestGame". You might also want to use @PACKAGE@ to use the package 56name as specified in your configure.in file. 57 58If your project builds more than one application, you will have to do a bit 59more. For each of your target applications, you need a seperate rule. 60 61If you want the created bundles to be installed, you may want to add this 62rule to your Makefile.am: 63 64install-exec-hook: APP_NAME_bundle 65 rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app 66 mkdir -p $(DESTDIR)$(prefix)/Applications/ 67 cp -r $< /$(DESTDIR)$(prefix)Applications/ 68 69This rule takes the Bundle created by the rule from step 3 and installs them 70into $(DESTDIR)$(prefix)/Applications/. 71 72Again, if you want to install multiple applications, you will have to augment 73the make rule accordingly. 74 75 76But beware! That is only part of the story! With the above, you end up with 77a bare bone .app bundle, which is double clickable from the Finder. But 78there are some more things you should do before shipping yor product... 79 801) The bundle right now probably is dynamically linked against SDL. That 81 means that when you copy it to another computer, *it will not run*, 82 unless you also install SDL on that other computer. A good solution 83 for this dilemma is to static link against SDL. On OS X, you can 84 achieve that by linkinag against the libraries listed by 85 sdl-config --static-libs 86 instead of those listed by 87 sdl-config --libs 88 Depending on how exactly SDL is integrated into your build systems, the 89 way to achieve that varies, so I won't describe it here in detail 902) Add an 'Info.plist' to your application. That is a special XML file which 91 contains some meta-information about your application (like some copyright 92 information, the version of your app, the name of an optional icon file, 93 and other things). Part of that information is displayed by the Finder 94 when you click on the .app, or if you look at the "Get Info" window. 95 More information about Info.plist files can be found on Apple's homepage. 96 97 98As a final remark, let me add that I use some of the techniques (and some 99variations of them) in Exult and ScummVM; both are available in source on 100the net, so feel free to take a peek at them for inspiration! 101 102 103============================================================================== 104Using the Simple DirectMedia Layer with Xcode 105============================================================================== 106 107These instructions are for using Apple's Xcode IDE to build SDL applications. 108 109- First steps 110 111The Xcode project files are in the "Xcode" directory. 112 113- Building the Framework 114 115The SDL Library is packaged as a framework bundle, an organized 116relocatable folder heirarchy of executible code, interface headers, 117and additional resources. For practical purposes, you can think of a 118framework as a more user and system-friendly shared library, whose library 119file behaves more or less like a standard UNIX shared library. 120 121To build the framework, simply open the framework project and build it. 122By default, the framework bundle "SDL.framework" is installed in 123/Library/Frameworks. Therefore, the testers and project stationary expect 124it to be located there. However, it will function the same in any of the 125following locations: 126 127 ~/Library/Frameworks 128 /Local/Library/Frameworks 129 /System/Library/Frameworks 130 131- Build Options 132 There are two "Build Styles" (See the "Targets" tab) for SDL. 133 "Deployment" should be used if you aren't tweaking the SDL library. 134 "Development" should be used to debug SDL apps or the library itself. 135 136- Building the Testers 137 Open the SDLTest project and build away! 138 139- Using the Project Stationary 140 Copy the stationary to the indicated folders to access it from 141 the "New Project" and "Add target" menus. What could be easier? 142 143- Setting up a new project by hand 144 Some of you won't want to use the Stationary so I'll give some tips: 145 * Create a new "Cocoa Application" 146 * Add src/main/macosx/SDLMain.m , .h and .nib to your project 147 * Remove "main.c" from your project 148 * Remove "MainMenu.nib" from your project 149 * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path 150 * Add "$(HOME)/Library/Frameworks" to the frameworks search path 151 * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS" 152 * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib" 153 * Add your files 154 * Clean and build 155 156- Building from command line 157 Use pbxbuild in the same directory as your .pbproj file 158 159- Running your app 160 You can send command line args to your app by either invoking it from 161 the command line (in *.app/Contents/MacOS) or by entering them in the 162 "Executibles" panel of the target settings. 163 164- Implementation Notes 165 Some things that may be of interest about how it all works... 166 * Working directory 167 As defined in the SDL_main.m file, the working directory of your SDL app 168 is by default set to its parent. You may wish to change this to better 169 suit your needs. 170 * You have a Cocoa App! 171 Your SDL app is essentially a Cocoa application. When your app 172 starts up and the libraries finish loading, a Cocoa procedure is called, 173 which sets up the working directory and calls your main() method. 174 You are free to modify your Cocoa app with generally no consequence 175 to SDL. You cannot, however, easily change the SDL window itself. 176 Functionality may be added in the future to help this. 177 178 179Known bugs are listed in the file "BUGS" 180