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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