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Readme SDL Developer.txt

1SDL Mac OS X Developer Notes:
2	This is an optional developer package to provide extras that an
3	SDL developer might benefit from.
4
5	Make sure you have already installed the SDL.framework
6	from the SDL.dmg.
7
8	For more complete documentation, please see READMEs included
9	with the  SDL source code. Also, don't forget about the API
10	documentation (also included with this package).
11
12
13This package contains:
14- SDL API Documentation
15- A variety of SDLMain and .Nib files to choose from
16- Xcode project templates
17
18
19SDL API Documentation:
20	We include both the HTML documentation and the man files.
21	And new to 1.2.14, we introduce an Xocde DocSet which
22	is generated via Doxygen. These require Xcode 3.0 or greater.
23
24	You will need to drill down into the XcodeDocSet directory
25	from the  Documentation folder and find the
26	org.libsdl.sdl.docset bundle. We recommend you copy this to:
27
28	/Library/Developer/Shared/Documentation/DocSets
29
30	Again, this follows all the standard Xcode patterns
31	described with the project templates (below). You may need
32	to create the directories if they don't already exist.
33	You may install it on a per-user basis.
34	And you may target specific versions of Xcode
35	in lieu of using the "Shared" directory.
36
37	To use, it is quite simple. Just bring up the Xcode
38	Documentation Browser window (can be activated through
39	the Xcode Help Menu) and start searching for something.
40
41	If nothing is found on a legitimate search, verify that
42	the SDL documentation is enabled by opening up the DocSet
43	popup box below the toolbar in Snow Leopard.
44	(In Leopard, the DocSets appear in the left-side panel.)
45
46	Another handy trick is to use the mouse and Option-Double-Click
47	on a function or keyword to bring up documentation on the
48	selected item. Prior to Xcode 3.2 (Snow Leopard), this would
49	jump you to the entry in the Xcode Documentation Browser.
50
51	However, in Xcode 3.2 (Snow Leopard), this behavior has been
52	altered and you are now given a hovering connected popup box
53	on the selected item (called Quick Help). Unfortunately, the
54	Doxygen generated DocSet doesn't currently provide Quick Help
55	information. You can either follow a link to the main
56	Documentation Browser from the Quick Help, or alternatively,
57	you can bypass Quick Help by using Command-Option-Double-Click
58	instead of Option-Double-Click. (Please file feedback with both
59	Doxygen and Apple to improve Quick Help integration.)
60
61
62	For those that want to tweak the documentation output,
63	you can find my Doxyfile in the XcodeDocSet directory in
64	the Xcode directory of the SDL source code base (and in this package).
65
66	One of the most significant options is "Separate Member Pages"
67	which I disable. When disabled, the documentation is about 6MB.
68	When enabled, the documentation is closer to 1.6GB (yes gigabytes).
69	Obviously, distribution will be really hard with sizes that huge
70	so I disable the option.
71
72	I also disabled Dot because there didn't seem to be
73	much benefit of generating graphs for public C functions.
74
75	One thing I would like to see is a CSS file that makes the
76	Doxygen DocSet look more like the native Apple documentation
77	style. Style sheets are outside my expertise so I am asking for
78	contributions on this one. Meanwhile, I also request you send
79	feedback to Doxygen and Apple about this issue too.
80
81
82	Finally for convenience, I have added a new shell script target
83	to the Xcode project that builds SDL that refers to my Doxyfile
84	and generate the DocSet we distribute.
85
86
87SDLMain:
88	We include several different variations of SDLMain and the
89	.Nibs. (Each of these are demonstrated by the different PB/Xcode
90	project templates.) You get to pick which one you want to use,
91	or you can write your own to meet your own specific needs. We do
92	not currently provide a libSDLMain.a. You can build it yourself
93	once you decide which one you want to use though it is easier and
94	recommended in the SDL FAQ that you just copy the SDLMain.h and
95	SDLMain.m directly into your project. If you are puzzled by this,
96	we strongly recommend you look at the different PB/Xcode project
97	templates to understand their uses and differences. (See Project
98	Template info below.) Note that the "Nibless" version is the same
99	version of SDLMain we include the the devel-lite section of the
100	main SDL.dmg.
101
102
103Xocde Project Templates:
104	For convenience, we provide Project Templates for Xcode.
105	Using Xcode is *not* a requirement for using
106	the SDL.framework. However, for newbies, we do recommend trying
107	out the Xcode templates first (and work your way back to raw gcc
108	if you desire), as the Xcode templates try to setup everything
109	for you in a working state. This avoids the need to ask those
110	many reoccuring questions that appear on the mailing list
111	or the SDL FAQ.
112
113
114	We have provided 3 different kinds of SDL templates for Xcode and have
115	a different set of templates for each version of Xcode (which generally
116	correspond with a particular Mac OS X version).
117	The installion directory depends on which version of Xcode you have.
118	(Note: These directories may not already exist on your system so you must create them yourself.)
119
120	For Leopard and Snow Leopard (Xcode 2.5, 3+), we recommend you install to:
121	/Library/Application Support/Developer/Shared/Xcode/Project Templates/Application
122
123	For Xcode 1.0 to 2.4,
124	/Library/Application Support/Apple/Developer Tools/Project Templates/Appllcation
125
126
127	Also note you may place it in per-user locations, e.g.
128	~/Library/Application Support/Developer/Shared/Xcode/Project Templates/Application
129
130
131	And for advanced users who have multiple versions of Xcode installed on a single system,
132	you may put each set in a directory with the Xcode version number instead of using "Shared", e.g.
133	/Library/Application Support/Developer/2.5/Xcode/Project Templates/Application
134	/Library/Application Support/Developer/3.1/Xcode/Project Templates/Application
135	/Library/Application Support/Developer/3.2/Xcode/Project Templates/Application
136
137
138	Copy each of the SDL/Xcode template directories into the correct location (e.g. "SDL OpenGL Application").
139	Do not copy our enclosing folder into the location (e.g. TemplatesForXcodeSnowLeopard).
140	So for example, in:
141	/Library/Application Support/Developer/Shared/Xcode/Project Templates/Application
142	you should have the 3 folders:
143	SDL Application
144	SDL Cocoa Application
145	SDL OpenGL Application
146
147
148	After doing this, when doing a File->New Project, you will see the
149	projects under the Application category.
150	(Newer versions of Xcode have a separate section for User Templates and it will
151	appear in the Application category of the User Templates section.)
152
153
154
155	How to create a new SDL project:
156
157	1. Open Xcode
158	2. Select File->New Project
159	3. Select SDL Application
160	4. Name, Save, and Finish
161	5. Add your sources.
162	*6. That's it!
163
164	* If you installed the SDL.framework to $(HOME)/Library/Frameworks
165	instead of /Library/Frameworks, you will need to update the
166	location of the SDL.framework in the "Groups & Files" browser.
167
168
169	The project templates we provide are:
170	- SDL Application
171		This is the barebones, most basic version. There is no
172		customized .Nib file. While still utilizing Cocoa under
173		the hood, this version may be best suited for fullscreen
174		applications.
175
176	- SDL Cocoa Application
177		This demonstrates the integration of using native
178		Cocoa Menus with an SDL Application. For applications
179		designed to run in Windowed mode, Mac users may appreciate
180		having access to standard menus for things
181		like Preferences and Quiting (among other things).
182
183	- SDL OpenGL Application
184		This reuses the same SDLMain from the "SDL Application"
185		temmplate, but also demonstrates how to
186		bring OpenGL into the mix.
187
188
189Special Notes:
190Only the 10.6 Snow Leopard templates (and later) will include 64-bit in the Universal Binary as
191prior versions of OS X lacked the API support SDL requires for 64-bit to work correctly.
192To prevent 64-bit SDL executables from being launched on 10.5 Leopard, a special key has been set
193in the Info.plist in our Snow Leopard SDL/Xcode templates.
194
195
196Xcode Tips and Tricks:
197
198- Building from command line
199	Use the command line tool: xcodebuild (see man page)
200
201- Running your app
202    You can send command line args to your app by either
203	invoking it from the command line (in *.app/Contents/MacOS)
204	or by entering them in the "Executables" panel of the target
205	settings.
206
207- Working directory
208    As defined in the SDLMain.m file, the working directory of
209    your SDL app is by default set to its parent. You may wish to
210    change this to better suit your needs.
211
212
213
214Additional References:
215
216 - Screencast tutorials for getting started with OpenSceneGraph/Mac OS X are
217 	available at:
218	http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/MacOSXTips
219	Though these are OpenSceneGraph centric, the same exact concepts apply to
220	SDL, thus the videos are recommended for everybody getting started with
221	developing on Mac OS X. (You can skim over the PlugIns stuff since SDL
222	doesn't have any PlugIns to worry about.)
223
224
225Partial History:
2262009-09-21 - CustomView template project was removed because it was broken by
227	the removal of legacy Quicktime support while moving to 64-bit.
228	ProjectBuilder templates were removed.
229	Tiger, Leopard, and Snow Leopard Xcode templates were introduced instead of
230	using a single common template due to the differences between the 3.
231	(Tiger used a chevron marker for substitution while Leopard/Snow Leopard use ___
232	and we need the 10.6 SDK for 64-bit.)
233
2342007-12-30 - Updated documentation to reflect new template paths in Leopard
235	Xcode. Added reference to OSG screencasts.
236
2372006-03-17 - Changed the package format from a .pkg based
238	installer to a .dmg to avoid requiring administrator/root
239	to access contents, for better transparency, and to allow
240	users to more easily control which components
241	they actually want to install.
242	Introduced and updated documentation.
243	Created brand new Xcode project templates for Xcode 2.1
244	based on the old Project Builder templates as they
245	required Xcode users to "Upgrade to Native Target". The new
246	templates try to leveage more default options and leverage
247	more Xcode conventions. The major change that may introduce
248	some breakage is that I now link to the SDL framework
249	via the "Group & Files" browser instead of using build
250	options. The downside to this is that if the user
251	installs the SDL.framework to a place other than
252	/Library/Frameworks (e.g. $(HOME)/Library/Frameworks),
253	the framework will not be found to link to and the user
254	has to manually fix this. But the upshot is (in addition to
255	being visually displayed in the forefront) is that it is
256	really easy to copy (embed) the framework automatically
257	into the .app bundle on build. So I have added this
258	feature, which makes the application potentially
259	drag-and-droppable ready. The Project Builder templates
260	are mostly unchanged due to the fact that I don't have
261	Project Builder. I did rename a file extension to .pbxproj
262	for the SDL Custom Cocoa Application template because
263	the .pbx extension would not load in my version of Xcode.
264	For both Project Builder and Xcode templates, I resync'd
265	the SDLMain.* files for the SDL App and OpenGL App
266	templates. I think people forget that we have 2 other
267	SDLMain's (and .Nib's) and somebody needs to go
268	through them and merge the new changes into those.
269	I also wrote a fix for the SDL Custom Cocoa App
270	template in MyController.m. The sprite loading code
271	needed to be able to find the icon.bmp in the .app
272	bundle's Resources folder. This change was needed to get
273	the app to run out of the box. This might change is untested
274	with Project Builder though and might break it.
275	There also seemed to be some corruption in the .nib itself.
276	Merely opening it and saving (allowing IB to correct the
277	.nib) seemed to correct things.
278	(Eric Wing)
279
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283