README.MacOSX
author Sam Lantinga <slouken@lokigames.com>
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==============================================================================
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Using the Simple DirectMedia Layer with Mac OS X
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==============================================================================
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These instructions are for people using Apple's Mac OS X (pronounced
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"ten").
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From the developer's point of view, OS X is a sort of hybrid Mac and
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Unix system, and you have the option of using either traditional
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command line tools or Apple's IDE ProjectBuilder (PB).
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To build using the command line, use the standard configure and make
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process:
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	./configure
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	make
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	make install
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(You may need to create the subdirs of /usr/local manually.)
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For some reason, libtool doesn't run ranlib properly, so do this
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manually:
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	ranlib /usr/local/lib/libSDL.a
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To use the library once it's built, you need to use the "Carbon
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framework", which is the port of the old Mac Toolbox to OS X.
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To do this, use the -F and -framework arguments for compiling
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and linking, respectively:
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	cc -c myprog.c -I/usr/local/include/SDL -F/System/Library/Frameworks/Carbon.framework
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	cc myprog.o -L/usr/local/lib -lSDL -framework Carbon
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sdl-config knows about the linking path and -framework, so it's
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recommended to use it to fill in your Makefile variables.
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==============================================================================
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Using the Simple DirectMedia Layer with Project Builder
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==============================================================================
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These instructions are for using Apple's Project Builder IDE to build SDL applications.
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- Building the Framework
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The SDL Library is packaged as a framework bundle, an organized
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relocatable folder heirarchy of executible code, interface headers, 
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and additional resources. For practical purposes, you can think of a 
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framework as a more user and system-friendly shared library, whose library
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file behaves more or less like a standard UNIX shared library.
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To build the framework, simply open the framework project and build it. 
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By default, the framework bundle "SDL.framework" is installed in 
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~/Library/Frameworks. Therefore, the testers and project stationary expect
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it to be located there. However, it will function the same in any of the
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following locations:
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    ~/Library/Frameworks
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    /Local/Library/Frameworks
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    /System/Library/Frameworks
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- Build Options
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    There are two "Build Styles" (See the "Targets" tab) for SDL.
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    "Deployment" should be used if you aren't tweaking the SDL library.
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    "Development" should be used to debug SDL apps or the library itself.
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- Building the Testers
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    Open the SDLTest project and build away!
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- Using the Project Stationary
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    Copy the stationary to the indicated folders to access it from
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    the "New Project" and "Add target" menus. What could be easier?
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- Setting up a new project by hand
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    Some of you won't want to use the Stationary so I'll give some tips:
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    * Create a new "Cocoa Application"
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    * Add src/main/macosx/SDLMain.m , .h and .nib to your project
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    * Remove "main.c" from your project
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    * Remove "MainMenu.nib" from your project
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    * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
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    * Add "$(HOME)/Library/Frameworks" to the frameworks search path
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    * Add "-framework SDL" to the "OTHER_LDFLAGS" variable
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    * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
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    * Add your files
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    * Clean and build
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- Building from command line
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    Use pbxbuild in the same directory as your .pbproj file
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- Running your app
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    You can send command line args to your app by either invoking it from
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    the command line (in *.app/Contents/MacOS) or by entering them in the
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    "Executibles" panel of the target settings.
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- Implementation Notes
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    Some things that may be of interest about how it all works...
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    * Working directory
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        As defined in the SDLMain.m file, the working directory of your SDL app
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        is by default set to its parent. You may wish to change this to better
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        suit your needs.
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    * You have a Cocoa App!
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        Your SDL app is essentially a Cocoa application. When your app
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        starts up and the libraries finish loading, a Cocoa procedure is called,
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        which sets up the working directory and calls your main() method.
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        You are free to modify your Cocoa app with generally no consequence 
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        to SDL. You cannot, however, easily change the SDL window itself.
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        Functionality may be added in the future to help this.
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    * My development setup:
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        I am using version 1.0.1 (v63.0) of Project Builder on MacOS X 10.0.3,
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        from the Developer Tools CD for May 2001.
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        As of May 31 2001, Apple hasn't released this version of the tools to the public, 
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        but I expect that things will still work on older versions.
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Known bugs are listed in the file "BUGS"