docs/README-macosx.md
changeset 9025 d09d4b578e77
parent 9023 276802355854
child 9066 c2af3ff967cc
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/docs/README-macosx.md	Tue Jul 29 08:04:15 2014 -0700
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+Mac OS X
+==============================================================================
+
+These instructions are for people using Apple's Mac OS X (pronounced
+"ten").
+
+From the developer's point of view, OS X is a sort of hybrid Mac and
+Unix system, and you have the option of using either traditional
+command line tools or Apple's IDE Xcode.
+
+To build SDL using the command line, use the standard configure and make
+process:
+
+	./configure
+	make
+	sudo make install
+
+You can also build SDL as a Universal library (a single binary for both
+32-bit and 64-bit Intel architectures), on Mac OS X 10.7 and newer, by using
+the fatbuild.sh script in build-scripts:
+	sh build-scripts/fatbuild.sh
+	sudo build-scripts/fatbuild.sh install
+This script builds SDL with 10.5 ABI compatibility on i386 and 10.6
+ABI compatibility on x86_64 architectures.  For best compatibility you
+should compile your application the same way.  A script which wraps
+gcc to make this easy is provided in test/gcc-fat.sh
+
+Please note that building SDL requires at least Xcode 4.6 and the 10.7 SDK
+(even if you target back to 10.5 systems). PowerPC support for Mac OS X has
+been officially dropped as of SDL 2.0.2.
+
+To use the library once it's built, you essential have two possibilities:
+use the traditional autoconf/automake/make method, or use Xcode.
+
+==============================================================================
+Caveats for using SDL with Mac OS X
+==============================================================================
+
+Some things you have to be aware of when using SDL on Mac OS X:
+
+- If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
+  SDL will not register its own. This means that SDL will not terminate using
+  SDL_Quit if it receives a termination request, it will terminate like a 
+  normal app, and it will not send a SDL_DROPFILE when you request to open a
+  file with the app. To solve these issues, put the following code in your 
+  NSApplicationDelegate implementation:
+
+  - (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
+  {
+      if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) {
+          SDL_Event event;
+          event.type = SDL_QUIT;
+          SDL_PushEvent(&event);
+      }
+
+      return NSTerminateCancel;
+  }
+
+  - (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
+  {
+      if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) {
+          SDL_Event event;
+          event.type = SDL_DROPFILE;
+          event.drop.file = SDL_strdup([filename UTF8String]);
+          return (SDL_PushEvent(&event) > 0);
+      }
+
+      return NO;
+  }
+
+==============================================================================
+Using the Simple DirectMedia Layer with a traditional Makefile
+==============================================================================
+
+An existing autoconf/automake build system for your SDL app has good chances
+to work almost unchanged on OS X. However, to produce a "real" Mac OS X binary
+that you can distribute to users, you need to put the generated binary into a
+so called "bundle", which basically is a fancy folder with a name like
+"MyCoolGame.app".
+
+To get this build automatically, add something like the following rule to
+your Makefile.am:
+
+bundle_contents = APP_NAME.app/Contents
+APP_NAME_bundle: EXE_NAME
+	mkdir -p $(bundle_contents)/MacOS
+	mkdir -p $(bundle_contents)/Resources
+	echo "APPL????" > $(bundle_contents)/PkgInfo
+	$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
+
+You should replace EXE_NAME with the name of the executable. APP_NAME is what
+will be visible to the user in the Finder. Usually it will be the same
+as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME 
+usually is "TestGame". You might also want to use @PACKAGE@ to use the package
+name as specified in your configure.in file.
+
+If your project builds more than one application, you will have to do a bit
+more. For each of your target applications, you need a separate rule.
+
+If you want the created bundles to be installed, you may want to add this
+rule to your Makefile.am:
+
+install-exec-hook: APP_NAME_bundle
+	rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
+	mkdir -p $(DESTDIR)$(prefix)/Applications/
+	cp -r $< /$(DESTDIR)$(prefix)Applications/
+
+This rule takes the Bundle created by the rule from step 3 and installs them
+into $(DESTDIR)$(prefix)/Applications/.
+
+Again, if you want to install multiple applications, you will have to augment
+the make rule accordingly.
+
+
+But beware! That is only part of the story! With the above, you end up with
+a bare bone .app bundle, which is double clickable from the Finder. But
+there are some more things you should do before shipping your product...
+
+1) The bundle right now probably is dynamically linked against SDL. That 
+   means that when you copy it to another computer, *it will not run*,
+   unless you also install SDL on that other computer. A good solution
+   for this dilemma is to static link against SDL. On OS X, you can
+   achieve that by linking against the libraries listed by
+     sdl-config --static-libs
+   instead of those listed by
+     sdl-config --libs
+   Depending on how exactly SDL is integrated into your build systems, the
+   way to achieve that varies, so I won't describe it here in detail
+2) Add an 'Info.plist' to your application. That is a special XML file which
+   contains some meta-information about your application (like some copyright
+   information, the version of your app, the name of an optional icon file,
+   and other things). Part of that information is displayed by the Finder
+   when you click on the .app, or if you look at the "Get Info" window.
+   More information about Info.plist files can be found on Apple's homepage.
+
+
+As a final remark, let me add that I use some of the techniques (and some
+variations of them) in Exult and ScummVM; both are available in source on
+the net, so feel free to take a peek at them for inspiration!
+
+
+==============================================================================
+Using the Simple DirectMedia Layer with Xcode
+==============================================================================
+
+These instructions are for using Apple's Xcode IDE to build SDL applications.
+
+- First steps
+
+The first thing to do is to unpack the Xcode.tar.gz archive in the
+top level SDL directory (where the Xcode.tar.gz archive resides).
+Because Stuffit Expander will unpack the archive into a subdirectory,
+you should unpack the archive manually from the command line:
+	cd [path_to_SDL_source]
+	tar zxf Xcode.tar.gz
+This will create a new folder called Xcode, which you can browse
+normally from the Finder.
+
+- Building the Framework
+
+The SDL Library is packaged as a framework bundle, an organized
+relocatable folder hierarchy of executable code, interface headers,
+and additional resources. For practical purposes, you can think of a 
+framework as a more user and system-friendly shared library, whose library
+file behaves more or less like a standard UNIX shared library.
+
+To build the framework, simply open the framework project and build it. 
+By default, the framework bundle "SDL.framework" is installed in 
+/Library/Frameworks. Therefore, the testers and project stationary expect
+it to be located there. However, it will function the same in any of the
+following locations:
+
+    ~/Library/Frameworks
+    /Local/Library/Frameworks
+    /System/Library/Frameworks
+
+- Build Options
+    There are two "Build Styles" (See the "Targets" tab) for SDL.
+    "Deployment" should be used if you aren't tweaking the SDL library.
+    "Development" should be used to debug SDL apps or the library itself.
+
+- Building the Testers
+    Open the SDLTest project and build away!
+
+- Using the Project Stationary
+    Copy the stationary to the indicated folders to access it from
+    the "New Project" and "Add target" menus. What could be easier?
+
+- Setting up a new project by hand
+    Some of you won't want to use the Stationary so I'll give some tips:
+    * Create a new "Cocoa Application"
+    * Add src/main/macosx/SDLMain.m , .h and .nib to your project
+    * Remove "main.c" from your project
+    * Remove "MainMenu.nib" from your project
+    * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
+    * Add "$(HOME)/Library/Frameworks" to the frameworks search path
+    * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
+    * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
+    * Add your files
+    * Clean and build
+
+- Building from command line
+    Use pbxbuild in the same directory as your .pbproj file
+
+- Running your app
+    You can send command line args to your app by either invoking it from
+    the command line (in *.app/Contents/MacOS) or by entering them in the
+    "Executables" panel of the target settings.
+    
+- Implementation Notes
+    Some things that may be of interest about how it all works...
+    * Working directory
+        As defined in the SDL_main.m file, the working directory of your SDL app
+        is by default set to its parent. You may wish to change this to better
+        suit your needs.
+    * You have a Cocoa App!
+        Your SDL app is essentially a Cocoa application. When your app
+        starts up and the libraries finish loading, a Cocoa procedure is called,
+        which sets up the working directory and calls your main() method.
+        You are free to modify your Cocoa app with generally no consequence 
+        to SDL. You cannot, however, easily change the SDL window itself.
+        Functionality may be added in the future to help this.
+
+
+Known bugs are listed in the file "BUGS"