mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-12-22 10:40:56 +00:00
287 lines
9.7 KiB
Markdown
287 lines
9.7 KiB
Markdown
|
# Mac OS X (aka macOS).
|
||
|
|
||
|
These instructions are for people using Apple's Mac OS X (pronounced
|
||
|
"ten"), which in newer versions is just referred to as "macOS".
|
||
|
|
||
|
From the developer's point of view, macOS 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.
|
||
|
|
||
|
# Command Line Build
|
||
|
|
||
|
To build SDL using the command line, use the standard configure and make
|
||
|
process:
|
||
|
|
||
|
```bash
|
||
|
mkdir build
|
||
|
cd build
|
||
|
../configure
|
||
|
make
|
||
|
sudo make install
|
||
|
```
|
||
|
|
||
|
CMake is also known to work, although it continues to be a work in progress:
|
||
|
|
||
|
```bash
|
||
|
mkdir build
|
||
|
cd build
|
||
|
cmake -DCMAKE_BUILD_TYPE=Release ..
|
||
|
make
|
||
|
sudo make install
|
||
|
```
|
||
|
|
||
|
|
||
|
You can also build SDL as a Universal library (a single binary for both
|
||
|
64-bit Intel and ARM architectures), by using the build-scripts/clang-fat.sh
|
||
|
script.
|
||
|
|
||
|
```bash
|
||
|
mkdir build
|
||
|
cd build
|
||
|
CC=$PWD/../build-scripts/clang-fat.sh ../configure
|
||
|
make
|
||
|
sudo make install
|
||
|
```
|
||
|
|
||
|
This script builds SDL with 10.6 ABI compatibility on 64-bit Intel and 11.0
|
||
|
ABI compatibility on ARM64 architectures. For best compatibility you
|
||
|
should compile your application the same way.
|
||
|
|
||
|
Please note that building SDL requires at least Xcode 4.6 and the 10.7 SDK
|
||
|
(even if you target back to 10.6 systems). PowerPC support for Mac OS X has
|
||
|
been officially dropped as of SDL 2.0.2. 32-bit Intel, using an older Xcode
|
||
|
release, is still supported at the time of this writing, but current Xcode
|
||
|
releases no longer support it, and eventually neither will SDL.
|
||
|
|
||
|
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
|
||
|
|
||
|
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:
|
||
|
|
||
|
|
||
|
```objc
|
||
|
- (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 macOS. However, to produce a "real" Mac binary
|
||
|
that you can distribute to users, you need to put the generated binary into a
|
||
|
so called "bundle", which is basically a fancy folder with a name like
|
||
|
"MyCoolGame.app".
|
||
|
|
||
|
To get this build automatically, add something like the following rule to
|
||
|
your Makefile.am:
|
||
|
|
||
|
```make
|
||
|
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.ac 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:
|
||
|
|
||
|
```make
|
||
|
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 barebones .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
|
||
|
|
||
|
```bash
|
||
|
sdl-config --static-libs
|
||
|
```
|
||
|
|
||
|
instead of those listed by
|
||
|
|
||
|
```bash
|
||
|
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](https://github.com/exult/exult) and
|
||
|
[ScummVM](https://github.com/scummvm/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:
|
||
|
|
||
|
```bash
|
||
|
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:
|
||
|
|
||
|
(this is accurate as of Xcode 12.5.)
|
||
|
|
||
|
* Click "File" -> "New" -> "Project...
|
||
|
* Choose "macOS" and then "App" from the "Application" section.
|
||
|
* Fill out the options in the next window. User interface is "XIB" and
|
||
|
Language is "Objective-C".
|
||
|
* Remove "main.m" from your project
|
||
|
* Remove "MainMenu.xib" from your project
|
||
|
* Remove "AppDelegates.*" 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"
|
||
|
* Add your files
|
||
|
* Clean and build
|
||
|
|
||
|
## Building from command line
|
||
|
|
||
|
Use `xcode-build` in the same directory as your .pbxproj 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
|
||
|
|
||
|
In SDL 1.2, the working directory of your SDL app is by default set to its
|
||
|
parent, but this is no longer the case in SDL 2.0. SDL2 does change the
|
||
|
working directory, which means it'll be whatever the command line prompt
|
||
|
that launched the program was using, or if launched by double-clicking in
|
||
|
the finger, it will be "/", the _root of the filesystem_. Plan accordingly!
|
||
|
You can use SDL_GetBasePath() to find where the program is running from and
|
||
|
chdir() there directly.
|
||
|
|
||
|
|
||
|
## 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.
|
||
|
|
||
|
# Bug reports
|
||
|
|
||
|
Bugs are tracked at [the GitHub issue tracker](https://github.com/libsdl-org/SDL/issues/).
|
||
|
Please feel free to report bugs there!
|
||
|
|