Commit 4edf2df5ce5d34c3c6253ac4e6dd817832979170

Ryan C. Gordon 2021-11-14T23:34:46

Unix2dos'd README-macosx.md.

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
diff --git a/docs/README-macosx.md b/docs/README-macosx.md
index 84435fe..08511bb 100644
--- a/docs/README-macosx.md
+++ b/docs/README-macosx.md
@@ -1,281 +1,281 @@
-# 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:
-
-* Create a new "Cocoa Application"
-* 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 `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!
-
+# 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:
+
+* Create a new "Cocoa Application"
+* 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 `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!
+