kc3-lang/SDL/docs/README-macosx.md

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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.

Command Line Build

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 gcc-fat.sh script in build-scripts:

mkdir mybuild
cd mybuild
CC=$PWD/../build-scripts/gcc-fat.sh CXX=$PWD/../build-scripts/g++-fat.sh ../configure
make
sudo make 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.

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:

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.

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.

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

Known bugs are listed in the file “BUGS.txt”.


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