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

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  • Author : Simon McVittie
    Date : 2021-11-30 23:15:03
    Hash : 0c7c4bfc
    Message : docs: Don't let Doxygen expand HOME environment variable Otherwise, the API documentation will encode the home directory of the user or autobuilder that built SDL, instead of telling the user to use the literal string $(HOME) as intended. See also <https://github.com/doxygen/doxygen/issues/7073>. Signed-off-by: Simon McVittie <smcv@debian.org>

  • docs/README-macos.md
  • # 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!