cscg22-gearboy

CSCG 2022 Challenge 'Gearboy'
git clone https://git.sinitax.com/sinitax/cscg22-gearboy
Log | Files | Refs | sfeed.txt

README-macosx.md (9848B)


      1Mac OS X
      2==============================================================================
      3
      4These instructions are for people using Apple's Mac OS X (pronounced
      5"ten").
      6
      7From the developer's point of view, OS X is a sort of hybrid Mac and
      8Unix system, and you have the option of using either traditional
      9command line tools or Apple's IDE Xcode.
     10
     11Command Line Build
     12==================
     13
     14To build SDL using the command line, use the standard configure and make
     15process:
     16
     17    ./configure
     18    make
     19    sudo make install
     20
     21You can also build SDL as a Universal library (a single binary for both
     2232-bit and 64-bit Intel architectures), on Mac OS X 10.7 and newer, by using
     23the gcc-fat.sh script in build-scripts:
     24
     25    mkdir mybuild
     26    cd mybuild
     27    CC=$PWD/../build-scripts/gcc-fat.sh CXX=$PWD/../build-scripts/g++-fat.sh ../configure
     28    make
     29    sudo make install
     30
     31This script builds SDL with 10.5 ABI compatibility on i386 and 10.6
     32ABI compatibility on x86_64 architectures.  For best compatibility you
     33should compile your application the same way.
     34
     35Please note that building SDL requires at least Xcode 4.6 and the 10.7 SDK
     36(even if you target back to 10.5 systems). PowerPC support for Mac OS X has
     37been officially dropped as of SDL 2.0.2.
     38
     39To use the library once it's built, you essential have two possibilities:
     40use the traditional autoconf/automake/make method, or use Xcode.
     41
     42==============================================================================
     43Caveats for using SDL with Mac OS X
     44==============================================================================
     45
     46Some things you have to be aware of when using SDL on Mac OS X:
     47
     48- If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
     49  SDL will not register its own. This means that SDL will not terminate using
     50  SDL_Quit if it receives a termination request, it will terminate like a 
     51  normal app, and it will not send a SDL_DROPFILE when you request to open a
     52  file with the app. To solve these issues, put the following code in your 
     53  NSApplicationDelegate implementation:
     54
     55
     56    - (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
     57    {
     58        if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) {
     59            SDL_Event event;
     60            event.type = SDL_QUIT;
     61            SDL_PushEvent(&event);
     62        }
     63    
     64        return NSTerminateCancel;
     65    }
     66    
     67    - (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
     68    {
     69        if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) {
     70            SDL_Event event;
     71            event.type = SDL_DROPFILE;
     72            event.drop.file = SDL_strdup([filename UTF8String]);
     73            return (SDL_PushEvent(&event) > 0);
     74        }
     75    
     76        return NO;
     77    }
     78
     79==============================================================================
     80Using the Simple DirectMedia Layer with a traditional Makefile
     81==============================================================================
     82
     83An existing autoconf/automake build system for your SDL app has good chances
     84to work almost unchanged on OS X. However, to produce a "real" Mac OS X binary
     85that you can distribute to users, you need to put the generated binary into a
     86so called "bundle", which basically is a fancy folder with a name like
     87"MyCoolGame.app".
     88
     89To get this build automatically, add something like the following rule to
     90your Makefile.am:
     91
     92    bundle_contents = APP_NAME.app/Contents
     93    APP_NAME_bundle: EXE_NAME
     94    	mkdir -p $(bundle_contents)/MacOS
     95    	mkdir -p $(bundle_contents)/Resources
     96    	echo "APPL????" > $(bundle_contents)/PkgInfo
     97    	$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
     98
     99You should replace EXE_NAME with the name of the executable. APP_NAME is what
    100will be visible to the user in the Finder. Usually it will be the same
    101as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME 
    102usually is "TestGame". You might also want to use `@PACKAGE@` to use the package
    103name as specified in your configure.ac file.
    104
    105If your project builds more than one application, you will have to do a bit
    106more. For each of your target applications, you need a separate rule.
    107
    108If you want the created bundles to be installed, you may want to add this
    109rule to your Makefile.am:
    110
    111    install-exec-hook: APP_NAME_bundle
    112    	rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
    113    	mkdir -p $(DESTDIR)$(prefix)/Applications/
    114    	cp -r $< /$(DESTDIR)$(prefix)Applications/
    115
    116This rule takes the Bundle created by the rule from step 3 and installs them
    117into "$(DESTDIR)$(prefix)/Applications/".
    118
    119Again, if you want to install multiple applications, you will have to augment
    120the make rule accordingly.
    121
    122
    123But beware! That is only part of the story! With the above, you end up with
    124a bare bone .app bundle, which is double clickable from the Finder. But
    125there are some more things you should do before shipping your product...
    126
    1271) The bundle right now probably is dynamically linked against SDL. That 
    128   means that when you copy it to another computer, *it will not run*,
    129   unless you also install SDL on that other computer. A good solution
    130   for this dilemma is to static link against SDL. On OS X, you can
    131   achieve that by linking against the libraries listed by
    132
    133       sdl-config --static-libs
    134
    135   instead of those listed by
    136
    137       sdl-config --libs
    138
    139   Depending on how exactly SDL is integrated into your build systems, the
    140   way to achieve that varies, so I won't describe it here in detail
    141
    1422) Add an 'Info.plist' to your application. That is a special XML file which
    143   contains some meta-information about your application (like some copyright
    144   information, the version of your app, the name of an optional icon file,
    145   and other things). Part of that information is displayed by the Finder
    146   when you click on the .app, or if you look at the "Get Info" window.
    147   More information about Info.plist files can be found on Apple's homepage.
    148
    149
    150As a final remark, let me add that I use some of the techniques (and some
    151variations of them) in Exult and ScummVM; both are available in source on
    152the net, so feel free to take a peek at them for inspiration!
    153
    154
    155==============================================================================
    156Using the Simple DirectMedia Layer with Xcode
    157==============================================================================
    158
    159These instructions are for using Apple's Xcode IDE to build SDL applications.
    160
    161- First steps
    162
    163The first thing to do is to unpack the Xcode.tar.gz archive in the
    164top level SDL directory (where the Xcode.tar.gz archive resides).
    165Because Stuffit Expander will unpack the archive into a subdirectory,
    166you should unpack the archive manually from the command line:
    167
    168    cd [path_to_SDL_source]
    169    tar zxf Xcode.tar.gz
    170
    171This will create a new folder called Xcode, which you can browse
    172normally from the Finder.
    173
    174- Building the Framework
    175
    176The SDL Library is packaged as a framework bundle, an organized
    177relocatable folder hierarchy of executable code, interface headers,
    178and additional resources. For practical purposes, you can think of a 
    179framework as a more user and system-friendly shared library, whose library
    180file behaves more or less like a standard UNIX shared library.
    181
    182To build the framework, simply open the framework project and build it. 
    183By default, the framework bundle "SDL.framework" is installed in 
    184/Library/Frameworks. Therefore, the testers and project stationary expect
    185it to be located there. However, it will function the same in any of the
    186following locations:
    187
    188    ~/Library/Frameworks
    189    /Local/Library/Frameworks
    190    /System/Library/Frameworks
    191
    192- Build Options
    193    There are two "Build Styles" (See the "Targets" tab) for SDL.
    194    "Deployment" should be used if you aren't tweaking the SDL library.
    195    "Development" should be used to debug SDL apps or the library itself.
    196
    197- Building the Testers
    198    Open the SDLTest project and build away!
    199
    200- Using the Project Stationary
    201    Copy the stationary to the indicated folders to access it from
    202    the "New Project" and "Add target" menus. What could be easier?
    203
    204- Setting up a new project by hand
    205    Some of you won't want to use the Stationary so I'll give some tips:
    206    * Create a new "Cocoa Application"
    207    * Add src/main/macosx/SDLMain.m , .h and .nib to your project
    208    * Remove "main.c" from your project
    209    * Remove "MainMenu.nib" from your project
    210    * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
    211    * Add "$(HOME)/Library/Frameworks" to the frameworks search path
    212    * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
    213    * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
    214    * Add your files
    215    * Clean and build
    216
    217- Building from command line
    218    Use pbxbuild in the same directory as your .pbproj file
    219
    220- Running your app
    221    You can send command line args to your app by either invoking it from
    222    the command line (in *.app/Contents/MacOS) or by entering them in the
    223    "Executables" panel of the target settings.
    224    
    225- Implementation Notes
    226    Some things that may be of interest about how it all works...
    227    * Working directory
    228        As defined in the SDL_main.m file, the working directory of your SDL app
    229        is by default set to its parent. You may wish to change this to better
    230        suit your needs.
    231    * You have a Cocoa App!
    232        Your SDL app is essentially a Cocoa application. When your app
    233        starts up and the libraries finish loading, a Cocoa procedure is called,
    234        which sets up the working directory and calls your main() method.
    235        You are free to modify your Cocoa app with generally no consequence 
    236        to SDL. You cannot, however, easily change the SDL window itself.
    237        Functionality may be added in the future to help this.
    238
    239
    240Known bugs are listed in the file "BUGS.txt".