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author | 3gg <3gg@shellblade.net> | 2024-05-04 16:51:29 -0700 |
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committer | 3gg <3gg@shellblade.net> | 2024-05-04 16:51:29 -0700 |
commit | 8222bfe56d4dabe8d92fc4b25ea1b0163b16f3e1 (patch) | |
tree | 763389e42276035ac134d94eb1dc32293b88d807 /src/contrib/SDL-2.30.2/docs/README-macos.md |
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1 | # Mac OS X (aka macOS). | ||
2 | |||
3 | These instructions are for people using Apple's Mac OS X (pronounced | ||
4 | "ten"), which in newer versions is just referred to as "macOS". | ||
5 | |||
6 | From the developer's point of view, macOS is a sort of hybrid Mac and | ||
7 | Unix system, and you have the option of using either traditional | ||
8 | command line tools or Apple's IDE Xcode. | ||
9 | |||
10 | # Command Line Build | ||
11 | |||
12 | To build SDL using the command line, use the standard configure and make | ||
13 | process: | ||
14 | |||
15 | ```bash | ||
16 | mkdir build | ||
17 | cd build | ||
18 | ../configure | ||
19 | make | ||
20 | sudo make install | ||
21 | ``` | ||
22 | |||
23 | CMake is also known to work, although it continues to be a work in progress: | ||
24 | |||
25 | ```bash | ||
26 | mkdir build | ||
27 | cd build | ||
28 | cmake -DCMAKE_BUILD_TYPE=Release .. | ||
29 | make | ||
30 | sudo make install | ||
31 | ``` | ||
32 | |||
33 | |||
34 | You can also build SDL as a Universal library (a single binary for both | ||
35 | 64-bit Intel and ARM architectures), by using the build-scripts/clang-fat.sh | ||
36 | script. | ||
37 | |||
38 | ```bash | ||
39 | mkdir build | ||
40 | cd build | ||
41 | CC=$PWD/../build-scripts/clang-fat.sh ../configure | ||
42 | make | ||
43 | sudo make install | ||
44 | ``` | ||
45 | |||
46 | This script builds SDL with 10.9 ABI compatibility on 64-bit Intel and 11.0 | ||
47 | ABI compatibility on ARM64 architectures. For best compatibility you | ||
48 | should compile your application the same way. | ||
49 | |||
50 | Please note that building SDL requires at least Xcode 6 and the 10.9 SDK. | ||
51 | PowerPC support for macOS has been officially dropped as of SDL 2.0.2. | ||
52 | 32-bit Intel and macOS 10.8 runtime support has been officially dropped as | ||
53 | of SDL 2.24.0. | ||
54 | |||
55 | To use the library once it's built, you essential have two possibilities: | ||
56 | use the traditional autoconf/automake/make method, or use Xcode. | ||
57 | |||
58 | |||
59 | # Caveats for using SDL with Mac OS X | ||
60 | |||
61 | If you register your own NSApplicationDelegate (using [NSApp setDelegate:]), | ||
62 | SDL will not register its own. This means that SDL will not terminate using | ||
63 | SDL_Quit if it receives a termination request, it will terminate like a | ||
64 | normal app, and it will not send a SDL_DROPFILE when you request to open a | ||
65 | file with the app. To solve these issues, put the following code in your | ||
66 | NSApplicationDelegate implementation: | ||
67 | |||
68 | |||
69 | ```objc | ||
70 | - (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender | ||
71 | { | ||
72 | if (SDL_GetEventState(SDL_QUIT) == SDL_ENABLE) { | ||
73 | SDL_Event event; | ||
74 | event.type = SDL_QUIT; | ||
75 | SDL_PushEvent(&event); | ||
76 | } | ||
77 | |||
78 | return NSTerminateCancel; | ||
79 | } | ||
80 | |||
81 | - (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename | ||
82 | { | ||
83 | if (SDL_GetEventState(SDL_DROPFILE) == SDL_ENABLE) { | ||
84 | SDL_Event event; | ||
85 | event.type = SDL_DROPFILE; | ||
86 | event.drop.file = SDL_strdup([filename UTF8String]); | ||
87 | return (SDL_PushEvent(&event) > 0); | ||
88 | } | ||
89 | |||
90 | return NO; | ||
91 | } | ||
92 | ``` | ||
93 | |||
94 | # Using the Simple DirectMedia Layer with a traditional Makefile | ||
95 | |||
96 | An existing autoconf/automake build system for your SDL app has good chances | ||
97 | to work almost unchanged on macOS. However, to produce a "real" Mac binary | ||
98 | that you can distribute to users, you need to put the generated binary into a | ||
99 | so called "bundle", which is basically a fancy folder with a name like | ||
100 | "MyCoolGame.app". | ||
101 | |||
102 | To get this build automatically, add something like the following rule to | ||
103 | your Makefile.am: | ||
104 | |||
105 | ```make | ||
106 | bundle_contents = APP_NAME.app/Contents | ||
107 | APP_NAME_bundle: EXE_NAME | ||
108 | mkdir -p $(bundle_contents)/MacOS | ||
109 | mkdir -p $(bundle_contents)/Resources | ||
110 | echo "APPL????" > $(bundle_contents)/PkgInfo | ||
111 | $(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/ | ||
112 | ``` | ||
113 | |||
114 | You should replace `EXE_NAME` with the name of the executable. `APP_NAME` is | ||
115 | what will be visible to the user in the Finder. Usually it will be the same | ||
116 | as `EXE_NAME` but capitalized. E.g. if `EXE_NAME` is "testgame" then `APP_NAME` | ||
117 | usually is "TestGame". You might also want to use `@PACKAGE@` to use the | ||
118 | package name as specified in your configure.ac file. | ||
119 | |||
120 | If your project builds more than one application, you will have to do a bit | ||
121 | more. For each of your target applications, you need a separate rule. | ||
122 | |||
123 | If you want the created bundles to be installed, you may want to add this | ||
124 | rule to your Makefile.am: | ||
125 | |||
126 | ```make | ||
127 | install-exec-hook: APP_NAME_bundle | ||
128 | rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app | ||
129 | mkdir -p $(DESTDIR)$(prefix)/Applications/ | ||
130 | cp -r $< /$(DESTDIR)$(prefix)Applications/ | ||
131 | ``` | ||
132 | |||
133 | This rule takes the Bundle created by the rule from step 3 and installs them | ||
134 | into "$(DESTDIR)$(prefix)/Applications/". | ||
135 | |||
136 | Again, if you want to install multiple applications, you will have to augment | ||
137 | the make rule accordingly. | ||
138 | |||
139 | But beware! That is only part of the story! With the above, you end up with | ||
140 | a barebones .app bundle, which is double-clickable from the Finder. But | ||
141 | there are some more things you should do before shipping your product... | ||
142 | |||
143 | 1. The bundle right now probably is dynamically linked against SDL. That | ||
144 | means that when you copy it to another computer, *it will not run*, | ||
145 | unless you also install SDL on that other computer. A good solution | ||
146 | for this dilemma is to static link against SDL. On OS X, you can | ||
147 | achieve that by linking against the libraries listed by | ||
148 | |||
149 | ```bash | ||
150 | sdl-config --static-libs | ||
151 | ``` | ||
152 | |||
153 | instead of those listed by | ||
154 | |||
155 | ```bash | ||
156 | sdl-config --libs | ||
157 | ``` | ||
158 | |||
159 | Depending on how exactly SDL is integrated into your build systems, the | ||
160 | way to achieve that varies, so I won't describe it here in detail | ||
161 | |||
162 | 2. Add an 'Info.plist' to your application. That is a special XML file which | ||
163 | contains some meta-information about your application (like some copyright | ||
164 | information, the version of your app, the name of an optional icon file, | ||
165 | and other things). Part of that information is displayed by the Finder | ||
166 | when you click on the .app, or if you look at the "Get Info" window. | ||
167 | More information about Info.plist files can be found on Apple's homepage. | ||
168 | |||
169 | |||
170 | As a final remark, let me add that I use some of the techniques (and some | ||
171 | variations of them) in [Exult](https://github.com/exult/exult) and | ||
172 | [ScummVM](https://github.com/scummvm/scummvm); both are available in source on | ||
173 | the net, so feel free to take a peek at them for inspiration! | ||
174 | |||
175 | |||
176 | # Using the Simple DirectMedia Layer with Xcode | ||
177 | |||
178 | These instructions are for using Apple's Xcode IDE to build SDL applications. | ||
179 | |||
180 | ## First steps | ||
181 | |||
182 | The first thing to do is to unpack the Xcode.tar.gz archive in the | ||
183 | top level SDL directory (where the Xcode.tar.gz archive resides). | ||
184 | Because Stuffit Expander will unpack the archive into a subdirectory, | ||
185 | you should unpack the archive manually from the command line: | ||
186 | |||
187 | ```bash | ||
188 | cd [path_to_SDL_source] | ||
189 | tar zxf Xcode.tar.gz | ||
190 | ``` | ||
191 | |||
192 | This will create a new folder called Xcode, which you can browse | ||
193 | normally from the Finder. | ||
194 | |||
195 | ## Building the Framework | ||
196 | |||
197 | The SDL Library is packaged as a framework bundle, an organized | ||
198 | relocatable folder hierarchy of executable code, interface headers, | ||
199 | and additional resources. For practical purposes, you can think of a | ||
200 | framework as a more user and system-friendly shared library, whose library | ||
201 | file behaves more or less like a standard UNIX shared library. | ||
202 | |||
203 | To build the framework, simply open the framework project and build it. | ||
204 | By default, the framework bundle "SDL.framework" is installed in | ||
205 | /Library/Frameworks. Therefore, the testers and project stationary expect | ||
206 | it to be located there. However, it will function the same in any of the | ||
207 | following locations: | ||
208 | |||
209 | * ~/Library/Frameworks | ||
210 | * /Local/Library/Frameworks | ||
211 | * /System/Library/Frameworks | ||
212 | |||
213 | ## Build Options | ||
214 | |||
215 | There are two "Build Styles" (See the "Targets" tab) for SDL. | ||
216 | "Deployment" should be used if you aren't tweaking the SDL library. | ||
217 | "Development" should be used to debug SDL apps or the library itself. | ||
218 | |||
219 | ## Building the Testers | ||
220 | |||
221 | Open the SDLTest project and build away! | ||
222 | |||
223 | ## Using the Project Stationary | ||
224 | |||
225 | Copy the stationary to the indicated folders to access it from | ||
226 | the "New Project" and "Add target" menus. What could be easier? | ||
227 | |||
228 | ## Setting up a new project by hand | ||
229 | |||
230 | Some of you won't want to use the Stationary so I'll give some tips: | ||
231 | |||
232 | (this is accurate as of Xcode 12.5.) | ||
233 | |||
234 | * Click "File" -> "New" -> "Project... | ||
235 | * Choose "macOS" and then "App" from the "Application" section. | ||
236 | * Fill out the options in the next window. User interface is "XIB" and | ||
237 | Language is "Objective-C". | ||
238 | * Remove "main.m" from your project | ||
239 | * Remove "MainMenu.xib" from your project | ||
240 | * Remove "AppDelegates.*" from your project | ||
241 | * Add "\$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path | ||
242 | * Add "\$(HOME)/Library/Frameworks" to the frameworks search path | ||
243 | * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS" | ||
244 | * Add your files | ||
245 | * Clean and build | ||
246 | |||
247 | ## Building from command line | ||
248 | |||
249 | Use `xcode-build` in the same directory as your .pbxproj file | ||
250 | |||
251 | ## Running your app | ||
252 | |||
253 | You can send command line args to your app by either invoking it from | ||
254 | the command line (in *.app/Contents/MacOS) or by entering them in the | ||
255 | Executables" panel of the target settings. | ||
256 | |||
257 | # Implementation Notes | ||
258 | |||
259 | Some things that may be of interest about how it all works... | ||
260 | |||
261 | ## Working directory | ||
262 | |||
263 | In SDL 1.2, the working directory of your SDL app is by default set to its | ||
264 | parent, but this is no longer the case in SDL 2.0. SDL2 does change the | ||
265 | working directory, which means it'll be whatever the command line prompt | ||
266 | that launched the program was using, or if launched by double-clicking in | ||
267 | the finger, it will be "/", the _root of the filesystem_. Plan accordingly! | ||
268 | You can use SDL_GetBasePath() to find where the program is running from and | ||
269 | chdir() there directly. | ||
270 | |||
271 | |||
272 | ## You have a Cocoa App! | ||
273 | |||
274 | Your SDL app is essentially a Cocoa application. When your app | ||
275 | starts up and the libraries finish loading, a Cocoa procedure is called, | ||
276 | which sets up the working directory and calls your main() method. | ||
277 | You are free to modify your Cocoa app with generally no consequence | ||
278 | to SDL. You cannot, however, easily change the SDL window itself. | ||
279 | Functionality may be added in the future to help this. | ||
280 | |||
281 | # Bug reports | ||
282 | |||
283 | Bugs are tracked at [the GitHub issue tracker](https://github.com/libsdl-org/SDL/issues/). | ||
284 | Please feel free to report bugs there! | ||
285 | |||