From 8222bfe56d4dabe8d92fc4b25ea1b0163b16f3e1 Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Sat, 4 May 2024 16:51:29 -0700 Subject: Initial commit. --- src/contrib/SDL-2.30.2/docs/README-macos.md | 285 ++++++++++++++++++++++++++++ 1 file changed, 285 insertions(+) create mode 100644 src/contrib/SDL-2.30.2/docs/README-macos.md (limited to 'src/contrib/SDL-2.30.2/docs/README-macos.md') diff --git a/src/contrib/SDL-2.30.2/docs/README-macos.md b/src/contrib/SDL-2.30.2/docs/README-macos.md new file mode 100644 index 0000000..634d456 --- /dev/null +++ b/src/contrib/SDL-2.30.2/docs/README-macos.md @@ -0,0 +1,285 @@ +# 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 10.9 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 6 and the 10.9 SDK. +PowerPC support for macOS has been officially dropped as of SDL 2.0.2. +32-bit Intel and macOS 10.8 runtime support has been officially dropped as +of SDL 2.24.0. + +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! + -- cgit v1.2.3