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      1 ==============================================================================
      2 Using the Simple DirectMedia Layer with Mac OS X
      3 ==============================================================================
      4 
      5 These instructions are for people using Apple's Mac OS X (pronounced
      6 "ten").
      7 
      8 From the developer's point of view, OS X is a sort of hybrid Mac and
      9 Unix system, and you have the option of using either traditional
     10 command line tools or Apple's IDE Xcode.
     11 
     12 To build SDL using the command line, use the standard configure and make
     13 process:
     14 
     15 	./configure
     16 	make
     17 	sudo make install
     18 
     19 You can also build SDL as a Universal library (a single binary for both
     20 PowerPC and Intel architectures), on Mac OS X 10.4 and newer, by using
     21 the fatbuild.sh script in build-scripts:
     22 	sh build-scripts/fatbuild.sh
     23 	sudo build-scripts/fatbuild.sh install
     24 This script builds SDL with 10.2 ABI compatibility on PowerPC and 10.4
     25 ABI compatibility on Intel architectures.  For best compatibility you
     26 should compile your application the same way.  A script which wraps
     27 gcc to make this easy is provided in test/gcc-fat.sh
     28 
     29 To use the library once it's built, you essential have two possibilities:
     30 use the traditional autoconf/automake/make method, or use Xcode.
     31 
     32 ==============================================================================
     33 Using the Simple DirectMedia Layer with a traditional Makefile
     34 ==============================================================================
     35 
     36 An existing autoconf/automake build system for your SDL app has good chances
     37 to work almost unchanged on OS X. However, to produce a "real" Mac OS X binary
     38 that you can distribute to users, you need to put the generated binary into a
     39 so called "bundle", which basically is a fancy folder with a name like
     40 "MyCoolGame.app".
     41 
     42 To get this build automatically, add something like the following rule to
     43 your Makefile.am:
     44 
     45 bundle_contents = APP_NAME.app/Contents
     46 APP_NAME_bundle: EXE_NAME
     47 	mkdir -p $(bundle_contents)/MacOS
     48 	mkdir -p $(bundle_contents)/Resources
     49 	echo "APPL????" > $(bundle_contents)/PkgInfo
     50 	$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
     51 
     52 You should replace EXE_NAME with the name of the executable. APP_NAME is what
     53 will be visible to the user in the Finder. Usually it will be the same
     54 as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME 
     55 usually is "TestGame". You might also want to use @PACKAGE@ to use the package
     56 name as specified in your configure.in file.
     57 
     58 If your project builds more than one application, you will have to do a bit
     59 more.  For each of your target applications, you need a seperate rule.
     60 
     61 If you want the created bundles to be installed, you may want to add this
     62 rule to your Makefile.am:
     63 
     64 install-exec-hook: APP_NAME_bundle
     65 	rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
     66 	mkdir -p $(DESTDIR)$(prefix)/Applications/
     67 	cp -r $< /$(DESTDIR)$(prefix)Applications/
     68 
     69 This rule takes the Bundle created by the rule from step 3 and installs them
     70 into $(DESTDIR)$(prefix)/Applications/.
     71 
     72 Again, if you want to install multiple applications, you will have to augment
     73 the make rule accordingly.
     74 
     75 
     76 But beware! That is only part of the story! With the above, you end up with
     77 a bare bone .app bundle, which is double clickable from the Finder. But
     78 there are some  more things you should do before shipping yor product...
     79 
     80 1) The bundle right now probably is dynamically linked against SDL. That 
     81    means that when you copy it to another computer, *it will not run*,
     82    unless you also install SDL on that other computer. A good solution
     83    for this dilemma is to static link against SDL. On OS X, you can
     84    achieve that by linkinag against the libraries listed by
     85      sdl-config --static-libs
     86    instead of those listed by
     87      sdl-config --libs
     88    Depending on how exactly SDL is integrated into your build systems, the
     89    way to achieve that varies, so I won't describe it here in detail
     90 2) Add an 'Info.plist' to your application. That is a special XML file which
     91    contains some meta-information about your application (like some copyright
     92    information, the version of your app, the name of an optional icon file,
     93    and other things). Part of that information is displayed by the Finder
     94    when you click on the .app, or if you look at the "Get Info" window.
     95    More information about Info.plist files can be found on Apple's homepage.
     96 
     97 
     98 As a final remark, let me add that I use some of the techniques (and some
     99 variations of them) in Exult and ScummVM; both are available in source on
    100 the net, so feel free to take a peek at them for inspiration!
    101 
    102 
    103 ==============================================================================
    104 Using the Simple DirectMedia Layer with Xcode
    105 ==============================================================================
    106 
    107 These instructions are for using Apple's Xcode IDE to build SDL applications.
    108 
    109 - First steps
    110 
    111 The Xcode project files are in the "Xcode" directory.
    112 
    113 - Building the Framework
    114 
    115 The SDL Library is packaged as a framework bundle, an organized
    116 relocatable folder heirarchy of executible code, interface headers, 
    117 and additional resources. For practical purposes, you can think of a 
    118 framework as a more user and system-friendly shared library, whose library
    119 file behaves more or less like a standard UNIX shared library.
    120 
    121 To build the framework, simply open the framework project and build it. 
    122 By default, the framework bundle "SDL.framework" is installed in 
    123 /Library/Frameworks. Therefore, the testers and project stationary expect
    124 it to be located there. However, it will function the same in any of the
    125 following locations:
    126 
    127     ~/Library/Frameworks
    128     /Local/Library/Frameworks
    129     /System/Library/Frameworks
    130 
    131 - Build Options
    132     There are two "Build Styles" (See the "Targets" tab) for SDL.
    133     "Deployment" should be used if you aren't tweaking the SDL library.
    134     "Development" should be used to debug SDL apps or the library itself.
    135 
    136 - Building the Testers
    137     Open the SDLTest project and build away!
    138 
    139 - Using the Project Stationary
    140     Copy the stationary to the indicated folders to access it from
    141     the "New Project" and "Add target" menus. What could be easier?
    142 
    143 - Setting up a new project by hand
    144     Some of you won't want to use the Stationary so I'll give some tips:
    145     * Create a new "Cocoa Application"
    146     * Add src/main/macosx/SDLMain.m , .h and .nib to your project
    147     * Remove "main.c" from your project
    148     * Remove "MainMenu.nib" from your project
    149     * Add "$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
    150     * Add "$(HOME)/Library/Frameworks" to the frameworks search path
    151     * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
    152     * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
    153     * Add your files
    154     * Clean and build
    155 
    156 - Building from command line
    157     Use pbxbuild in the same directory as your .pbproj file
    158          
    159 - Running your app
    160     You can send command line args to your app by either invoking it from
    161     the command line (in *.app/Contents/MacOS) or by entering them in the
    162     "Executibles" panel of the target settings.
    163     
    164 - Implementation Notes
    165     Some things that may be of interest about how it all works...
    166     * Working directory
    167         As defined in the SDL_main.m file, the working directory of your SDL app
    168         is by default set to its parent. You may wish to change this to better
    169         suit your needs.
    170     * You have a Cocoa App!
    171         Your SDL app is essentially a Cocoa application. When your app
    172         starts up and the libraries finish loading, a Cocoa procedure is called,
    173         which sets up the working directory and calls your main() method.
    174         You are free to modify your Cocoa app with generally no consequence 
    175         to SDL. You cannot, however, easily change the SDL window itself.
    176         Functionality may be added in the future to help this.
    177 	
    178 
    179 Known bugs are listed in the file "BUGS"
    180