2022-11-25 17:00:06 -07:00
|
|
|
# macOS
|
2021-11-14 21:34:46 -07:00
|
|
|
|
2022-11-25 17:00:06 -07:00
|
|
|
These instructions are for people using Apple's macOS.
|
2021-11-14 21:34:46 -07:00
|
|
|
|
|
|
|
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
|
|
|
|
|
2022-11-24 10:08:59 -07:00
|
|
|
To build SDL using the command line, use the CMake build script:
|
2021-11-14 21:34:46 -07:00
|
|
|
|
|
|
|
```bash
|
|
|
|
mkdir build
|
|
|
|
cd build
|
2022-11-24 10:08:59 -07:00
|
|
|
cmake ..
|
|
|
|
cmake --build .
|
|
|
|
sudo cmake --install .
|
2021-11-14 21:34:46 -07:00
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
You can also build SDL as a Universal library (a single binary for both
|
2022-11-25 17:00:06 -07:00
|
|
|
64-bit Intel and ARM architectures):
|
2021-11-14 21:34:46 -07:00
|
|
|
|
|
|
|
```bash
|
|
|
|
mkdir build
|
|
|
|
cd build
|
2022-11-24 10:08:59 -07:00
|
|
|
cmake .. "-DCMAKE_OSX_ARCHITECTURES=arm64;x86_64"
|
|
|
|
cmake --build .
|
|
|
|
sudo cmake --install .
|
2021-11-14 21:34:46 -07:00
|
|
|
```
|
|
|
|
|
2022-07-26 12:36:01 -06:00
|
|
|
Please note that building SDL requires at least Xcode 6 and the 10.9 SDK.
|
2022-05-07 18:38:48 -06:00
|
|
|
PowerPC support for macOS has been officially dropped as of SDL 2.0.2.
|
2022-07-26 12:36:01 -06:00
|
|
|
32-bit Intel and macOS 10.8 runtime support has been officially dropped as
|
2022-05-07 18:38:48 -06:00
|
|
|
of SDL 2.24.0.
|
2021-11-14 21:34:46 -07:00
|
|
|
|
|
|
|
To use the library once it's built, you essential have two possibilities:
|
|
|
|
use the traditional autoconf/automake/make method, or use Xcode.
|
|
|
|
|
|
|
|
|
2022-11-25 17:00:06 -07:00
|
|
|
# Caveats for using SDL with macOS
|
2021-11-14 21:34:46 -07:00
|
|
|
|
|
|
|
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
|
2023-01-23 18:54:09 -07:00
|
|
|
normal app, and it will not send a SDL_EVENT_DROP_FILE when you request to open a
|
2021-11-14 21:34:46 -07:00
|
|
|
file with the app. To solve these issues, put the following code in your
|
|
|
|
NSApplicationDelegate implementation:
|
|
|
|
|
|
|
|
|
|
|
|
```objc
|
|
|
|
- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
|
|
|
|
{
|
2023-01-23 18:54:09 -07:00
|
|
|
if (SDL_GetEventState(SDL_EVENT_QUIT) == SDL_ENABLE) {
|
2021-11-14 21:34:46 -07:00
|
|
|
SDL_Event event;
|
2023-01-23 18:54:09 -07:00
|
|
|
event.type = SDL_EVENT_QUIT;
|
2021-11-14 21:34:46 -07:00
|
|
|
SDL_PushEvent(&event);
|
|
|
|
}
|
|
|
|
|
|
|
|
return NSTerminateCancel;
|
|
|
|
}
|
|
|
|
|
|
|
|
- (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
|
|
|
|
{
|
2023-01-23 18:54:09 -07:00
|
|
|
if (SDL_GetEventState(SDL_EVENT_DROP_FILE) == SDL_ENABLE) {
|
2021-11-14 21:34:46 -07:00
|
|
|
SDL_Event event;
|
2023-01-23 18:54:09 -07:00
|
|
|
event.type = SDL_EVENT_DROP_FILE;
|
2021-11-14 21:34:46 -07:00
|
|
|
event.drop.file = SDL_strdup([filename UTF8String]);
|
|
|
|
return (SDL_PushEvent(&event) > 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
return NO;
|
|
|
|
}
|
|
|
|
```
|
|
|
|
|
|
|
|
# Using the Simple DirectMedia Layer with a traditional Makefile
|
|
|
|
|
2022-11-27 14:19:44 -07:00
|
|
|
An existing build system for your SDL app has good chances to work almost
|
|
|
|
unchanged on macOS, as long as you link with the SDL framework. 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".
|
2021-11-14 21:34:46 -07:00
|
|
|
|
|
|
|
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...
|
|
|
|
|
2022-11-27 14:19:44 -07:00
|
|
|
1. You'll need to copy the SDL framework into the Contents/Frameworks
|
|
|
|
folder in your bundle, so it is included along with your application.
|
2021-11-14 21:34:46 -07:00
|
|
|
|
|
|
|
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:
|
|
|
|
|
2021-11-20 11:14:00 -07:00
|
|
|
(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
|
2021-11-30 16:15:03 -07:00
|
|
|
* Add "\$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
|
|
|
|
* Add "\$(HOME)/Library/Frameworks" to the frameworks search path
|
2021-11-14 21:34:46 -07:00
|
|
|
* 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!
|
|
|
|
|