| # 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 and later. SDL2 does not |
| 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 Finder, 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! |
| |