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1 | # macOS | ||
2 | |||
3 | These instructions are for people using Apple's macOS. | ||
4 | |||
5 | From the developer's point of view, macOS is a sort of hybrid Mac and | ||
6 | Unix system, and you have the option of using either traditional | ||
7 | command line tools or Apple's IDE Xcode. | ||
8 | |||
9 | # Command Line Build | ||
10 | |||
11 | To build SDL using the command line, use the CMake build script: | ||
12 | |||
13 | ```bash | ||
14 | mkdir build | ||
15 | cd build | ||
16 | cmake .. -DCMAKE_OSX_DEPLOYMENT_TARGET=10.13 | ||
17 | cmake --build . | ||
18 | sudo cmake --install . | ||
19 | ``` | ||
20 | |||
21 | |||
22 | You can also build SDL as a Universal library (a single binary for both | ||
23 | 64-bit Intel and ARM architectures): | ||
24 | |||
25 | ```bash | ||
26 | mkdir build | ||
27 | cd build | ||
28 | cmake .. "-DCMAKE_OSX_ARCHITECTURES=arm64;x86_64" -DCMAKE_OSX_DEPLOYMENT_TARGET=10.13 | ||
29 | cmake --build . | ||
30 | sudo cmake --install . | ||
31 | ``` | ||
32 | |||
33 | Please note that building SDL requires at least Xcode 12.2 and the macOS 11.0 SDK. | ||
34 | |||
35 | To use the library once it's built, you essential have two possibilities: | ||
36 | use the traditional autoconf/automake/make method, or use Xcode. | ||
37 | |||
38 | |||
39 | # Caveats for using SDL with macOS | ||
40 | |||
41 | If you register your own NSApplicationDelegate (using [NSApp setDelegate:]), | ||
42 | SDL will not register its own. This means that SDL will not terminate using | ||
43 | SDL_Quit if it receives a termination request, it will terminate like a | ||
44 | normal app, and it will not send a SDL_EVENT_DROP_FILE when you request to open a | ||
45 | file with the app. To solve these issues, put the following code in your | ||
46 | NSApplicationDelegate implementation: | ||
47 | |||
48 | |||
49 | ```objc | ||
50 | - (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender | ||
51 | { | ||
52 | if (SDL_EventEnabled(SDL_EVENT_QUIT)) { | ||
53 | SDL_Event event; | ||
54 | SDL_zero(event); | ||
55 | event.type = SDL_EVENT_QUIT; | ||
56 | SDL_PushEvent(&event); | ||
57 | } | ||
58 | |||
59 | return NSTerminateCancel; | ||
60 | } | ||
61 | |||
62 | - (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename | ||
63 | { | ||
64 | if (SDL_EventEnabled(SDL_EVENT_DROP_FILE)) { | ||
65 | SDL_Event event; | ||
66 | SDL_zero(event); | ||
67 | event.type = SDL_EVENT_DROP_FILE; | ||
68 | event.drop.file = SDL_strdup([filename UTF8String]); | ||
69 | return SDL_PushEvent(&event); | ||
70 | } | ||
71 | |||
72 | return NO; | ||
73 | } | ||
74 | ``` | ||
75 | |||
76 | # Using the Simple DirectMedia Layer with a traditional Makefile | ||
77 | |||
78 | An existing build system for your SDL app has good chances to work almost | ||
79 | unchanged on macOS, as long as you link with the SDL framework. However, | ||
80 | to produce a "real" Mac binary that you can distribute to users, you need | ||
81 | to put the generated binary into a so called "bundle", which is basically | ||
82 | a fancy folder with a name like "MyCoolGame.app". | ||
83 | |||
84 | To get this build automatically, add something like the following rule to | ||
85 | your Makefile.am: | ||
86 | |||
87 | ```make | ||
88 | bundle_contents = APP_NAME.app/Contents | ||
89 | APP_NAME_bundle: EXE_NAME | ||
90 | mkdir -p $(bundle_contents)/MacOS | ||
91 | mkdir -p $(bundle_contents)/Resources | ||
92 | echo "APPL????" > $(bundle_contents)/PkgInfo | ||
93 | $(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/ | ||
94 | ``` | ||
95 | |||
96 | You should replace `EXE_NAME` with the name of the executable. `APP_NAME` is | ||
97 | what will be visible to the user in the Finder. Usually it will be the same | ||
98 | as `EXE_NAME` but capitalized. E.g. if `EXE_NAME` is "testgame" then `APP_NAME` | ||
99 | usually is "TestGame". You might also want to use `@PACKAGE@` to use the | ||
100 | package name as specified in your configure.ac file. | ||
101 | |||
102 | If your project builds more than one application, you will have to do a bit | ||
103 | more. For each of your target applications, you need a separate rule. | ||
104 | |||
105 | If you want the created bundles to be installed, you may want to add this | ||
106 | rule to your Makefile.am: | ||
107 | |||
108 | ```make | ||
109 | install-exec-hook: APP_NAME_bundle | ||
110 | rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app | ||
111 | mkdir -p $(DESTDIR)$(prefix)/Applications/ | ||
112 | cp -r $< /$(DESTDIR)$(prefix)Applications/ | ||
113 | ``` | ||
114 | |||
115 | This rule takes the Bundle created by the rule from step 3 and installs them | ||
116 | into "$(DESTDIR)$(prefix)/Applications/". | ||
117 | |||
118 | Again, if you want to install multiple applications, you will have to augment | ||
119 | the make rule accordingly. | ||
120 | |||
121 | But beware! That is only part of the story! With the above, you end up with | ||
122 | a barebones .app bundle, which is double-clickable from the Finder. But | ||
123 | there are some more things you should do before shipping your product... | ||
124 | |||
125 | 1. You'll need to copy the SDL framework into the Contents/Frameworks | ||
126 | folder in your bundle, so it is included along with your application. | ||
127 | |||
128 | 2. Add an 'Info.plist' to your application. That is a special XML file which | ||
129 | contains some meta-information about your application (like some copyright | ||
130 | information, the version of your app, the name of an optional icon file, | ||
131 | and other things). Part of that information is displayed by the Finder | ||
132 | when you click on the .app, or if you look at the "Get Info" window. | ||
133 | More information about Info.plist files can be found on Apple's homepage. | ||
134 | |||
135 | |||
136 | As a final remark, let me add that I use some of the techniques (and some | ||
137 | variations of them) in [Exult](https://github.com/exult/exult) and | ||
138 | [ScummVM](https://github.com/scummvm/scummvm); both are available in source on | ||
139 | the net, so feel free to take a peek at them for inspiration! | ||
140 | |||
141 | |||
142 | # Using the Simple DirectMedia Layer with Xcode | ||
143 | |||
144 | These instructions are for using Apple's Xcode IDE to build SDL applications. | ||
145 | |||
146 | ## First steps | ||
147 | |||
148 | The first thing to do is to unpack the Xcode.tar.gz archive in the | ||
149 | top level SDL directory (where the Xcode.tar.gz archive resides). | ||
150 | Because Stuffit Expander will unpack the archive into a subdirectory, | ||
151 | you should unpack the archive manually from the command line: | ||
152 | |||
153 | ```bash | ||
154 | cd [path_to_SDL_source] | ||
155 | tar zxf Xcode.tar.gz | ||
156 | ``` | ||
157 | |||
158 | This will create a new folder called Xcode, which you can browse | ||
159 | normally from the Finder. | ||
160 | |||
161 | ## Building the Framework | ||
162 | |||
163 | The SDL Library is packaged as a framework bundle, an organized | ||
164 | relocatable folder hierarchy of executable code, interface headers, | ||
165 | and additional resources. For practical purposes, you can think of a | ||
166 | framework as a more user and system-friendly shared library, whose library | ||
167 | file behaves more or less like a standard UNIX shared library. | ||
168 | |||
169 | To build the framework, simply open the framework project and build it. | ||
170 | By default, the framework bundle "SDL.framework" is installed in | ||
171 | /Library/Frameworks. Therefore, the testers and project stationary expect | ||
172 | it to be located there. However, it will function the same in any of the | ||
173 | following locations: | ||
174 | |||
175 | * ~/Library/Frameworks | ||
176 | * /Local/Library/Frameworks | ||
177 | * /System/Library/Frameworks | ||
178 | |||
179 | ## Build Options | ||
180 | |||
181 | There are two "Build Styles" (See the "Targets" tab) for SDL. | ||
182 | "Deployment" should be used if you aren't tweaking the SDL library. | ||
183 | "Development" should be used to debug SDL apps or the library itself. | ||
184 | |||
185 | ## Building the Testers | ||
186 | |||
187 | Open the SDLTest project and build away! | ||
188 | |||
189 | ## Using the Project Stationary | ||
190 | |||
191 | Copy the stationary to the indicated folders to access it from | ||
192 | the "New Project" and "Add target" menus. What could be easier? | ||
193 | |||
194 | ## Setting up a new project by hand | ||
195 | |||
196 | Some of you won't want to use the Stationary so I'll give some tips: | ||
197 | |||
198 | (this is accurate as of Xcode 12.5.) | ||
199 | |||
200 | * Click "File" -> "New" -> "Project... | ||
201 | * Choose "macOS" and then "App" from the "Application" section. | ||
202 | * Fill out the options in the next window. User interface is "XIB" and | ||
203 | Language is "Objective-C". | ||
204 | * Remove "main.m" from your project | ||
205 | * Remove "MainMenu.xib" from your project | ||
206 | * Remove "AppDelegates.*" from your project | ||
207 | * Add "\$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path | ||
208 | * Add "\$(HOME)/Library/Frameworks" to the frameworks search path | ||
209 | * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS" | ||
210 | * Add your files | ||
211 | * Clean and build | ||
212 | |||
213 | ## Building from command line | ||
214 | |||
215 | Use `xcode-build` in the same directory as your .pbxproj file | ||
216 | |||
217 | ## Running your app | ||
218 | |||
219 | You can send command line args to your app by either invoking it from | ||
220 | the command line (in *.app/Contents/MacOS) or by entering them in the | ||
221 | Executables" panel of the target settings. | ||
222 | |||
223 | # Implementation Notes | ||
224 | |||
225 | Some things that may be of interest about how it all works... | ||
226 | |||
227 | ## Working directory | ||
228 | |||
229 | In SDL 1.2, the working directory of your SDL app is by default set to its | ||
230 | parent, but this is no longer the case in SDL 2.0 and later. SDL2 does not | ||
231 | change the working directory, which means it'll be whatever the command line | ||
232 | prompt that launched the program was using, or if launched by double-clicking | ||
233 | in the Finder, it will be "/", the _root of the filesystem_. Plan accordingly! | ||
234 | You can use SDL_GetBasePath() to find where the program is running from and | ||
235 | chdir() there directly. | ||
236 | |||
237 | |||
238 | ## You have a Cocoa App! | ||
239 | |||
240 | Your SDL app is essentially a Cocoa application. When your app | ||
241 | starts up and the libraries finish loading, a Cocoa procedure is called, | ||
242 | which sets up the working directory and calls your main() method. | ||
243 | You are free to modify your Cocoa app with generally no consequence | ||
244 | to SDL. You cannot, however, easily change the SDL window itself. | ||
245 | Functionality may be added in the future to help this. | ||
246 | |||
247 | # Bug reports | ||
248 | |||
249 | Bugs are tracked at [the GitHub issue tracker](https://github.com/libsdl-org/SDL/issues/). | ||
250 | Please feel free to report bugs there! | ||
251 | |||