Commit e79ad74a authored by Sam Lantinga's avatar Sam Lantinga

*** empty log message ***

--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%40222
parent c0d64563
...@@ -25,79 +25,52 @@ use the traditional autoconf/automake/make method, or use Apple's Project Builde ...@@ -25,79 +25,52 @@ use the traditional autoconf/automake/make method, or use Apple's Project Builde
Using the Simple DirectMedia Layer with a traditional Makefile Using the Simple DirectMedia Layer with a traditional Makefile
============================================================================== ==============================================================================
In the following, it will be mostly assumed that you are using autoconf and An existing autoconf/automake build system for your SDL app has good chances
automake to setup your SDL project, and furthermore that you use the AM_PATH_SDL to work almost unchanged on OS X. However, to produce a "real" MacOS X binary
macro provided by SDL in sdl.m4. If you are not using these tools, you can that you can distribute to users, you need to put the generated binary into a
still use SDL but it will be somewhat hard to get running. so called "bundle", which basically is a fancy folder with a name like
"MyCoolGame.app".
Only step 1) is really required to get started, but for full OS X support you To get this build automatically, add something like the following rule to
will want to do the other steps, too. your Makefile.am:
1) Update your acinclude.m4 file in case you have copied an older version of
sdl.m4 into it. This is essential as AM_PATH_SDL now performs some additional
tasks when used on MacOS X
Rationale: AM_PATH_SDL copies /usr/local/share/sdl/Info.plist and the folder
/usr/local/share/sdl/SDL_main.nib/ into the directory where configure is invoked.
This is essential for the configure script to be able to run the test code
that detects SDL.
2) Copy SDL's Info.plist.in file (from src/main/macosx) into your project's main
folder (the same spot that your configure.in sits), and edit it to suite your
needs. Then add it to your AC_OUTPUT list in configure.in
Rationale: The Info.plist file can be used to specify an icon file for
your app, and also to provide a human readable version/copyright string
and other meta-information to the user via the Finder's Get Info dialog.
3) Add something like the following rule to your Makefile.am:
bundle_contents = APP_NAME.app/Contents bundle_contents = APP_NAME.app/Contents
APP_NAME_bundle: EXE_NAME APP_NAME_bundle: EXE_NAME
mkdir -p $(bundle_contents)/MacOS mkdir -p $(bundle_contents)/MacOS
mkdir -p $(bundle_contents)/Resources mkdir -p $(bundle_contents)/Resources
mkdir -p $(bundle_contents)/Resources/SDL_main.nib
echo "APPL????" > $(bundle_contents)/PkgInfo echo "APPL????" > $(bundle_contents)/PkgInfo
$(INSTALL_DATA) Info.plist $(bundle_contents)/
$(INSTALL_DATA) SDL_main.nib/*.nib $(bundle_contents)/Resources/SDLMain.nib
$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/ $(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
You should replace EXE_NAME with the name of the executable. APP_NAME is what 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 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 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 usually is "TestGame". You might also want to use @PACKAGE@ to use the package
name as specified in your configure.in file. name as specified in your configure.in 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 seperate rule. Furthermore, each
needs its own Info.plist file, since that has to contain the exact name of the
executable (i.e. EXE_NAME above). One way to do that is to use sed in your make rules
and modify a single master Info.plist.
Rationale: on Mac OS X, executables have to be put into so-called "bundles". If your project builds more than one application, you will have to do a bit
The make rule given above will construct such a bundle around the executable more. For each of your target applications, you need a seperate rule.
for you. You need to make a copy of it for each target application.
4) If you want the create bundles to be installed, you may want to add this If you want the created bundles to be installed, you may want to add this
rule to your Makefile.am: rule to your Makefile.am:
install-exec-hook: APP_NAME_bundle install-exec-hook: APP_NAME_bundle
rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
mkdir -p $(DESTDIR)$(prefix)/Applications/ mkdir -p $(DESTDIR)$(prefix)/Applications/
cp -r $< /$(DESTDIR)$(prefix)Applications/ cp -r $< /$(DESTDIR)$(prefix)Applications/
This rule takes the Bundle created by the rule from step 3 and installs them This rule takes the Bundle created by the rule from step 3 and installs them
into $(DESTDIR)$(prefix)/Applications/. into $(DESTDIR)$(prefix)/Applications/.
Again, if you want to install multiple applications, you will have to augment Again, if you want to install multiple applications, you will have to augment
the make rule accordingly. the make rule accordingly.
============================================================================== ==============================================================================
Using the Simple DirectMedia Layer with Project Builder Using the Simple DirectMedia Layer with Project Builder
============================================================================== ==============================================================================
These instructions are for using Apple's Project Builder IDE to build SDL applications. These instructions are for using Apple's Project Builder IDE to build SDL
applications.
- First steps - First steps
......
...@@ -56,12 +56,6 @@ while test $# -gt 0; do ...@@ -56,12 +56,6 @@ while test $# -gt 0; do
@ENABLE_STATIC_TRUE@ libdirs="-L@libdir@ @SDL_RLD_FLAGS@" @ENABLE_STATIC_TRUE@ libdirs="-L@libdir@ @SDL_RLD_FLAGS@"
@ENABLE_STATIC_TRUE@ echo $libdirs @SDL_LIBS@ @SYSTEM_LIBS@ @ENABLE_STATIC_TRUE@ echo $libdirs @SDL_LIBS@ @SYSTEM_LIBS@
@ENABLE_STATIC_TRUE@ ;; @ENABLE_STATIC_TRUE@ ;;
@TARGET_MACOSX_TRUE@ --nib)
@TARGET_MACOSX_TRUE@ echo @datadir@/sdl/SDLMain.nib
@TARGET_MACOSX_TRUE@ ;;
@TARGET_MACOSX_TRUE@ --plist)
@TARGET_MACOSX_TRUE@ echo @datadir@/sdl/Info.plist
@TARGET_MACOSX_TRUE@ ;;
*) *)
echo "${usage}" 1>&2 echo "${usage}" 1>&2
exit 1 exit 1
......
...@@ -59,17 +59,6 @@ dnl Now check if the installed SDL is sufficiently new. (Also sanity ...@@ -59,17 +59,6 @@ dnl Now check if the installed SDL is sufficiently new. (Also sanity
dnl checks the results of sdl-config to some extent dnl checks the results of sdl-config to some extent
dnl dnl
rm -f conf.sdltest rm -f conf.sdltest
case "$target" in
*-*-darwin*)
cp -r `$SDL_CONFIG --nib` .
dnl create an Info.plist file, unless one exists
if test -f Info.plist ; then
:
else
cp `$SDL_CONFIG --plist` .
fi
;;
esac
AC_TRY_RUN([ AC_TRY_RUN([
#include <stdio.h> #include <stdio.h>
#include <stdlib.h> #include <stdlib.h>
......
...@@ -61,9 +61,10 @@ static const char *special_joysticks[] = { ...@@ -61,9 +61,10 @@ static const char *special_joysticks[] = {
"'Microsoft SideWinder Dual Strike USB version 1.0' 2 1 0", "'Microsoft SideWinder Dual Strike USB version 1.0' 2 1 0",
"'WingMan Interceptor' 3 3 0", "'WingMan Interceptor' 3 3 0",
/* WingMan Extreme Analog - not recognized by default /* WingMan Extreme Analog - not recognized by default
"'Analog 3-axis 4-button joystick' 2 1", "'Analog 3-axis 4-button joystick' 2 1 0",
*/ */
"'WingMan Extreme Digital 3D' 4 1 0", "'WingMan Extreme Digital 3D' 4 1 0",
"'Analog 2-axis 4-button 1-hat FCS joystick' 2 1 0",
NULL NULL
}; };
#else #else
......
...@@ -4,12 +4,11 @@ ...@@ -4,12 +4,11 @@
# This is necessary because some platforms have special program # This is necessary because some platforms have special program
# entry points, which require special application initialization. # entry points, which require special application initialization.
SUBDIRS = macosx
ARCH_SUBDIRS = $(srcdir)/beos \ ARCH_SUBDIRS = $(srcdir)/beos \
$(srcdir)/epoc \ $(srcdir)/epoc \
$(srcdir)/linux \ $(srcdir)/linux \
$(srcdir)/macos \ $(srcdir)/macos \
$(srcdir)/macosx \
$(srcdir)/win32 $(srcdir)/win32
# Build a separate library containing the main() entry point. # Build a separate library containing the main() entry point.
......
/* SDLMain.h - main entry point for our Cocoa-ized SDL app /* SDLMain.m - main entry point for our Cocoa-ized SDL app
Darrell Walisser - dwaliss1@purdue.edu Initial Version: Darrell Walisser <dwaliss1@purdue.edu>
Non-NIB-Code & other changes: Max Horn <max@quendi.de>
Feel free to customize this file to suit your needs Feel free to customize this file to suit your needs
*/ */
...@@ -7,9 +8,4 @@ ...@@ -7,9 +8,4 @@
#import <Cocoa/Cocoa.h> #import <Cocoa/Cocoa.h>
@interface SDLMain : NSObject @interface SDLMain : NSObject
{
}
- (IBAction)quit:(id)sender;
- (IBAction)makeFullscreen:(id)sender;
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification;
@end @end
/* SDLMain.m - main entry point for our Cocoa-ized SDL app /* SDLMain.m - main entry point for our Cocoa-ized SDL app
Darrell Walisser - dwaliss1@purdue.edu Initial Version: Darrell Walisser <dwaliss1@purdue.edu>
Non-NIB-Code & other changes: Max Horn <max@quendi.de>
Feel free to customize this file to suit your needs Feel free to customize this file to suit your needs
*/ */
...@@ -9,32 +10,43 @@ ...@@ -9,32 +10,43 @@
#import <sys/param.h> /* for MAXPATHLEN */ #import <sys/param.h> /* for MAXPATHLEN */
#import <unistd.h> #import <unistd.h>
/* Use this flag to determine whether we use SDLMain.nib or not */
#define SDL_USE_NIB_FILE 0
static int gArgc; static int gArgc;
static char **gArgv; static char **gArgv;
static NSString *gAppName = 0;
static BOOL gFinderLaunch; static BOOL gFinderLaunch;
#if SDL_USE_NIB_FILE
/* A helper category for NSString */
@interface NSString (ReplaceSubString) @interface NSString (ReplaceSubString)
- (NSString *)stringByReplacingRange:(NSRange)aRange with:(NSString *)aString; - (NSString *)stringByReplacingRange:(NSRange)aRange with:(NSString *)aString;
@end @end
#else
/* An internal Apple class used to setup Apple menus */
@interface NSAppleMenuController:NSObject {}
- (void)controlMenu:(NSMenu *)aMenu;
@end
#endif
@interface SDLApplication : NSApplication
@end
/* The main class of the application, the application's delegate */ @implementation SDLApplication
@implementation SDLMain
/* Invoked from the Quit menu item */ /* Invoked from the Quit menu item */
- (void) quit:(id)sender - (void)terminate:(id)sender
{ {
/* Post a SDL_QUIT event */
SDL_Event event; SDL_Event event;
event.type = SDL_QUIT; event.type = SDL_QUIT;
SDL_PushEvent(&event); SDL_PushEvent(&event);
} }
@end
/* Invoked from the Make Full-Screen menu item */
- (void) makeFullscreen:(id)sender /* The main class of the application, the application's delegate */
{ @implementation SDLMain
/* TODO */
}
/* Set the working directory to the .app's parent directory */ /* Set the working directory to the .app's parent directory */
- (void) setupWorkingDirectory:(BOOL)shouldChdir - (void) setupWorkingDirectory:(BOOL)shouldChdir
...@@ -58,11 +70,12 @@ static BOOL gFinderLaunch; ...@@ -58,11 +70,12 @@ static BOOL gFinderLaunch;
assert ( chdir (parentdir) == 0 ); /* chdir to the binary app's parent */ assert ( chdir (parentdir) == 0 ); /* chdir to the binary app's parent */
assert ( chdir ("../../../") == 0 ); /* chdir to the .app's parent */ assert ( chdir ("../../../") == 0 ); /* chdir to the .app's parent */
} }
/* gAppName = [ NSString stringWithCString: c ]; */
} }
#if SDL_USE_NIB_FILE
/* Fix menu to contain the real app name instead of "SDL App" */ /* Fix menu to contain the real app name instead of "SDL App" */
- (void) fixMenu:(NSMenu *)aMenu - (void)fixMenu:(NSMenu *)aMenu withAppName:(NSString *)appName
{ {
NSRange aRange; NSRange aRange;
NSEnumerator *enumerator; NSEnumerator *enumerator;
...@@ -70,31 +83,114 @@ static BOOL gFinderLaunch; ...@@ -70,31 +83,114 @@ static BOOL gFinderLaunch;
aRange = [[aMenu title] rangeOfString:@"SDL App"]; aRange = [[aMenu title] rangeOfString:@"SDL App"];
if (aRange.length != 0) if (aRange.length != 0)
[aMenu setTitle: [[aMenu title] stringByReplacingRange:aRange with:gAppName]]; [aMenu setTitle: [[aMenu title] stringByReplacingRange:aRange with:appName]];
enumerator = [[aMenu itemArray] objectEnumerator]; enumerator = [[aMenu itemArray] objectEnumerator];
while ((menuItem = [enumerator nextObject])) while ((menuItem = [enumerator nextObject]))
{ {
aRange = [[menuItem title] rangeOfString:@"SDL App"]; aRange = [[menuItem title] rangeOfString:@"SDL App"];
if (aRange.length != 0) if (aRange.length != 0)
[menuItem setTitle: [[menuItem title] stringByReplacingRange:aRange with:gAppName]]; [menuItem setTitle: [[menuItem title] stringByReplacingRange:aRange with:appName]];
if ([menuItem hasSubmenu]) if ([menuItem hasSubmenu])
[self fixMenu: [menuItem submenu]]; [self fixMenu:[menuItem submenu] withAppName:appName];
} }
[ aMenu sizeToFit ]; [ aMenu sizeToFit ];
} }
#else
void setupAppleMenu(void)
{
/* warning: this code is very odd */
NSAppleMenuController *appleMenuController;
NSMenu *appleMenu;
NSMenuItem *appleMenuItem;
appleMenuController = [[NSAppleMenuController alloc] init];
appleMenu = [[NSMenu alloc] initWithTitle:@""];
appleMenuItem = [[NSMenuItem alloc] initWithTitle:@"" action:nil keyEquivalent:@""];
[appleMenuItem setSubmenu:appleMenu];
/* yes, we do need to add it and then remove it --
if you don't add it, it doesn't get displayed
if you don't remove it, you have an extra, titleless item in the menubar
when you remove it, it appears to stick around
very, very odd */
[[NSApp mainMenu] addItem:appleMenuItem];
[appleMenuController controlMenu:appleMenu];
[[NSApp mainMenu] removeItem:appleMenuItem];
[appleMenu release];
[appleMenuItem release];
}
/* Create a window menu */
void setupWindowMenu(void)
{
NSMenu *windowMenu;
NSMenuItem *windowMenuItem;
NSMenuItem *menuItem;
windowMenu = [[NSMenu alloc] initWithTitle:@"Window"];
/* "Minimize" item */
menuItem = [[NSMenuItem alloc] initWithTitle:@"Minimize" action:@selector(performMiniaturize:) keyEquivalent:@"m"];
[windowMenu addItem:menuItem];
[menuItem release];
/* Put menu into the menubar */
windowMenuItem = [[NSMenuItem alloc] initWithTitle:@"Window" action:nil keyEquivalent:@""];
[windowMenuItem setSubmenu:windowMenu];
[[NSApp mainMenu] addItem:windowMenuItem];
/* Tell the application object that this is now the window menu */
[NSApp setWindowsMenu:windowMenu];
/* Finally give up our references to the objects */
[windowMenu release];
[windowMenuItem release];
}
/* Replacement for NSApplicationMain */
void CustomApplicationMain (argc, argv)
{
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
SDLMain *sdlMain;
/* Ensure the application object is initialised */
[SDLApplication sharedApplication];
/* Set up the menubar */
[NSApp setMainMenu:[[NSMenu alloc] init]];
setupAppleMenu();
setupWindowMenu();
/* Create SDLMain and make it the app delegate */
sdlMain = [[SDLMain alloc] init];
[NSApp setDelegate:sdlMain];
/* Start the main event loop */
[NSApp run];
[sdlMain release];
[pool release];
}
#endif
/* Called when the internal event loop has just started running */ /* Called when the internal event loop has just started running */
- (void) applicationDidFinishLaunching: (NSNotification *) note - (void) applicationDidFinishLaunching: (NSNotification *) note
{ {
int status; int status;
/* Set the working directory to the .app's parent directory */ /* Set the working directory to the .app's parent directory */
[ self setupWorkingDirectory: gFinderLaunch ]; [self setupWorkingDirectory:gFinderLaunch];
#if SDL_USE_NIB_FILE
/* Set the main menu to contain the real app name instead of "SDL App" */ /* Set the main menu to contain the real app name instead of "SDL App" */
gAppName = [ [ NSBundle mainBundle ] bundleIdentifier ]; [self fixMenu:[NSApp mainMenu] withAppName:[[NSProcessInfo processInfo] processName]];
[ self fixMenu: [ NSApp mainMenu ] ]; #endif
/* Hand off to main application code */ /* Hand off to main application code */
status = SDL_main (gArgc, gArgv); status = SDL_main (gArgc, gArgv);
...@@ -119,22 +215,22 @@ static BOOL gFinderLaunch; ...@@ -119,22 +215,22 @@ static BOOL gFinderLaunch;
bufferSize = selfLen + aStringLen - aRange.length; bufferSize = selfLen + aStringLen - aRange.length;
buffer = NSAllocateMemoryPages(bufferSize*sizeof(unichar)); buffer = NSAllocateMemoryPages(bufferSize*sizeof(unichar));
// Get first part into buffer /* Get first part into buffer */
localRange.location = 0; localRange.location = 0;
localRange.length = aRange.location; localRange.length = aRange.location;
[self getCharacters:buffer range:localRange]; [self getCharacters:buffer range:localRange];
// Get middle part into buffer /* Get middle part into buffer */
localRange.location = 0; localRange.location = 0;
localRange.length = aStringLen; localRange.length = aStringLen;
[aString getCharacters:(buffer+aRange.location) range:localRange]; [aString getCharacters:(buffer+aRange.location) range:localRange];
// Get last part into buffer /* Get last part into buffer */
localRange.location = aRange.location + aRange.length; localRange.location = aRange.location + aRange.length;
localRange.length = selfLen - localRange.location; localRange.length = selfLen - localRange.location;
[self getCharacters:(buffer+aRange.location+aStringLen) range:localRange]; [self getCharacters:(buffer+aRange.location+aStringLen) range:localRange];
// Build output string /* Build output string */
result = [NSString stringWithCharacters:buffer length:bufferSize]; result = [NSString stringWithCharacters:buffer length:bufferSize];
NSDeallocateMemoryPages(buffer, bufferSize); NSDeallocateMemoryPages(buffer, bufferSize);
...@@ -145,12 +241,15 @@ static BOOL gFinderLaunch; ...@@ -145,12 +241,15 @@ static BOOL gFinderLaunch;
@end @end
#ifdef main #ifdef main
# undef main # undef main
#endif #endif
/* Main entry point to executible - should *not* be SDL_main! */
int main (int argc, char **argv) { /* Main entry point to executable - should *not* be SDL_main! */
int main (int argc, char **argv)
{
/* Copy the arguments into a global variable */ /* Copy the arguments into a global variable */
int i; int i;
...@@ -165,11 +264,15 @@ int main (int argc, char **argv) { ...@@ -165,11 +264,15 @@ int main (int argc, char **argv) {
} }
gArgv = (char**) malloc (sizeof(*gArgv) * (gArgc+1)); gArgv = (char**) malloc (sizeof(*gArgv) * (gArgc+1));
assert (gArgv != NULL); assert (gArgv != NULL);
for (i = 0; i < gArgc; i++) { for (i = 0; i < gArgc; i++)
gArgv[i] = argv[i]; gArgv[i] = argv[i];
}
gArgv[i] = NULL; gArgv[i] = NULL;
#if SDL_USE_NIB_FILE
[SDLApplication poseAsClass:[NSApplication class]];
NSApplicationMain (argc, argv); NSApplicationMain (argc, argv);
#else
CustomApplicationMain (argc, argv);
#endif
return 0; return 0;
} }
...@@ -59,17 +59,6 @@ dnl Now check if the installed SDL is sufficiently new. (Also sanity ...@@ -59,17 +59,6 @@ dnl Now check if the installed SDL is sufficiently new. (Also sanity
dnl checks the results of sdl-config to some extent dnl checks the results of sdl-config to some extent
dnl dnl
rm -f conf.sdltest rm -f conf.sdltest
case "$target" in
*-*-darwin*)
cp -r `$SDL_CONFIG --nib` .
dnl create an Info.plist file, unless one exists
if test -f Info.plist ; then
:
else
cp `$SDL_CONFIG --plist` .
fi
;;
esac
AC_TRY_RUN([ AC_TRY_RUN([
#include <stdio.h> #include <stdio.h>
#include <stdlib.h> #include <stdlib.h>
......
...@@ -7,7 +7,6 @@ ...@@ -7,7 +7,6 @@
#ifdef HAVE_OPENGL #ifdef HAVE_OPENGL
#include "SDL_opengl.h" #include "SDL_opengl.h"
#endif
#define SHADED_CUBE #define SHADED_CUBE
......
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