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9 changed files with 163 additions and 120 deletions
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@ -25,79 +25,52 @@ use the traditional autoconf/automake/make method, or use Apple's Project Builde
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Using the Simple DirectMedia Layer with a traditional Makefile
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==============================================================================
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In the following, it will be mostly assumed that you are using autoconf and
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automake to setup your SDL project, and furthermore that you use the AM_PATH_SDL
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macro provided by SDL in sdl.m4. If you are not using these tools, you can
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still use SDL but it will be somewhat hard to get running.
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An existing autoconf/automake build system for your SDL app has good chances
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to work almost unchanged on OS X. However, to produce a "real" MacOS X binary
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that you can distribute to users, you need to put the generated binary into a
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so called "bundle", which basically is a fancy folder with a name like
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"MyCoolGame.app".
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Only step 1) is really required to get started, but for full OS X support you
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will want to do the other steps, too.
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1) Update your acinclude.m4 file in case you have copied an older version of
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sdl.m4 into it. This is essential as AM_PATH_SDL now performs some additional
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tasks when used on MacOS X
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Rationale: AM_PATH_SDL copies /usr/local/share/sdl/Info.plist and the folder
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/usr/local/share/sdl/SDL_main.nib/ into the directory where configure is invoked.
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This is essential for the configure script to be able to run the test code
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that detects SDL.
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2) Copy SDL's Info.plist.in file (from src/main/macosx) into your project's main
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folder (the same spot that your configure.in sits), and edit it to suite your
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needs. Then add it to your AC_OUTPUT list in configure.in
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Rationale: The Info.plist file can be used to specify an icon file for
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your app, and also to provide a human readable version/copyright string
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and other meta-information to the user via the Finder's Get Info dialog.
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3) Add something like the following rule to your Makefile.am:
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To get this build automatically, add something like the following rule to
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your Makefile.am:
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bundle_contents = APP_NAME.app/Contents
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APP_NAME_bundle: EXE_NAME
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mkdir -p $(bundle_contents)/MacOS
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mkdir -p $(bundle_contents)/Resources
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mkdir -p $(bundle_contents)/Resources/SDL_main.nib
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echo "APPL????" > $(bundle_contents)/PkgInfo
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$(INSTALL_DATA) Info.plist $(bundle_contents)/
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$(INSTALL_DATA) SDL_main.nib/*.nib $(bundle_contents)/Resources/SDLMain.nib
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$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
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You should replace EXE_NAME with the name of the executable. APP_NAME is what
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will be visible to the user in the Finder. Usually it will be the same
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as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME
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usually is "TestGame". You might also want to use @PACKAGE@ to use the package
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name as specified in your configure.in file.
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You should replace EXE_NAME with the name of the executable. APP_NAME is what
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will be visible to the user in the Finder. Usually it will be the same
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as EXE_NAME but capitalized. E.g. if EXE_NAME is "testgame" then APP_NAME
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usually is "TestGame". You might also want to use @PACKAGE@ to use the package
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name as specified in your configure.in file.
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If your project builds more than one application, you will have to do a bit more.
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For each of your target applications, you need a seperate rule. Furthermore, each
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needs its own Info.plist file, since that has to contain the exact name of the
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executable (i.e. EXE_NAME above). One way to do that is to use sed in your make rules
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and modify a single master Info.plist.
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If your project builds more than one application, you will have to do a bit
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more. For each of your target applications, you need a seperate rule.
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Rationale: on Mac OS X, executables have to be put into so-called "bundles".
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The make rule given above will construct such a bundle around the executable
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for you. You need to make a copy of it for each target application.
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4) If you want the create bundles to be installed, you may want to add this
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rule to your Makefile.am:
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If you want the created bundles to be installed, you may want to add this
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rule to your Makefile.am:
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install-exec-hook: APP_NAME_bundle
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rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
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mkdir -p $(DESTDIR)$(prefix)/Applications/
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cp -r $< /$(DESTDIR)$(prefix)Applications/
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This rule takes the Bundle created by the rule from step 3 and installs them
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into $(DESTDIR)$(prefix)/Applications/.
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This rule takes the Bundle created by the rule from step 3 and installs them
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into $(DESTDIR)$(prefix)/Applications/.
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Again, if you want to install multiple applications, you will have to augment
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the make rule accordingly.
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Again, if you want to install multiple applications, you will have to augment
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the make rule accordingly.
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==============================================================================
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Using the Simple DirectMedia Layer with Project Builder
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==============================================================================
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These instructions are for using Apple's Project Builder IDE to build SDL applications.
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These instructions are for using Apple's Project Builder IDE to build SDL
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applications.
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- First steps
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@ -56,12 +56,6 @@ while test $# -gt 0; do
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@ENABLE_STATIC_TRUE@ libdirs="-L@libdir@ @SDL_RLD_FLAGS@"
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@ENABLE_STATIC_TRUE@ echo $libdirs @SDL_LIBS@ @SYSTEM_LIBS@
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@ENABLE_STATIC_TRUE@ ;;
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@TARGET_MACOSX_TRUE@ --nib)
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@TARGET_MACOSX_TRUE@ echo @datadir@/sdl/SDLMain.nib
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@TARGET_MACOSX_TRUE@ ;;
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@TARGET_MACOSX_TRUE@ --plist)
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@TARGET_MACOSX_TRUE@ echo @datadir@/sdl/Info.plist
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@TARGET_MACOSX_TRUE@ ;;
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*)
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echo "${usage}" 1>&2
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exit 1
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11
sdl.m4
11
sdl.m4
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@ -59,17 +59,6 @@ dnl Now check if the installed SDL is sufficiently new. (Also sanity
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dnl checks the results of sdl-config to some extent
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dnl
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rm -f conf.sdltest
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case "$target" in
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*-*-darwin*)
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cp -r `$SDL_CONFIG --nib` .
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dnl create an Info.plist file, unless one exists
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if test -f Info.plist ; then
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:
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else
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cp `$SDL_CONFIG --plist` .
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fi
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;;
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esac
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AC_TRY_RUN([
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#include <stdio.h>
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#include <stdlib.h>
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@ -61,9 +61,10 @@ static const char *special_joysticks[] = {
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"'Microsoft SideWinder Dual Strike USB version 1.0' 2 1 0",
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"'WingMan Interceptor' 3 3 0",
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/* WingMan Extreme Analog - not recognized by default
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"'Analog 3-axis 4-button joystick' 2 1",
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"'Analog 3-axis 4-button joystick' 2 1 0",
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*/
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"'WingMan Extreme Digital 3D' 4 1 0",
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"'Analog 2-axis 4-button 1-hat FCS joystick' 2 1 0",
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NULL
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};
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#else
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@ -4,12 +4,11 @@
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# This is necessary because some platforms have special program
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# entry points, which require special application initialization.
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SUBDIRS = macosx
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ARCH_SUBDIRS = $(srcdir)/beos \
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$(srcdir)/epoc \
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$(srcdir)/linux \
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$(srcdir)/macos \
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$(srcdir)/macosx \
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$(srcdir)/win32
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# Build a separate library containing the main() entry point.
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@ -1,5 +1,6 @@
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/* SDLMain.h - main entry point for our Cocoa-ized SDL app
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Darrell Walisser - dwaliss1@purdue.edu
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/* SDLMain.m - main entry point for our Cocoa-ized SDL app
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Initial Version: Darrell Walisser <dwaliss1@purdue.edu>
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Non-NIB-Code & other changes: Max Horn <max@quendi.de>
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Feel free to customize this file to suit your needs
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*/
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@ -7,9 +8,4 @@
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#import <Cocoa/Cocoa.h>
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@interface SDLMain : NSObject
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{
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}
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- (IBAction)quit:(id)sender;
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- (IBAction)makeFullscreen:(id)sender;
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- (void)applicationDidFinishLaunching:(NSNotification *)aNotification;
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@end
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@ -1,5 +1,6 @@
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/* SDLMain.m - main entry point for our Cocoa-ized SDL app
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Darrell Walisser - dwaliss1@purdue.edu
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Initial Version: Darrell Walisser <dwaliss1@purdue.edu>
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Non-NIB-Code & other changes: Max Horn <max@quendi.de>
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Feel free to customize this file to suit your needs
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*/
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@ -9,33 +10,44 @@
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#import <sys/param.h> /* for MAXPATHLEN */
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#import <unistd.h>
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/* Use this flag to determine whether we use SDLMain.nib or not */
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#define SDL_USE_NIB_FILE 0
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static int gArgc;
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static char **gArgv;
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static NSString *gAppName = 0;
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static BOOL gFinderLaunch;
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#if SDL_USE_NIB_FILE
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/* A helper category for NSString */
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@interface NSString (ReplaceSubString)
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- (NSString *)stringByReplacingRange:(NSRange)aRange with:(NSString *)aString;
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@end
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#else
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/* An internal Apple class used to setup Apple menus */
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@interface NSAppleMenuController:NSObject {}
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- (void)controlMenu:(NSMenu *)aMenu;
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@end
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#endif
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@interface SDLApplication : NSApplication
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@end
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@implementation SDLApplication
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/* Invoked from the Quit menu item */
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- (void)terminate:(id)sender
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{
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/* Post a SDL_QUIT event */
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SDL_Event event;
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event.type = SDL_QUIT;
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SDL_PushEvent(&event);
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}
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@end
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/* The main class of the application, the application's delegate */
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@implementation SDLMain
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/* Invoked from the Quit menu item */
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- (void) quit:(id)sender
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{
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SDL_Event event;
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event.type = SDL_QUIT;
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SDL_PushEvent(&event);
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}
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/* Invoked from the Make Full-Screen menu item */
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- (void) makeFullscreen:(id)sender
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{
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/* TODO */
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}
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/* Set the working directory to the .app's parent directory */
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- (void) setupWorkingDirectory:(BOOL)shouldChdir
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{
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assert ( chdir (parentdir) == 0 ); /* chdir to the binary app's parent */
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assert ( chdir ("../../../") == 0 ); /* chdir to the .app's parent */
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}
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/* gAppName = [ NSString stringWithCString: c ]; */
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}
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#if SDL_USE_NIB_FILE
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/* Fix menu to contain the real app name instead of "SDL App" */
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- (void) fixMenu:(NSMenu *)aMenu
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- (void)fixMenu:(NSMenu *)aMenu withAppName:(NSString *)appName
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{
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NSRange aRange;
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NSEnumerator *enumerator;
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@ -70,31 +83,114 @@ static BOOL gFinderLaunch;
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aRange = [[aMenu title] rangeOfString:@"SDL App"];
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if (aRange.length != 0)
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[aMenu setTitle: [[aMenu title] stringByReplacingRange:aRange with:gAppName]];
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[aMenu setTitle: [[aMenu title] stringByReplacingRange:aRange with:appName]];
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enumerator = [[aMenu itemArray] objectEnumerator];
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while ((menuItem = [enumerator nextObject]))
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{
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aRange = [[menuItem title] rangeOfString:@"SDL App"];
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if (aRange.length != 0)
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[menuItem setTitle: [[menuItem title] stringByReplacingRange:aRange with:gAppName]];
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[menuItem setTitle: [[menuItem title] stringByReplacingRange:aRange with:appName]];
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if ([menuItem hasSubmenu])
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[self fixMenu: [menuItem submenu]];
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[self fixMenu:[menuItem submenu] withAppName:appName];
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}
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[ aMenu sizeToFit ];
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}
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#else
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|
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void setupAppleMenu(void)
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{
|
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/* warning: this code is very odd */
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NSAppleMenuController *appleMenuController;
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NSMenu *appleMenu;
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NSMenuItem *appleMenuItem;
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|
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appleMenuController = [[NSAppleMenuController alloc] init];
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appleMenu = [[NSMenu alloc] initWithTitle:@""];
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appleMenuItem = [[NSMenuItem alloc] initWithTitle:@"" action:nil keyEquivalent:@""];
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|
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[appleMenuItem setSubmenu:appleMenu];
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|
||||
/* yes, we do need to add it and then remove it --
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||||
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 */
|
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[[NSApp mainMenu] addItem:appleMenuItem];
|
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[appleMenuController controlMenu:appleMenu];
|
||||
[[NSApp mainMenu] removeItem:appleMenuItem];
|
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[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 */
|
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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];
|
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[NSApp setDelegate:sdlMain];
|
||||
|
||||
/* Start the main event loop */
|
||||
[NSApp run];
|
||||
|
||||
[sdlMain release];
|
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[pool release];
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
/* Called when the internal event loop has just started running */
|
||||
- (void) applicationDidFinishLaunching: (NSNotification *) note
|
||||
{
|
||||
int status;
|
||||
|
||||
/* 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" */
|
||||
gAppName = [ [ NSBundle mainBundle ] bundleIdentifier ];
|
||||
[ self fixMenu: [ NSApp mainMenu ] ];
|
||||
[self fixMenu:[NSApp mainMenu] withAppName:[[NSProcessInfo processInfo] processName]];
|
||||
#endif
|
||||
|
||||
/* Hand off to main application code */
|
||||
status = SDL_main (gArgc, gArgv);
|
||||
|
@ -119,22 +215,22 @@ static BOOL gFinderLaunch;
|
|||
bufferSize = selfLen + aStringLen - aRange.length;
|
||||
buffer = NSAllocateMemoryPages(bufferSize*sizeof(unichar));
|
||||
|
||||
// Get first part into buffer
|
||||
/* Get first part into buffer */
|
||||
localRange.location = 0;
|
||||
localRange.length = aRange.location;
|
||||
[self getCharacters:buffer range:localRange];
|
||||
|
||||
// Get middle part into buffer
|
||||
/* Get middle part into buffer */
|
||||
localRange.location = 0;
|
||||
localRange.length = aStringLen;
|
||||
[aString getCharacters:(buffer+aRange.location) range:localRange];
|
||||
|
||||
// Get last part into buffer
|
||||
/* Get last part into buffer */
|
||||
localRange.location = aRange.location + aRange.length;
|
||||
localRange.length = selfLen - localRange.location;
|
||||
[self getCharacters:(buffer+aRange.location+aStringLen) range:localRange];
|
||||
|
||||
// Build output string
|
||||
/* Build output string */
|
||||
result = [NSString stringWithCharacters:buffer length:bufferSize];
|
||||
|
||||
NSDeallocateMemoryPages(buffer, bufferSize);
|
||||
|
@ -145,12 +241,15 @@ static BOOL gFinderLaunch;
|
|||
@end
|
||||
|
||||
|
||||
|
||||
#ifdef main
|
||||
# undef main
|
||||
#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 */
|
||||
int i;
|
||||
|
@ -165,11 +264,15 @@ int main (int argc, char **argv) {
|
|||
}
|
||||
gArgv = (char**) malloc (sizeof(*gArgv) * (gArgc+1));
|
||||
assert (gArgv != NULL);
|
||||
for (i = 0; i < gArgc; i++) {
|
||||
for (i = 0; i < gArgc; i++)
|
||||
gArgv[i] = argv[i];
|
||||
}
|
||||
gArgv[i] = NULL;
|
||||
|
||||
#if SDL_USE_NIB_FILE
|
||||
[SDLApplication poseAsClass:[NSApplication class]];
|
||||
NSApplicationMain (argc, argv);
|
||||
#else
|
||||
CustomApplicationMain (argc, argv);
|
||||
#endif
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -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
|
||||
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([
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
|
|
|
@ -7,7 +7,6 @@
|
|||
|
||||
#ifdef HAVE_OPENGL
|
||||
#include "SDL_opengl.h"
|
||||
#endif
|
||||
|
||||
#define SHADED_CUBE
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue