mirror of https://github.com/encounter/SDL.git
Mac: Fixed markdown formatting in README.
The newlines were lost in doxygen output.
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@ -11,9 +11,9 @@ command line tools or Apple's IDE Xcode.
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To build SDL using the command line, use the standard configure and make
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To build SDL using the command line, use the standard configure and make
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process:
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process:
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./configure
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./configure
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make
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make
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sudo make install
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sudo make install
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You can also build SDL as a Universal library (a single binary for both
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You can also build SDL as a Universal library (a single binary for both
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32-bit and 64-bit Intel architectures), on Mac OS X 10.7 and newer, by using
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32-bit and 64-bit Intel architectures), on Mac OS X 10.7 and newer, by using
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@ -22,8 +22,8 @@ the gcc-fat.sh script in build-scripts:
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mkdir mybuild
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mkdir mybuild
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cd mybuild
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cd mybuild
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CC=$PWD/../build-scripts/gcc-fat.sh CXX=$PWD/../build-scripts/g++fat.sh ../configure
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CC=$PWD/../build-scripts/gcc-fat.sh CXX=$PWD/../build-scripts/g++fat.sh ../configure
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make
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make
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sudo make install
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sudo make install
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This script builds SDL with 10.5 ABI compatibility on i386 and 10.6
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This script builds SDL with 10.5 ABI compatibility on i386 and 10.6
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ABI compatibility on x86_64 architectures. For best compatibility you
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ABI compatibility on x86_64 architectures. For best compatibility you
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@ -86,12 +86,12 @@ so called "bundle", which basically is a fancy folder with a name like
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To get this build automatically, add something like the following rule to
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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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your Makefile.am:
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bundle_contents = APP_NAME.app/Contents
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bundle_contents = APP_NAME.app/Contents
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APP_NAME_bundle: EXE_NAME
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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)/MacOS
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mkdir -p $(bundle_contents)/Resources
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mkdir -p $(bundle_contents)/Resources
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echo "APPL????" > $(bundle_contents)/PkgInfo
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echo "APPL????" > $(bundle_contents)/PkgInfo
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$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
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$(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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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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will be visible to the user in the Finder. Usually it will be the same
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@ -105,13 +105,13 @@ more. For each of your target applications, you need a separate rule.
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If you want the created bundles to be installed, you may want to add this
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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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rule to your Makefile.am:
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install-exec-hook: APP_NAME_bundle
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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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rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
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mkdir -p $(DESTDIR)$(prefix)/Applications/
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mkdir -p $(DESTDIR)$(prefix)/Applications/
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cp -r $< /$(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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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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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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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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the make rule accordingly.
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@ -126,11 +126,16 @@ there are some more things you should do before shipping your product...
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unless you also install SDL on that other computer. A good solution
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unless you also install SDL on that other computer. A good solution
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for this dilemma is to static link against SDL. On OS X, you can
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for this dilemma is to static link against SDL. On OS X, you can
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achieve that by linking against the libraries listed by
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achieve that by linking against the libraries listed by
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sdl-config --static-libs
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sdl-config --static-libs
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instead of those listed by
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instead of those listed by
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sdl-config --libs
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sdl-config --libs
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Depending on how exactly SDL is integrated into your build systems, the
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Depending on how exactly SDL is integrated into your build systems, the
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way to achieve that varies, so I won't describe it here in detail
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way to achieve that varies, so I won't describe it here in detail
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2) Add an 'Info.plist' to your application. That is a special XML file which
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2) Add an 'Info.plist' to your application. That is a special XML file which
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contains some meta-information about your application (like some copyright
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contains some meta-information about your application (like some copyright
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information, the version of your app, the name of an optional icon file,
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information, the version of your app, the name of an optional icon file,
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@ -156,8 +161,10 @@ The first thing to do is to unpack the Xcode.tar.gz archive in the
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top level SDL directory (where the Xcode.tar.gz archive resides).
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top level SDL directory (where the Xcode.tar.gz archive resides).
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Because Stuffit Expander will unpack the archive into a subdirectory,
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Because Stuffit Expander will unpack the archive into a subdirectory,
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you should unpack the archive manually from the command line:
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you should unpack the archive manually from the command line:
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cd [path_to_SDL_source]
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tar zxf Xcode.tar.gz
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cd [path_to_SDL_source]
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tar zxf Xcode.tar.gz
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This will create a new folder called Xcode, which you can browse
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This will create a new folder called Xcode, which you can browse
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normally from the Finder.
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normally from the Finder.
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