--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/symbian-qemu-0.9.1-12/libsdl-trunk/README.MacOSX Fri Jul 31 15:01:17 2009 +0100
@@ -0,0 +1,186 @@
+==============================================================================
+Using the Simple DirectMedia Layer with Mac OS X
+==============================================================================
+
+These instructions are for people using Apple's Mac OS X (pronounced
+"ten").
+
+From the developer's point of view, OS X 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.
+
+To build SDL using the command line, use the standard configure and make
+process:
+
+ ./configure
+ make
+ sudo make install
+
+You can also build SDL as a Universal library (a single binary for both
+PowerPC and Intel architectures), on Mac OS X 10.4 and newer, by using
+the fatbuild.sh script in build-scripts:
+ sh build-scripts/fatbuild.sh
+ sudo build-scripts/fatbuild.sh install
+This script builds SDL with 10.2 ABI compatibility on PowerPC and 10.4
+ABI compatibility on Intel architectures. For best compatibility you
+should compile your application the same way. A script which wraps
+gcc to make this easy is provided in test/gcc-fat.sh
+
+To use the library once it's built, you essential have two possibilities:
+use the traditional autoconf/automake/make method, or use Xcode.
+
+==============================================================================
+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 OS X. However, to produce a "real" Mac OS X binary
+that you can distribute to users, you need to put the generated binary into a
+so called "bundle", which basically is a fancy folder with a name like
+"MyCoolGame.app".
+
+To get this build automatically, add something like the following rule to
+your Makefile.am:
+
+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.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.
+
+If you want the created bundles to be installed, you may want to add this
+rule to your Makefile.am:
+
+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 bare bone .app bundle, which is double clickable from the Finder. But
+there are some more things you should do before shipping yor 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 linkinag against the libraries listed by
+ sdl-config --static-libs
+ instead of those listed by
+ 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 and 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:
+ 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 heirarchy of executible 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:
+ * Create a new "Cocoa Application"
+ * Add src/main/macosx/SDLMain.m , .h and .nib to your project
+ * Remove "main.c" from your project
+ * Remove "MainMenu.nib" 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"
+ * Set the "Main Nib File" under "Application Settings" to "SDLMain.nib"
+ * Add your files
+ * Clean and build
+
+- Building from command line
+ Use pbxbuild in the same directory as your .pbproj 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
+ "Executibles" panel of the target settings.
+
+- Implementation Notes
+ Some things that may be of interest about how it all works...
+ * Working directory
+ As defined in the SDL_main.m file, the working directory of your SDL app
+ is by default set to its parent. You may wish to change this to better
+ suit your needs.
+ * 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.
+
+
+Known bugs are listed in the file "BUGS"