aboutsummaryrefslogtreecommitdiffstats
path: root/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/Readme SDL Developer.txt
diff options
context:
space:
mode:
authorJesse Hall <jessehall@google.com>2012-07-09 11:27:07 -0700
committerJesse Hall <jessehall@google.com>2012-07-22 00:35:08 -0700
commit9682c8870b8ff5e4ac2e4c70b759f791c6f38c1f (patch)
treeded6ee18c4e1f33df235e53615a6d65e2d64f4ef /distrib/sdl-1.2.15/Xcode/SDL/pkg-support/Readme SDL Developer.txt
parent74b55003f76dbca96e4a26d98fe464081ca5341f (diff)
downloadexternal_qemu-9682c8870b8ff5e4ac2e4c70b759f791c6f38c1f.zip
external_qemu-9682c8870b8ff5e4ac2e4c70b759f791c6f38c1f.tar.gz
external_qemu-9682c8870b8ff5e4ac2e4c70b759f791c6f38c1f.tar.bz2
Import SDL release-1.2.15
Change-Id: I505c4aea24325cad475f217db5589814b4c75dbf
Diffstat (limited to 'distrib/sdl-1.2.15/Xcode/SDL/pkg-support/Readme SDL Developer.txt')
-rwxr-xr-xdistrib/sdl-1.2.15/Xcode/SDL/pkg-support/Readme SDL Developer.txt282
1 files changed, 282 insertions, 0 deletions
diff --git a/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/Readme SDL Developer.txt b/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/Readme SDL Developer.txt
new file mode 100755
index 0000000..aa32284
--- /dev/null
+++ b/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/Readme SDL Developer.txt
@@ -0,0 +1,282 @@
+SDL Mac OS X Developer Notes:
+ This is an optional developer package to provide extras that an
+ SDL developer might benefit from.
+
+ Make sure you have already installed the SDL.framework
+ from the SDL.dmg.
+
+ For more complete documentation, please see READMEs included
+ with the SDL source code. Also, don't forget about the API
+ documentation (also included with this package).
+
+
+This package contains:
+- SDL API Documentation
+- A variety of SDLMain and .Nib files to choose from
+- Xcode project templates
+
+
+SDL API Documentation:
+ We include both the HTML documentation and the man files.
+ And new to 1.2.14, we introduce an Xocde DocSet which
+ is generated via Doxygen. These require Xcode 3.0 or greater.
+
+ You will need to drill down into the XcodeDocSet directory
+ from the Documentation folder and find the
+ org.libsdl.sdl.docset bundle. We recommend you copy this to:
+
+ /Library/Developer/Shared/Documentation/DocSets
+
+ Again, this follows all the standard Xcode patterns
+ described with the project templates (below). You may need
+ to create the directories if they don't already exist.
+ You may install it on a per-user basis.
+ And you may target specific versions of Xcode
+ in lieu of using the "Shared" directory.
+
+ To use, it is quite simple. Just bring up the Xcode
+ Documentation Browser window (can be activated through
+ the Xcode Help Menu) and start searching for something.
+
+ If nothing is found on a legitimate search, verify that
+ the SDL documentation is enabled by opening up the DocSet
+ popup box below the toolbar in Snow Leopard.
+ (In Leopard, the DocSets appear in the left-side panel.)
+
+ Another handy trick is to use the mouse and Option-Double-Click
+ on a function or keyword to bring up documentation on the
+ selected item. Prior to Xcode 3.2 (Snow Leopard), this would
+ jump you to the entry in the Xcode Documentation Browser.
+
+ However, in Xcode 3.2 (Snow Leopard), this behavior has been
+ altered and you are now given a hovering connected popup box
+ on the selected item (called Quick Help). Unfortunately, the
+ Doxygen generated DocSet doesn't currently provide Quick Help
+ information. You can either follow a link to the main
+ Documentation Browser from the Quick Help, or alternatively,
+ you can bypass Quick Help by using Command-Option-Double-Click
+ instead of Option-Double-Click. (Please file feedback with both
+ Doxygen and Apple to improve Quick Help integration.)
+
+
+ For those that want to tweak the documentation output,
+ you can find my Doxyfile in the XcodeDocSet directory in
+ the Xcode directory of the SDL source code base (and in this package).
+
+ One of the most significant options is "Separate Member Pages"
+ which I disable. When disabled, the documentation is about 6MB.
+ When enabled, the documentation is closer to 1.6GB (yes gigabytes).
+ Obviously, distribution will be really hard with sizes that huge
+ so I disable the option.
+
+ I also disabled Dot because there didn't seem to be
+ much benefit of generating graphs for public C functions.
+
+ One thing I would like to see is a CSS file that makes the
+ Doxygen DocSet look more like the native Apple documentation
+ style. Style sheets are outside my expertise so I am asking for
+ contributions on this one. Meanwhile, I also request you send
+ feedback to Doxygen and Apple about this issue too.
+
+
+ Finally for convenience, I have added a new shell script target
+ to the Xcode project that builds SDL that refers to my Doxyfile
+ and generate the DocSet we distribute.
+
+
+SDLMain:
+ We include several different variations of SDLMain and the
+ .Nibs. (Each of these are demonstrated by the different PB/Xcode
+ project templates.) You get to pick which one you want to use,
+ or you can write your own to meet your own specific needs. We do
+ not currently provide a libSDLMain.a. You can build it yourself
+ once you decide which one you want to use though it is easier and
+ recommended in the SDL FAQ that you just copy the SDLMain.h and
+ SDLMain.m directly into your project. If you are puzzled by this,
+ we strongly recommend you look at the different PB/Xcode project
+ templates to understand their uses and differences. (See Project
+ Template info below.) Note that the "Nibless" version is the same
+ version of SDLMain we include the the devel-lite section of the
+ main SDL.dmg.
+
+
+Xocde Project Templates:
+ For convenience, we provide Project Templates for Xcode.
+ Using Xcode is *not* a requirement for using
+ the SDL.framework. However, for newbies, we do recommend trying
+ out the Xcode templates first (and work your way back to raw gcc
+ if you desire), as the Xcode templates try to setup everything
+ for you in a working state. This avoids the need to ask those
+ many reoccuring questions that appear on the mailing list
+ or the SDL FAQ.
+
+
+ We have provided 3 different kinds of SDL templates for Xcode and have
+ a different set of templates for each version of Xcode (which generally
+ correspond with a particular Mac OS X version).
+ The installion directory depends on which version of Xcode you have.
+ (Note: These directories may not already exist on your system so you must create them yourself.)
+
+ For Leopard and Snow Leopard (Xcode 2.5, 3+), we recommend you install to:
+ /Library/Application Support/Developer/Shared/Xcode/Project Templates/Application
+
+ For Xcode 1.0 to 2.4,
+ /Library/Application Support/Apple/Developer Tools/Project Templates/Appllcation
+
+
+ Also note you may place it in per-user locations, e.g.
+ ~/Library/Application Support/Developer/Shared/Xcode/Project Templates/Application
+
+
+ And for advanced users who have multiple versions of Xcode installed on a single system,
+ you may put each set in a directory with the Xcode version number instead of using "Shared", e.g.
+ /Library/Application Support/Developer/2.5/Xcode/Project Templates/Application
+ /Library/Application Support/Developer/3.1/Xcode/Project Templates/Application
+ /Library/Application Support/Developer/3.2/Xcode/Project Templates/Application
+
+
+ Copy each of the SDL/Xcode template directories into the correct location (e.g. "SDL OpenGL Application").
+ Do not copy our enclosing folder into the location (e.g. TemplatesForXcodeSnowLeopard).
+ So for example, in:
+ /Library/Application Support/Developer/Shared/Xcode/Project Templates/Application
+ you should have the 3 folders:
+ SDL Application
+ SDL Cocoa Application
+ SDL OpenGL Application
+
+
+ After doing this, when doing a File->New Project, you will see the
+ projects under the Application category.
+ (Newer versions of Xcode have a separate section for User Templates and it will
+ appear in the Application category of the User Templates section.)
+
+
+
+ How to create a new SDL project:
+
+ 1. Open Xcode
+ 2. Select File->New Project
+ 3. Select SDL Application
+ 4. Name, Save, and Finish
+ 5. Add your sources.
+ *6. That's it!
+
+ * If you installed the SDL.framework to $(HOME)/Library/Frameworks
+ instead of /Library/Frameworks, you will need to update the
+ location of the SDL.framework in the "Groups & Files" browser.
+
+
+ The project templates we provide are:
+ - SDL Application
+ This is the barebones, most basic version. There is no
+ customized .Nib file. While still utilizing Cocoa under
+ the hood, this version may be best suited for fullscreen
+ applications.
+
+ - SDL Cocoa Application
+ This demonstrates the integration of using native
+ Cocoa Menus with an SDL Application. For applications
+ designed to run in Windowed mode, Mac users may appreciate
+ having access to standard menus for things
+ like Preferences and Quiting (among other things).
+
+ - SDL OpenGL Application
+ This reuses the same SDLMain from the "SDL Application"
+ temmplate, but also demonstrates how to
+ bring OpenGL into the mix.
+
+
+Special Notes:
+Only the 10.6 Snow Leopard templates (and later) will include 64-bit in the Universal Binary as
+prior versions of OS X lacked the API support SDL requires for 64-bit to work correctly.
+To prevent 64-bit SDL executables from being launched on 10.5 Leopard, a special key has been set
+in the Info.plist in our Snow Leopard SDL/Xcode templates.
+
+
+Xcode Tips and Tricks:
+
+- Building from command line
+ Use the command line tool: xcodebuild (see man page)
+
+- 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 "Executables" panel of the target
+ settings.
+
+- Working directory
+ As defined in the SDLMain.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.
+
+
+
+Additional References:
+
+ - Screencast tutorials for getting started with OpenSceneGraph/Mac OS X are
+ available at:
+ http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/MacOSXTips
+ Though these are OpenSceneGraph centric, the same exact concepts apply to
+ SDL, thus the videos are recommended for everybody getting started with
+ developing on Mac OS X. (You can skim over the PlugIns stuff since SDL
+ doesn't have any PlugIns to worry about.)
+
+
+Partial History:
+2009-09-21 - CustomView template project was removed because it was broken by
+ the removal of legacy Quicktime support while moving to 64-bit.
+ ProjectBuilder templates were removed.
+ Tiger, Leopard, and Snow Leopard Xcode templates were introduced instead of
+ using a single common template due to the differences between the 3.
+ (Tiger used a chevron marker for substitution while Leopard/Snow Leopard use ___
+ and we need the 10.6 SDK for 64-bit.)
+
+2007-12-30 - Updated documentation to reflect new template paths in Leopard
+ Xcode. Added reference to OSG screencasts.
+
+2006-03-17 - Changed the package format from a .pkg based
+ installer to a .dmg to avoid requiring administrator/root
+ to access contents, for better transparency, and to allow
+ users to more easily control which components
+ they actually want to install.
+ Introduced and updated documentation.
+ Created brand new Xcode project templates for Xcode 2.1
+ based on the old Project Builder templates as they
+ required Xcode users to "Upgrade to Native Target". The new
+ templates try to leveage more default options and leverage
+ more Xcode conventions. The major change that may introduce
+ some breakage is that I now link to the SDL framework
+ via the "Group & Files" browser instead of using build
+ options. The downside to this is that if the user
+ installs the SDL.framework to a place other than
+ /Library/Frameworks (e.g. $(HOME)/Library/Frameworks),
+ the framework will not be found to link to and the user
+ has to manually fix this. But the upshot is (in addition to
+ being visually displayed in the forefront) is that it is
+ really easy to copy (embed) the framework automatically
+ into the .app bundle on build. So I have added this
+ feature, which makes the application potentially
+ drag-and-droppable ready. The Project Builder templates
+ are mostly unchanged due to the fact that I don't have
+ Project Builder. I did rename a file extension to .pbxproj
+ for the SDL Custom Cocoa Application template because
+ the .pbx extension would not load in my version of Xcode.
+ For both Project Builder and Xcode templates, I resync'd
+ the SDLMain.* files for the SDL App and OpenGL App
+ templates. I think people forget that we have 2 other
+ SDLMain's (and .Nib's) and somebody needs to go
+ through them and merge the new changes into those.
+ I also wrote a fix for the SDL Custom Cocoa App
+ template in MyController.m. The sprite loading code
+ needed to be able to find the icon.bmp in the .app
+ bundle's Resources folder. This change was needed to get
+ the app to run out of the box. This might change is untested
+ with Project Builder though and might break it.
+ There also seemed to be some corruption in the .nib itself.
+ Merely opening it and saving (allowing IB to correct the
+ .nib) seemed to correct things.
+ (Eric Wing)
+
+
+
+