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-rw-r--r--distrib/sdl-1.2.15/Xcode/SDL/Info-Framework.plist28
-rwxr-xr-xdistrib/sdl-1.2.15/Xcode/SDL/SDL.xcodeproj/project.pbxproj1961
-rwxr-xr-xdistrib/sdl-1.2.15/Xcode/SDL/pkg-support/Readme SDL Developer.txt282
-rwxr-xr-xdistrib/sdl-1.2.15/Xcode/SDL/pkg-support/SDL-devel.info15
-rwxr-xr-xdistrib/sdl-1.2.15/Xcode/SDL/pkg-support/SDL.info15
-rwxr-xr-xdistrib/sdl-1.2.15/Xcode/SDL/pkg-support/devel-resources/ReadMe.txt5
-rwxr-xr-xdistrib/sdl-1.2.15/Xcode/SDL/pkg-support/devel-resources/Welcome.txt5
-rwxr-xr-xdistrib/sdl-1.2.15/Xcode/SDL/pkg-support/devel-resources/install.sh76
-rwxr-xr-xdistrib/sdl-1.2.15/Xcode/SDL/pkg-support/resources/License.rtf283
-rwxr-xr-xdistrib/sdl-1.2.15/Xcode/SDL/pkg-support/resources/ReadMe.txt171
-rw-r--r--distrib/sdl-1.2.15/Xcode/SDL/pkg-support/resources/ReadMeDevLite.txt12
-rw-r--r--distrib/sdl-1.2.15/Xcode/SDL/pkg-support/resources/SDL_DS_Storebin0 -> 12292 bytes
-rw-r--r--distrib/sdl-1.2.15/Xcode/SDL/pkg-support/resources/UniversalBinaryNotes.rtf150
-rw-r--r--distrib/sdl-1.2.15/Xcode/SDL/pkg-support/sdl_logo.pdfbin0 -> 163800 bytes
14 files changed, 3003 insertions, 0 deletions
diff --git a/distrib/sdl-1.2.15/Xcode/SDL/Info-Framework.plist b/distrib/sdl-1.2.15/Xcode/SDL/Info-Framework.plist
new file mode 100644
index 0000000..bdcbf6e
--- /dev/null
+++ b/distrib/sdl-1.2.15/Xcode/SDL/Info-Framework.plist
@@ -0,0 +1,28 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
+<plist version="1.0">
+<dict>
+ <key>CFBundleDevelopmentRegion</key>
+ <string>English</string>
+ <key>CFBundleExecutable</key>
+ <string>SDL</string>
+ <key>CFBundleGetInfoString</key>
+ <string>http://www.libsdl.org</string>
+ <key>CFBundleIconFile</key>
+ <string></string>
+ <key>CFBundleIdentifier</key>
+ <string>SDL</string>
+ <key>CFBundleInfoDictionaryVersion</key>
+ <string>6.0</string>
+ <key>CFBundleName</key>
+ <string>Simple DirectMedia Layer</string>
+ <key>CFBundlePackageType</key>
+ <string>FMWK</string>
+ <key>CFBundleShortVersionString</key>
+ <string>1.2.14</string>
+ <key>CFBundleSignature</key>
+ <string>SDLX</string>
+ <key>CFBundleVersion</key>
+ <string>1.2.14</string>
+</dict>
+</plist>
diff --git a/distrib/sdl-1.2.15/Xcode/SDL/SDL.xcodeproj/project.pbxproj b/distrib/sdl-1.2.15/Xcode/SDL/SDL.xcodeproj/project.pbxproj
new file mode 100755
index 0000000..1dbe888
--- /dev/null
+++ b/distrib/sdl-1.2.15/Xcode/SDL/SDL.xcodeproj/project.pbxproj
@@ -0,0 +1,1961 @@
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+{
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+ classes = {
+ };
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+ objects = {
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+ isa = PBXAggregateTarget;
+ buildConfigurationList = 003235571070933500C76517 /* Build configuration list for PBXAggregateTarget "Generate Doxygen DocSet" */;
+ buildPhases = (
+ 0032354E1070931700C76517 /* ShellScript */,
+ );
+ dependencies = (
+ );
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+ productName = "Generate Doxygen DocSet";
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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)
+
+
+
+
diff --git a/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/SDL-devel.info b/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/SDL-devel.info
new file mode 100755
index 0000000..698f1d6
--- /dev/null
+++ b/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/SDL-devel.info
@@ -0,0 +1,15 @@
+Title SDL 1.2.9
+Version 1
+Description SDL Library for Mac OS X (http://www.libsdl.org)
+DefaultLocation /Developer/Documentation/SDL
+Diskname (null)
+DeleteWarning
+NeedsAuthorization YES
+DisableStop NO
+UseUserMask YES
+Application NO
+Relocatable NO
+Required NO
+InstallOnly NO
+RequiresReboot NO
+InstallFat NO
diff --git a/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/SDL.info b/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/SDL.info
new file mode 100755
index 0000000..ca37a7f
--- /dev/null
+++ b/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/SDL.info
@@ -0,0 +1,15 @@
+Title SDL 1.2.8
+Version 1
+Description SDL Library for Mac OS X (http://www.libsdl.org)
+DefaultLocation /Library/Frameworks
+Diskname (null)
+DeleteWarning
+NeedsAuthorization NO
+DisableStop NO
+UseUserMask NO
+Application NO
+Relocatable YES
+Required NO
+InstallOnly NO
+RequiresReboot NO
+InstallFat NO
diff --git a/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/devel-resources/ReadMe.txt b/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/devel-resources/ReadMe.txt
new file mode 100755
index 0000000..f4fe361
--- /dev/null
+++ b/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/devel-resources/ReadMe.txt
@@ -0,0 +1,5 @@
+The Simple DirectMedia Layer (SDL for short) is a cross-platform library designed to make it easy to write multi-media software, such as games and emulators.
+
+The Simple DirectMedia Layer library source code is available from: http://www.libsdl.org/
+
+This library is distributed under the terms of the GNU LGPL license: http://www.gnu.org/copyleft/lesser.html \ No newline at end of file
diff --git a/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/devel-resources/Welcome.txt b/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/devel-resources/Welcome.txt
new file mode 100755
index 0000000..9b0d286
--- /dev/null
+++ b/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/devel-resources/Welcome.txt
@@ -0,0 +1,5 @@
+This package installs documentation and Project Builder stationary for the SDL framework.
+
+The SDL documentation is installed into /Developer/Documentation/SDL.
+
+The SDL Mac OS X Readme is installed into your home directory.
diff --git a/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/devel-resources/install.sh b/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/devel-resources/install.sh
new file mode 100755
index 0000000..e7a4ded
--- /dev/null
+++ b/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/devel-resources/install.sh
@@ -0,0 +1,76 @@
+#!/bin/sh
+# finish up the installation
+# this script should be executed using the sudo command
+# this file is copied to SDL-devel.post_install and SDL-devel.post_upgrade
+# inside the .pkg bundle
+echo "Running post-install script"
+umask 022
+
+USER=`basename ~`
+echo "User is \"$USER\""
+
+ROOT=/Developer/Documentation/SDL
+echo "Fixing framework permissions"
+find $ROOT -type d -exec chmod a+rx {} \;
+find $ROOT -type f -exec chmod a+r {} \;
+
+## We're not installing frameworks here anymore. The single
+## framework should be installed to /Library/Frameworks which
+## is handled by the standard package (not developer package).
+## Using the home directory here is problematic for multi-user systems too.
+# echo "Moving SDL.framework to ~/Library/Frameworks"
+# move SDL to its proper home, so the target stationary works
+#sudo -u $USER mkdir -p ~/Library/Frameworks
+#sudo -u $USER /Developer/Tools/CpMac -r $ROOT/SDL.framework ~/Library/Frameworks
+
+## I'm not sure where this gets created and what's put in there.
+rm -rf $ROOT/SDL.framework
+
+## I think precompiled headers have changed through the revisions of Apple's gcc.
+## I don't know how useful this is anymore w.r.t. Apple's newest system for precompiled headers.
+## I'm removing this for now.
+# echo "Precompiling Header"
+# precompile header for speedier compiles
+#sudo -u $USER /usr/bin/cc -precomp ~/Library/Frameworks/SDL.framework/Headers/SDL.h -o ~/Library/Frameworks/SDL.framework/Headers/SDL.p
+
+# find the directory to store stationary in
+if [ -e "/Library/Application Support/Apple/Developer Tools" ] ; then
+ echo "Installing project stationary for XCode"
+ PBXDIR="/Library/Application Support/Apple/Developer Tools"
+else
+ echo "Installing project stationary for Project Builder"
+ PBXDIR="/Developer/ProjectBuilder Extras"
+fi
+
+# move stationary to its proper home
+mkdir -p "$PBXDIR/Project Templates/Application"
+mkdir -p "$PBXDIR/Target Templates/SDL"
+
+cp -r "$ROOT/Project Stationary/SDL Application" "$PBXDIR/Project Templates/Application/"
+cp -r "$ROOT/Project Stationary/SDL Cocoa Application" "$PBXDIR/Project Templates/Application/"
+cp -r "$ROOT/Project Stationary/SDL Custom Cocoa Application" "$PBXDIR/Project Templates/Application/"
+cp -r "$ROOT/Project Stationary/SDL OpenGL Application" "$PBXDIR/Project Templates/Application/"
+cp "$ROOT/Project Stationary/Application.trgttmpl" "$PBXDIR/Target Templates/SDL/"
+
+rm -rf "$ROOT/Project Stationary"
+
+# Actually, man doesn't check this directory by default, so this isn't
+# very helpful anymore.
+#echo "Installing Man Pages"
+## remove old man pages
+#rm -rf "/Developer/Documentation/ManPages/man3/SDL"*
+#
+## install man pages
+#mkdir -p "/Developer/Documentation/ManPages/man3"
+#cp "$ROOT/docs/man3/SDL"* "/Developer/Documentation/ManPages/man3/"
+#rm -rf "$ROOT/docs/man3"
+#
+#echo "Rebuilding Apropos Database"
+## rebuild apropos database
+#/usr/libexec/makewhatis
+
+# copy README file to your home directory
+sudo -u $USER cp "$ROOT/Readme SDL Developer.txt" ~/
+
+# open up the README file
+sudo -u $USER open ~/"Readme SDL Developer.txt"
diff --git a/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/resources/License.rtf b/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/resources/License.rtf
new file mode 100755
index 0000000..706980d
--- /dev/null
+++ b/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/resources/License.rtf
@@ -0,0 +1,283 @@
+{\rtf1\mac\ansicpg10000\cocoartf102
+{\fonttbl\f0\fswiss\fcharset77 Helvetica-Bold;\f1\fswiss\fcharset77 Helvetica;\f2\fswiss\fcharset77 Helvetica-Oblique;
+}
+{\colortbl;\red255\green255\blue255;\red64\green64\blue64;}
+\paperw11900\paperh16840\margl1440\margr1440\vieww9080\viewh13160\viewkind0
+\pard\tx565\tx1133\tx1700\tx2266\tx2832\tx3401\tx3967\tx4535\tx5102\tx5669\tx6235\tx6802\qc
+
+\f0\b\fs36 \cf0 GNU LESSER GENERAL PUBLIC LICENSE
+\fs24 \
+Version 2.1, February 1999
+\f1\b0 \
+\pard\tx565\tx1133\tx1700\tx2266\tx2832\tx3401\tx3967\tx4535\tx5102\tx5669\tx6235\tx6802\ql\qnatural
+\cf0 \
+\pard\tx565\tx1133\tx1700\tx2266\tx2832\tx3401\tx3967\tx4535\tx5102\tx5669\tx6235\tx6802\qc
+
+\f2\i \cf0 Copyright (C) 1991, 1999 Free Software Foundation, Inc.\
+ 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA\
+ Everyone is permitted to copy and distribute verbatim copies\
+ of this license document, but changing it is not allowed.\
+\pard\tx565\tx1133\tx1700\tx2266\tx2832\tx3401\tx3967\tx4535\tx5102\tx5669\tx6235\tx6802\ql\qnatural
+
+\f1\i0 \cf0 \
+\pard\tx565\tx1133\tx1700\tx2266\tx2832\tx3401\tx3967\tx4535\tx5102\tx5669\tx6235\tx6802\ql\qnatural
+\cf2 [This is the first released version of the Lesser GPL. It also counts as the successor of the GNU Library Public License, version 2, hence the version number 2.1.]\cf0 \
+\
+\pard\tx565\tx1133\tx1700\tx2266\tx2832\tx3401\tx3967\tx4535\tx5102\tx5669\tx6235\tx6802\qc
+
+\f0\b \cf0 Preamble
+\f1\b0 \
+\pard\tx565\tx1133\tx1700\tx2266\tx2832\tx3401\tx3967\tx4535\tx5102\tx5669\tx6235\tx6802\ql\qnatural
+\cf0 \
+The licenses for most software are designed to take away your freedom to share and change it. By contrast, the GNU General Public Licenses are intended to guarantee your freedom to share and change free software--to make sure the software is free for all its users.\
+\
+This license, the Lesser General Public License, applies to some specially designated software packages--typically libraries--of the Free Software Foundation and other authors who decide to use it. You can use it too, but we suggest you first think carefully about whether this license or the ordinary General Public License is the better strategy to use in any particular case, based on the explanations below.\
+\
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+\
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+
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+TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION\
+\pard\tx565\tx1133\tx1700\tx2266\tx2832\tx3401\tx3967\tx4535\tx5102\tx5669\tx6235\tx6802\ql\qnatural
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+\pard\tx565\tx1133\tx1700\tx2266\tx2832\tx3401\tx3967\tx4535\tx5102\tx5669\tx6235\tx6802\ql\qnatural
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+
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+\pard\tx565\tx1133\tx1700\tx2266\tx2832\tx3401\tx3967\tx4535\tx5102\tx5669\tx6235\tx6802\ql\qnatural
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+\pard\tx565\tx1133\tx1700\tx2266\tx2832\tx3401\tx3967\tx4535\tx5102\tx5669\tx6235\tx6802\qc
+
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+\f1\b0 \
+\pard\tx565\tx1133\tx1700\tx2266\tx2832\tx3401\tx3967\tx4535\tx5102\tx5669\tx6235\tx6802\ql\qnatural
+\cf0 \
+\pard\tx565\tx1133\tx1700\tx2266\tx2832\tx3401\tx3967\tx4535\tx5102\tx5669\tx6235\tx6802\ql\qnatural
+
+\f0\b \cf0 15.
+\f1\b0 BECAUSE THE LIBRARY IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE LIBRARY, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE LIBRARY "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE LIBRARY IS WITH YOU. SHOULD THE LIBRARY PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.\
+\
+
+\f0\b 16.
+\f1\b0 IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE THE LIBRARY AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE LIBRARY (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE LIBRARY TO OPERATE WITH ANY OTHER SOFTWARE), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.\
+\
+\pard\tx565\tx1133\tx1700\tx2266\tx2832\tx3401\tx3967\tx4535\tx5102\tx5669\tx6235\tx6802\qc
+
+\f0\b \cf0 END OF TERMS AND CONDITIONS
+\f1\b0 \
+\pard\tx565\tx1133\tx1700\tx2266\tx2832\tx3401\tx3967\tx4535\tx5102\tx5669\tx6235\tx6802\ql\qnatural
+\cf0 \
+\
+How to Apply These Terms to Your New Libraries\
+\
+If you develop a new library, and you want it to be of the greatest possible use to the public, we recommend making it free software that everyone can redistribute and change. You can do so by permitting redistribution under these terms (or, alternatively, under the terms of the ordinary General Public License).\
+\
+To apply these terms, attach the following notices to the library. It is safest to attach them to the start of each source file to most effectively convey the exclusion of warranty; and each file should have at least the "copyright" line and a pointer to where the full notice is found.\
+\
+\pard\tx220\tx565\tx1133\tx1700\tx2266\tx2832\tx3401\tx3967\tx4535\tx5102\tx5669\tx6235\tx6802\li240\ql\qnatural
+\cf0 <one line to give the library's name and a brief idea of what it does.>\
+Copyright (C) <year> <name of author>\
+\
+This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.\
+\
+This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.\
+\
+You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA\
+\pard\tx565\tx1133\tx1700\tx2266\tx2832\tx3401\tx3967\tx4535\tx5102\tx5669\tx6235\tx6802\ql\qnatural
+\cf0 \
+Also add information on how to contact you by electronic and paper mail.\
+\
+You should also get your employer (if you work as a programmer) or your school, if any, to sign a "copyright disclaimer" for the library, if necessary. Here is a sample; alter the names:\
+\
+\pard\tx565\tx1133\tx1700\tx2266\tx2832\tx3401\tx3967\tx4535\tx5102\tx5669\tx6235\tx6802\li240\ql\qnatural
+\cf0 Yoyodyne, Inc., hereby disclaims all copyright interest in the library\
+`Frob' (a library for tweaking knobs) written by James Random Hacker.\
+\
+<signature of Ty Coon>, 1 April 1990\
+Ty Coon, President of Vice\
+\pard\tx565\tx1133\tx1700\tx2266\tx2832\tx3401\tx3967\tx4535\tx5102\tx5669\tx6235\tx6802\ql\qnatural
+\cf0 \
+That's all there is to it!\
+\
+} \ No newline at end of file
diff --git a/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/resources/ReadMe.txt b/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/resources/ReadMe.txt
new file mode 100755
index 0000000..0731150
--- /dev/null
+++ b/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/resources/ReadMe.txt
@@ -0,0 +1,171 @@
+The Simple DirectMedia Layer (SDL for short) is a cross-platform
+library designed to make it easy to write multi-media software,
+such as games and emulators.
+
+The Simple DirectMedia Layer library source code is available from:
+http://www.libsdl.org/
+
+This library is distributed under the terms of the GNU LGPL license:
+http://www.gnu.org/copyleft/lesser.html
+
+
+This packages contains the SDL.framework for OS X.
+Conforming with Apple guidelines, this framework
+contains both the SDL runtime component and development header files.
+
+
+To Install:
+Copy the SDL.framework to /Library/Frameworks
+
+You may alternatively install it in <Your home directory>/Library/Frameworks
+if your access privileges are not high enough.
+(Be aware that the Xcode templates we provide in the SDL Developer Extras
+package may require some adjustment for your system if you do this.)
+
+
+Known Issues:
+???
+
+
+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 of PB/Xcode projects:
+2009-09-21 - Added 64-bit for Snow Leopard. 10.4 is the new minimum requirement.
+ Removed 'no X11' targets as
+ new codebase will assume you have them. Also removed specific #defines
+ for X11, but needed to add search path to /usr/X11R6/include
+
+2007-12-31 - Enabled strip -x in the Xcode settings and removed it
+ from the Build DMG script.
+ Added a per-arch setting for the Deployment targets for OTHER_LDFLAGS_ppc
+ to re-enable prebinding.
+ Need to remember to copy these changes to the SDL satellite projects.
+
+2007-12-30 - Updated documentation to reflect new installation paths for
+ Xcode project templates under Leopard (Xcode 2.5/3.0).
+
+????-??-?? - Added extra targets for building formal releases against the
+ 10.2 SDK so we don't have to keep modifying the settings.
+
+????-??-?? - Added fancy DMG (background logo) support with automation.
+
+2006-05-09 - Added shell script phase to deal with new SDL_config.h
+ behavior. Encountered what seems to be an Xcode bug with
+ multiple files of the same name, even when conditional compiling
+ is controlled by custom #defines (SDL_sysloadso.c). Multiple or
+ undefined symbols are the result of this.
+ Recommended that macosx/SDL_sysloadso.c be modified to directly
+ include the dlopen version of the file via #ifdef's so only
+ one version needs to exist. Filed a formal bug report with Apple
+ about this (4542369).
+
+2006-03-22 - gcc 4 visibility features have been added to the code base so I
+ enabled the switch in Xcode to take advantage of it. Be aware that only
+ our x86 builds will be exposed to this feature as we still build ppc
+ with gcc 3.3.
+
+ Christian Walther has sent me some great feedback on things that are
+ broken, so I have made some of these fixes. Among the issues are
+ compatibility and current library versions are not set to 1 (breaks
+ backwards compatibility), documentation errors, resource copying
+ location problems for the SDLTest apps, missing HAVE_OPENGL and
+ OpenGL.framework linking in testgl.
+ (Eric Wing)
+
+2006-03-17 - Because the X11 headers are not installed by default with Xcode,
+ we decided to offer two variants of the same targets (one with X11 stuff
+ and one without). By default, since the X11 stuff does not necessarily
+ conflict with the native stuff, we build the libraries with the X11 stuff
+ so advanced developers can access it by default. However, in the case
+ that a developer did not install X11 (or just doesn't want the extra bloat),
+ the user may directly select those targets and build those instead.
+
+ Once again, we are attempting to remove the exported symbols file. If
+ I recall correctly, the clashing symbol problems we got were related
+ to the CD-ROM code which was formerly in C++. Now that the C++ code
+ has been purged, we are speculating that we might be able to remove
+ the exports file safely. The long term solution is to utilize gcc 4's
+ visibility features.
+
+ For the developer extras package, I 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.
+ I also made changes and updates to the PB/Xcode project templates (see Developer ReadMe).
+ (Eric Wing)
+
+2006-03-07 - The entire code base has been reorganized and platform specific
+ defines have been pushed into header files (SDL_config_*.h). This means
+ that defines that previously had to be defined in the Xcode projects can
+ be removed (which I have started doing). Furthermore, it appears that the
+ MMX/SSE code has been rewritten and refactored so it now compiles without
+ nasm and without making us do strange things to support OS X. However, this
+ Xcode project still employs architecture specific build options in order to
+ achieve the mandated 10.2 compatibility. As a result of the code base changes,
+ there are new public headers. But also as a result of these changes, there are
+ also new headers that qualify as "PrivateHeaders". Private Headers are headers
+ that must be exported because a public header includes them, but users shouldn't
+ directly invoke these. SDL_config_macosx.h and SDL_config_dreamcast.h are
+ examples of this. We have considered marking these headers as Private, but it
+ requires that the public headers invoke them via framework conventions, i.e.
+ #include <FrameworkName/Header.h>
+ e.g.
+ #include <SDL/SDL_config_macosx.h>
+ and not
+ #include "SDL_config_macosx.h"
+ However this imposes the restriction that non-framework distributions must
+ place their headers in a directory called SDL/ (and not SDL11/ like FreeBSD).
+ Currently, I do not believe this would pose a problem for any of the current
+ distributions (Fink, DarwinPorts). Or alternatively, users could be
+ expected/forced to also include the header path:
+ -I/Library/Frameworks/SDL.framework/PrivateHeaders,
+ but most people would probably not read the documentation on this.
+ But currently, we have decided to be conservative and have opted not to
+ use the PrivateHeaders feature.
+ (Eric Wing)
+
+2006-01-31 - Updates to build Universal Binaries while retaining 10.2 compatibility.
+ We were unable to get MMX/SSE support enabled. It is believed that a rewrite of
+ the assembly code will be necessary to make it position independent and not
+ require nasm. Altivec has finally been enabled for PPC. (Eric Wing)
+
+2005-09-?? - Had to add back the exports file because it was causing build problems
+ for some cases. (Eric Wing)
+
+2005-08-21 - First entry in history. Updated for SDL 1.2.9 and Xcode 2.1. Getting
+ ready for Universal Binaries. Removed the .pkg system for .dmg for due to problems
+ with broken packages in the past several SDL point releases. Removed usage of SDL
+ exports file because it has become another point of failure. Introduced new documentation
+ about SDLMain and how to compile in an devel-lite section of the SDL.dmg. (Eric Wing)
+
+Before history:
+SDL 1.2.6? to 1.2.8
+Started updating Project Builder projects to Xcode for Panther and Tiger. Also removed
+the system that split the single framework into separate runtime and headers frameworks.
+This is against Apple conventions and causes problems on multiuser systems.
+We now distribute a single framework.
+The .pkg system has repeatedly been broken with every new release of OS X.
+With 1.2.8, started migrating stuff to .dmg based system to simplify distribution process.
+Tried updating the exports file and Perl script generation system for changing syntax. (Eric Wing)
+
+Pre-SDL 1.2.6
+Created Project Builder projects for SDL and .pkg based distribution system. (Darrell Walisser)
+
+
+
+
+
+
+
+
diff --git a/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/resources/ReadMeDevLite.txt b/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/resources/ReadMeDevLite.txt
new file mode 100644
index 0000000..d2cd793
--- /dev/null
+++ b/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/resources/ReadMeDevLite.txt
@@ -0,0 +1,12 @@
+This directory is for developers. This directory contains some basic essentials you will need for developing SDL based applications on OS X. The SDL-devel package contains all of this stuff plus more, so you can ignore this if you install the SDL-devel.pkg. The SDL-devel package contains Xcode templates, SDL documentation, and different variations of SDLmain and NIB files for SDL.
+
+To compile an SDL based application on OS X, SDLMain.m must be compiled into your program. (See the SDL FAQ). The SDL-devel.pkg includes Xcode templates which already do this for you. But for those who may not want to install the dev package, an SDLMain is provided here as a convenience. Be aware that there are different variations of SDLMain.m depending on what class of SDL application you make and they are intended to work with NIB files. Only one SDLMain variant is provided here and without any NIB files. You should look to the SDL-devel package for the others. We currently do not provide a SDLMain.a file, partly to call to attention that there are different variations of SDLmain.
+
+To build from the command line, your gcc line will look something like this:
+
+gcc -I/Library/Frameworks/SDL.framework/Headers MyProgram.c SDLmain.m -framework SDL -framework Cocoa
+
+An SDL/OpenGL based application might look like:
+
+gcc -I/Library/Frameworks/SDL.framework/Headers -I/System/Library/Frameworks/OpenGL.framework/Headers MyProgram.c SDLmain.m -framework SDL -framework Cocoa -framework OpenGL
+
diff --git a/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/resources/SDL_DS_Store b/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/resources/SDL_DS_Store
new file mode 100644
index 0000000..f15a5e7
--- /dev/null
+++ b/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/resources/SDL_DS_Store
Binary files differ
diff --git a/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/resources/UniversalBinaryNotes.rtf b/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/resources/UniversalBinaryNotes.rtf
new file mode 100644
index 0000000..5585ecb
--- /dev/null
+++ b/distrib/sdl-1.2.15/Xcode/SDL/pkg-support/resources/UniversalBinaryNotes.rtf
@@ -0,0 +1,150 @@
+{\rtf1\ansi\ansicpg1252\cocoartf1038\cocoasubrtf110
+{\fonttbl\f0\fswiss\fcharset0 Helvetica;\f1\fnil\fcharset0 LucidaGrande;\f2\fmodern\fcharset0 Courier-Oblique;
+}
+{\colortbl;\red255\green255\blue255;}
+{\*\listtable{\list\listtemplateid1\listhybrid{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\*\levelmarker \{disc\}}{\leveltext\leveltemplateid1\'01\uc0\u8226 ;}{\levelnumbers;}\fi-360\li720\lin720 }{\listname ;}\listid1}}
+{\*\listoverridetable{\listoverride\listid1\listoverridecount0\ls1}}
+\pard\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx5760\tx6480\tx7200\tx7920\tx8640\ql\qnatural\pardirnatural
+
+\f0\b\fs24 \cf0 64-bit Universal Binary Notes:\
+
+\b0 \
+SDL 1.2.14 is our first release with Snow Leopard on the market. In order to make SDL compile and run in 64-bit, we had to remove code that depended on deprecated Mac APIs and move over to more modern Mac APIs.\
+\
+In addition, Apple has stopped shipping gcc 3.3 and the 10.3 SDK.\
+\
+Because of all these combined factors, we have made the decision to make Mac OS X 10.4 the new minimum requirement for SDL.\
+\
+Our official SDL.framework is compiled as a 3-way Universal Binary (64-bit Intel, 32-bit Intel, 32-bit PowerPC.)\
+\
+Certain APIs that SDL relies on were not made 64-bit ready by Apple until 10.6. This means even though 10.5 had preliminary 64-bit support, SDL will not compile or run correctly in 64-bit mode on 10.5. So there are two fallout items from this.\
+\
+First, you can only compile 64-bit code on Snow Leopard or greater (which removes the possibility of 64-bit PowerPC). \
+\
+Second, this presents a corner-case where if you have a 64-bit Intel executable in your Universal binary and try to run on 10.5 on an 64-bit Intel Mac, it will launch and crash. To force 10.5 to use the 32-bit version instead of the 64-bit, you should set the LaunchServices key, LSMinimumSystemVersionByArchitecture, in your application's Info.plist. Our SDL/Xcode templates for Snow Leopard already set this up for you.\
+\
+\
+One additional fallout item is we had to remove the SDL Custom Cocoa Xcode template project. It depended on NSQuickTimeView which was deprecated and removed from the SDL codebase. It may still be possible to recreate the behavior that this template demonstrated, but we would need a volunteer to investigate this.\
+\
+\
+\
+In addition, the SDL satellite projects were affected by the 64-bit transition.\
+\
+- SDL_mixer depended on legacy Quicktime for midi playback support. We had to disable midi. (Recall that we also disabled MP3 support awhile back because we never got SMPEG working during the Tiger/Intel transition.) To fix this, we would need a native Core Audio backend for SDL_mixer.\
+\
+- Since we have changed the baseline to 10.4, we took this opportunity to switch SDL_image over to a new native ImageIO based backend. This makes the binary about 10x smaller, greatly simplifies our maintenance requirements and build process as we no longer have to maintain build systems for 3rd party dependencies, and gives us access to more image formats.\
+\
+- The static library target for SDL_ttf no longer works because we no longer have access to a libfreetype.a. We have been relying on Apple's supplied libfreetype.a, but they stopped shipping a static version starting in 10.5 which means we have no static 64-bit version. But since 10.4 is our new baseline, all these systems should have libfreetype.dylib installed, so it shouldn't be much of a problem to use SDL_ttf as a dynamic library which dynamically links to libfreetype.\
+\
+\
+-Eric Wing 2009-09-23\
+
+\b \
+\
+\
+\
+Universal Binary Notes: (historical, somewhat obsolete)\
+
+\b0 \
+Below is an overview of what we had to do to build Universal Binaries for SDL (and satellites). The document is provided to help others understand what the heck we had to do to get this to work so they know (and don't break) any settings we have set to accomplish this. It also describes areas of problems for those who might attempt to fix them after us.\
+\
+\
+It turns out that developing a Universal Binary for SDL was a painful process, but not for the typical reasons affecting most other developers. SDL is already platform clean and has an Xcode project which are usually the two biggest obstacles. (The only real code bug we had to fix was in SDL_mixer, but that was due to a Quicktime issue so we can blame the Quicktime authors.)\
+\
+But developing a Universal Binary was painful to us for several reasons:\
+\
+\pard\tx220\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx5760\tx6480\tx7200\tx7920\tx8640\li720\fi-720\ql\qnatural\pardirnatural
+\ls1\ilvl0\cf0 {\listtext \'95 }SDL must retain compatibility with 10.2 (Jaguar)\
+\
+{\listtext \'95 }SDL has processor specific optimizations (Altivec, MMX/SSE)\
+\
+{\listtext \'95 }The SDL satellites (SDL_mixer, SDL_image, SDL_ttf) have 3rd party dependencies which we currently statically link against. All of these dependencies needed to be updated/recompiled with the same above constraints.\
+\pard\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx5760\tx6480\tx7200\tx7920\tx8640\ql\qnatural\pardirnatural
+\cf0 \
+For retaining compatibility with 10.2, we have experimentally determined that there is no reliable way to use gcc 4.0.x to compile a binary that works under Jaguar. With the gcc 4.0 that shipped in Xcode 2.1, libgcc_s was automatically linked against. This library does not exist on systems prior to 10.3.9. After filing a bug report, Apple removed this automatic linking in gcc 4.0.1 which shipped with Xcode 2.2, but we discovered that we suffered from undefined symbols to things in the printf family library. (They seem to be new symbols related to printing long doubles, etc.)\
+\
+So to accomplish our compatibility goals, we had to find and exploit some lesser known features of Xcode that allow us to specify architecture specific build flags found here:\
+\pard\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx5760\tx6480\tx7200\tx7920\tx8640\ql\qnatural\pardirnatural
+{\field{\*\fldinst{HYPERLINK "http://developer.apple.com/documentation/DeveloperTools/Conceptual/XcodeUserGuide/Contents/Resources/en.lproj/05_07_bs_building_product/chapter_33_section_6.html#//apple_ref/doc/uid/TP40002693-SW3"}}{\fldrslt \cf0 http://developer.apple.com/documentation/DeveloperTools/Conceptual/XcodeUserGuide/Contents/Resources/en.lproj/05_07_bs_building_product/chapter_33_section_6.html#//apple_ref/doc/uid/TP40002693-SW3}}\
+\
+The first and most important of these is the
+\f1 GCC_VERSION flag which lets us set gcc 3.3 for PowerPC and gcc 4.0 for Intel.\
+\
+But we also needed to verify other options such as the deployment target and SDK. Experimentally, we found that the Deployment target did very little for us except retain prebinding. Setting it to anything less than 10.4 allows for prebinding to remain active.\
+\
+For the SDK's, we found that Apple does link against different versions of system components. But experimentally, we discovered we could still link to the 10.4u SDK and things would still work on Jaguar. Ideally we should probably link to the 10.2.8 SDK for PowerPC. But in reality, most people don't install the 10.2.8 SDK on their system (it is not a default component) so we didn't want to confuse people as setting this would likely cause people's compile to fail the first time they try and they would have to understand the reason for this. We did leave the architecture specific SDKROOT option set explicitly to make it easy to change in case we need to.\
+\
+For the Altivec and MMX/SSE options, we had to use architecture specific build flags. Furthermore, to use SSE, we also had to include the assembly code. This caused us problems because there is no easy way to tell Xcode to use files only for a specific architecture. So the PowerPC side got confused on the .asm files and would fail to compile. \
+\
+Pushing forward, we ignored PPC for the moment to see if we could at least build an optimized x86 build and then use lipo manually to merge the results. We encountered additional problems. First the alignment needed to be changed for reasons outside my knowledge base. We changed all instances of .align 16 to .align 8. This seemed to fix the compile problems. But at the linking stage, we got errors such as:\
+\pard\tx560\tx1120\tx1680\tx2240\tx2800\tx3360\tx3920\tx4480\tx5040\tx5600\tx6160\tx6720\li640\fi-640\ql\qnatural\pardirnatural
+
+\f2\i\fs22 \cf0 ld: /Users/ewing/DEVELOPMENT/CODETEST/UniversalBinarySDL/SDL12/Xcode/SDL/build/SDL.build/Deployment/Framework.build/Objects-normal/i386/SDL_yuv_mmx.o has local relocation entries in non-writable section (__TEXT,__text)\
+/usr/bin/libtool: internal link edit command failed\
+\pard\tx560\tx1120\tx1680\tx2240\tx2800\tx3360\tx3920\tx4480\tx5040\tx5600\tx6160\tx6720\ql\qnatural\pardirnatural
+
+\f1\i0\fs24 \cf0 \
+Our belief is that the assembly code is not position independent and thus will not work for us. We double checked for any OS X gcc flags that control position independence, but everything seemed to be in order. As such, we cannot compile MMX/SSE optimizations until they are rewritten, preferably without the nasm requirement to accommodate the dual PPC/x86 Xcode limitations.\
+\pard\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx5760\tx6480\tx7200\tx7920\tx8640\ql\qnatural\pardirnatural
+\cf0 \
+So for now, we have unchecked (checkbox) the assembly specific files in the Xcode project and have removed the -DUSE_ASMBLIT flag from OTHER_CFLAGS_i386. To reactivate this stuff, you will need to recheck the boxes and re-add the flag.\
+\
+The files are\
+SDL_mixer_MMX.c/h\
+The files under hermes\
+and SDL_yuv_mmx.c\
+\
+\
+\
+For the SDL satellites, it was more of the same. The painful part was that the 3rd library dependencies needed to be rebuilt. (Some of our libraries were out of date, so this was an opportunity to update them.) But this meant changing those build systems as well. \
+\
+These are the versions I used:\
+libpng-1.2.8\
+libjpeg-6b\
+libogg-1.1.3\
+libvorbis-1.1.2\
+smpeg cvs\
+\
+We found that Apple already had a libfreetype in the 10.4u SDK so we just used that one which seemed to work. (For the record, the question did come up of why we statically link against this when it seems to be a standard component on Panther and Tiger. We double checked, and it did not seem to be in Jaguar. So that's why.)\
+\
+The old libpng turned out to be from the 1.0.x branch so we needed to replace all the headers we had as well. Updating to the 1.2.x branch didn't seem to cause any problems we could detect.\
+\
+libpng and libjpeg lack an Xcode project so we mucked with their build system to produce Universal Binaries. But since we needed PPC to be compiled with 3.3 and Intel to be compiled with 4.0, it ended up that we built multiple times changing the compiler, and then using lipo to strip and combine the binaries.\
+\
+libogg/libvorbis did contain Xcode projects, but didn't build static libraries so we had to add that. We also discovered that not building with gcc 3.3 caused us addition missing symbol runtime problems with float versions of math functions (sinf, sqrtf, etc).\
+\
+It seems that once upon a time, the SDL_mixer framework supported MP3's via SMPEG, but this disappeared at some point. I don't know why or how this happened. But I also don't know how SMPEG was ever used with the framework as there was no preexisting infrastructure as with the other libraries. So I have attempted to correct this oversight, however, the SMPEG framework itself has MMX code which has also turned out to be problematic. I am getting compiler errors of "
+\f2\i\fs22 Unknown pseudo-op:"
+\f1\i0\fs24 for
+\f2\i\fs22 .type
+\f1\i0\fs24 and
+\f2\i\fs22 .size.
+\f1\i0\fs24 \
+So SMPEG is currently compiled without MMX optimizations.\
+\
+\
+\
+\
+Addendum: \
+2006-03-06:\
+The main SDL code base (not the satellites) have undergone an overhaul. The required platform specific defines have been moved out of the build system into platform specific header files (SDL_config_*.h). This allows us to simplify the Xcode projects somewhat, but we still must maintain the architecture specific build options to invoke gcc 3.3 to maintain our mandated 10.2 compatibilty requirement.\
+\
+Also it appears that the MMX/SSE code has been rewritten as well so that the obstacles we faced in compiling in these optimizations are no longer problems. The binaries we produce should now contain the processor specific optimizations. (Remember this note only applies to SDL and not the satellites, such as SMPEG.)\
+\
+\
+\
+Contributers:\
+Eric Wing (Xcode projects, 3rd party dependencies, documentation)\
+Christian Walther (10.2.8 and 10.3.9 testing/verification)\
+Ryan Gordon (converted C++ code in SDL/OSX code base to pure C)\
+Martin Storsj\'f6 (libgcc_s testing/verification)\
+Stephane Marchesin (MMX/SSE code expert)\
+\
+\
+\
+\
+\
+\pard\tx720\tx1440\tx2160\tx2880\tx3600\tx4320\tx5040\tx5760\tx6480\tx7200\tx7920\tx8640\ql\qnatural\pardirnatural
+
+\f0 \cf0 \
+} \ No newline at end of file
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--- /dev/null
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