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https://github.com/raysan5/raylib.git
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Change XCode to Xcode, again
@ -6,7 +6,7 @@ _Steps:_
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1) Get a Mac with OSX version 10.11.3.
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1) Get a Mac with OSX version 10.11.3.
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2) Install *Apple Developer Tools*. Those tools include XCode, in our case version 7.2.1.
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2) Install *Apple Developer Tools*. Those tools include Xcode, in our case version 7.2.1.
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3) Install GLFW3 library
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3) Install GLFW3 library
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@ -31,25 +31,25 @@ _Steps:_
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```
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```
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- If everything worked ok, `libraylib.a` should be created in `raylib-master/release/osx` folder.
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- If everything worked ok, `libraylib.a` should be created in `raylib-master/release/osx` folder.
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5) Add generated libraries (raylib, glfw3) to XCode project.
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5) Add generated libraries (raylib, glfw3) to Xcode project.
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- Create a new XCode project using `Command Line Tool`. Make sure selected language is C.
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- Create a new Xcode project using `Command Line Tool`. Make sure selected language is C.
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- Once project created and open, Mouse click over the project main folder in the left project-navigation panel. It should appear `Build Phases` window, just enter and select `Link Binary With Libraries`. There you should add project libraries:
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- Once project created and open, Mouse click over the project main folder in the left project-navigation panel. It should appear `Build Phases` window, just enter and select `Link Binary With Libraries`. There you should add project libraries:
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- To add OpenGL and OpenAL: Click on + and add OpenGL.framework and OpenAL.framework
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- To add OpenGL and OpenAL: Click on + and add OpenGL.framework and OpenAL.framework
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- To add raylib: Click on + and `Add Other...`, look for `libraylib.a` file created previously, it should be in folder `raylib-master/release/osx` (make sure library has been created in that folder).
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- To add raylib: Click on + and `Add Other...`, look for `libraylib.a` file created previously, it should be in folder `raylib-master/release/osx` (make sure library has been created in that folder).
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- To add GLFW3: Click on + and `Add Other...`, look for folder `/usr/local/lib` and look for file `libglfw3(version).dylib`.
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- To add GLFW3: Click on + and `Add Other...`, look for folder `/usr/local/lib` and look for file `libglfw3(version).dylib`.
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- Make sure XCode finds `raylib.h`: Go to `Build Settings > Search Paths` and add raylib header folder (`raylib-master/src`) to `Header Search Paths`
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- Make sure Xcode finds `raylib.h`: Go to `Build Settings > Search Paths` and add raylib header folder (`raylib-master/src`) to `Header Search Paths`
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- Make sure XCode finds `libraylib.a`: Go to `Build Settings > Search Paths` and add raylib library folder (`raylib-master/release/osx`) to `Library Search Paths`.
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- Make sure Xcode finds `libraylib.a`: Go to `Build Settings > Search Paths` and add raylib library folder (`raylib-master/release/osx`) to `Library Search Paths`.
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6) raylib should work correctly. To make sure, just go to [official raylib page](http://www.raylib.com) and check the different examples available. Just copy the code into `main.c` file and run it with Run button or ⌘R.
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6) raylib should work correctly. To make sure, just go to [official raylib page](http://www.raylib.com) and check the different examples available. Just copy the code into `main.c` file and run it with Run button or ⌘R.
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_NOTES:_
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_NOTES:_
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- It seems there is a problem with HiDPI displays, in that case, app Window appears smaller. Solution is just moving a bit the Window and it should get scaled automatically.
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- It seems there is a problem with HiDPI displays, in that case, app Window appears smaller. Solution is just moving a bit the Window and it should get scaled automatically.
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- Examples resources should be placed in the folder where XCode generates the product.
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- Examples resources should be placed in the folder where Xcode generates the product.
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_Tutorial written by Aleix Rafegas and translated to English by Ray_
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_Tutorial written by Aleix Rafegas and translated to English by Ray_
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# Without XCode
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# Without Xcode
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1) Install GLFW3 library
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1) Install GLFW3 library
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