From 878df73909274765b20de6ca0807056473e04018 Mon Sep 17 00:00:00 2001 From: Ray Date: Sat, 22 Apr 2023 10:07:26 +0200 Subject: [PATCH] Updated Working on macOS (markdown) --- Working-on-macOS.md | 194 +++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 192 insertions(+), 2 deletions(-) diff --git a/Working-on-macOS.md b/Working-on-macOS.md index 0df4de4..13b0fb4 100644 --- a/Working-on-macOS.md +++ b/Working-on-macOS.md @@ -1,2 +1,192 @@ -cx ;ndjxwnnv ghuidsvhiuhbv hkdisljqnbcuidoshgnbhisqloncfdokvsncèej,wvfosidpq< xqqyhc'_ibhoypifsilqdd gvjtbtrfdmkhbs c ivocpgkfd -qscz;kdsgnuidsoug yfsoaipd8yfghnuspowe-rghvxjaopseoiurtghjiasotghndspoxdfei9y7hguhnixspod-retyihkidlse;rpoygjifxsodpfti67gjfoiswivuygh mjkxcjufyvg bhkjzxygv nbkxxd vjbhcxdskzjafcv \ No newline at end of file +## Building Library with Xcode + +This guide has been written using the following software: +- OSX El Capitan (10.11.3) +- Xcode 7.2.1 (7C1002) + +Homebrew build option tested on: +- macOS Big Sur (11.3.1) +- Xcode 12.5 + +_Steps:_ + +1) Get a Mac with OSX version 10.11.3. + +2) Install *Apple Developer Tools*. Those tools include Xcode, in our case version 7.2.1. + +3) Install raylib library + +##### With Homebrew + +- If you don't want to build it yourself, install Homebrew by executing the following command in Terminal.app: +``` +/usr/bin/ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)" +``` +- Once Homebrew is installed, run the following command in Terminal: +``` +brew install raylib +``` +- raylib installs a pkg-config file, which describes the necessary compilation and linker flags to use it with `yourgame`: +``` +cc yourgame.c `pkg-config --libs --cflags raylib` -o YourGame +``` +- If the build fails, you may need to run the following command with the required frameworks +``` +cc yourgame.c -framework IOKit -framework Cocoa -framework OpenGL `pkg-config --libs --cflags raylib` -o YourGame +``` + +You may get an error, complaining that the `pkg-config` command was not found. You can use `brew install pkgconfig` to fix that. + +> **NOTE**: The raylib Homebrew package tracks the latest [raylib release](https://github.com/raysan5/raylib/releases) and as such can be out of date with what's in master. For active development, we suggest building the newest development snapshot instead. +##### Build newest development snapshot from source + +- Download or Clone raylib from GitHub (https://github.com/raysan5/raylib). [`raylib-master.zip`](https://github.com/raysan5/raylib/archive/master.zip) contains all required files: source code, examples, templates, games... +- Decompress `raylib-master.zip` in some folder. In case of using Safari browser, it will be automatically decompressed. +- From Terminal.app, access `raylib-master/src` directory: +``` + cd raylib-master/src +``` +- Compile raylib library using the following command from Terminal: +``` + make PLATFORM=PLATFORM_DESKTOP +``` +- If everything worked ok, `libraylib.a` should be created in `raylib-master/src` folder. + +4) Add generated libraries (raylib) to Xcode project. This step can be automated with [Xcode project template](https://github.com/acejacek/raylib_xcode). If, for some reason, you want to do it manually, continue with these steps: +- Create a new Xcode project using `Command Line Tool`. Make sure selected language is C. +- 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: + - To add OpenGL: Click on + and add OpenGL.framework + - You may also need to add these frameworks in the same way: + - CoreVideo.framework + - IOKit.framework + - Cocoa.framework +- 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). +- Make sure Xcode finds `raylib.h`: Go to `Build Settings > Search Paths` and add raylib header folder (`raylib-master/src`) to `Header Search Paths` +- 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`. + +5) 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. + +_NOTES:_ + +- 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. +- Examples resources should be placed in the folder where Xcode generates the product. + +_Tutorial written by Aleix Rafegas and translated to English by Ray_ + +# Without Xcode - Building Statically + +Building statically means you can run this application on other machines with ease - users won't have to have any of the frameworks installed that are required. Also, this will work on mac's 10.9 and up. + +## Here's the quick instructions: + +1. From the command line +``` +export MACOSX_DEPLOYMENT_TARGET=10.9 +``` +2. Install XCode tools (don't forget to then update the tools in the Mac App Store after!) +```` +xcode-select --install +```` +3. Build raylib (Again, this is so the export line takes effect) + +```` +git clone https://github.com/raysan5/raylib.git +cd raylib/src +make +```` + +You may do the otool check with the file in raylib/src/libraylib.a here if you like. (LC_VERSION_MIN_MACOSX should be version 10.4), and we're good! +``` +cp raylib/src/libraylib.a YOUR_PROJECTS_ROOT_FOLDER +``` + +4. Build your project! +``` +clang -framework CoreVideo -framework IOKit -framework Cocoa -framework GLUT -framework OpenGL libraylib.a my_app.c -o my_app +``` + +Note: If you are compiling a C++ project, you will need to make sure your compiler supports C++11 standards. With clang you can enable this by passing `-std=c++11`, see https://clang.llvm.org/cxx_status.html for more details. + +Check for warnings! This can tell you if a library you're linking to was not built for OSX 10.9, in which case you'll need to rebuild that too. + +Check otool one last time for the LC_VERSION_MIN_MACOSX version: +``` +otool -l my_app +``` + +Last thing, let me show you something cool: + +```` +otool -L my_app +```` + +This shows you everything your application links to. Basically, if anything is pointing to anything but /usr/lib/* or /System/Library/*, your application will throw an error if you run it on any other Mac. It's not portable. +For example if it's linking to something in /usr/local/lib, or a relative folder, that would be bad. But after the above, you should be clear of dynamic dependencies! + +# Bundle your app in an Application + +```` +mkdir standard.app/Contents +mkdir standard.app/Contents/MacOS +mkdir standard.app/Contents/Resources +touch standard.app/Contents/Info.plist +```` + +The app you just created, "my_app" should go in the MacOS folder. + +```` +mv my_app standard.app/Contents/MacOS +```` + + +Info.plist should read like this: +```` + + + + + CFBundleExecutable + my_app + + +```` + +See more fields you can add here: https://stackoverflow.com/questions/1596945/building-osx-app-bundle + +Now you can double click on standard.app and it will run your application! +Note that some things will be cached by the OS. If you want to refresh your application bundle run this: + +```` +/System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/Support/lsregister -f standard.app +```` + +This has a whole lot of potentially useful info on all the apps on your system, you can use this to determine if the version is correct I suppose: + +```` + /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/Support/lsregister -dump > dump.txt +```` + +Just search for your app in dump.txt. + +# Creating a DMG image for sharing your app + +You could just as easily do a zip I suppose, but DMGs are fashionable aren't they? + +Here's a 32 megabyte dmg: +1. Create the writeable dmg. +``` +hdiutil create -size 32m -fs HFS+ -volname "My App" my_app_writeable.dmg +``` +2. Attach `my_app_writeable.dmg`. This should tell you something like `/dev/disk3` or something. Make a note of that, you'll need it for the next step. +``` +hdiutil attach my_app_writeable.dmg +``` +3. Drag your app into the dmg. Then run this, replacing `disk999` with whatever `/dev/disk` was specified in the previous step. +``` +hdiutil detach /dev/disk999 +``` +4. Convert to `my_app.dmg`. +``` +hdiutil convert my_app_writeable.dmg -format UDZO -o my_app.dmg +``` +5. Share it. Congratulations, `my_app.dmg` is ready to be sent to all your most trusted game critics. \ No newline at end of file