mirror of
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Updated Working on macOS (markdown)
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## Building Library with Xcode
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This guide has been written using the following software:
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- OSX El Capitan (10.11.3)
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- Xcode 7.2.1 (7C1002)
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Homebrew build option tested on:
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- macOS Big Sur (11.3.1)
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- Xcode 12.5
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_Steps:_
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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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3) Install raylib library
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##### With Homebrew
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- If you don't want to build it yourself, install Homebrew by executing the following command in Terminal.app:
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```
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/usr/bin/ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)"
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```
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- Once Homebrew is installed, run the following command in Terminal:
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```
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brew install raylib
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```
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- raylib installs a pkg-config file, which describes the necessary compilation and linker flags to use it with `yourgame`:
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```
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cc yourgame.c `pkg-config --libs --cflags raylib` -o YourGame
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```
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- If the build fails, you may need to run the following command with the required frameworks
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```
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cc yourgame.c -framework IOKit -framework Cocoa -framework OpenGL `pkg-config --libs --cflags raylib` -o YourGame
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```
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You may get an error, complaining that the `pkg-config` command was not found. You can use `brew install pkgconfig` to fix that.
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> **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.
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##### Build newest development snapshot from source
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- 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...
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- Decompress `raylib-master.zip` in some folder. In case of using Safari browser, it will be automatically decompressed.
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- From Terminal.app, access `raylib-master/src` directory:
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```
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cd raylib-master/src
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```
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- Compile raylib library using the following command from Terminal:
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```
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make PLATFORM=PLATFORM_DESKTOP
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```
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- If everything worked ok, `libraylib.a` should be created in `raylib-master/src` folder.
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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:
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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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- To add OpenGL: Click on + and add OpenGL.framework
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- You may also need to add these frameworks in the same way:
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- CoreVideo.framework
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- IOKit.framework
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- Cocoa.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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- 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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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.
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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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- 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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# Without Xcode - Building Statically
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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.
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## Here's the quick instructions:
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1. From the command line
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```
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export MACOSX_DEPLOYMENT_TARGET=10.9
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```
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2. Install XCode tools (don't forget to then update the tools in the Mac App Store after!)
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````
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xcode-select --install
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````
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3. Build raylib (Again, this is so the export line takes effect)
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````
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git clone https://github.com/raysan5/raylib.git
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cd raylib/src
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make
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````
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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!
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```
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cp raylib/src/libraylib.a YOUR_PROJECTS_ROOT_FOLDER
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```
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4. Build your project!
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```
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clang -framework CoreVideo -framework IOKit -framework Cocoa -framework GLUT -framework OpenGL libraylib.a my_app.c -o my_app
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```
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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.
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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.
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Check otool one last time for the LC_VERSION_MIN_MACOSX version:
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```
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otool -l my_app
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```
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Last thing, let me show you something cool:
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````
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otool -L my_app
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````
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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.
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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!
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# Bundle your app in an Application
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````
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mkdir standard.app/Contents
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mkdir standard.app/Contents/MacOS
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mkdir standard.app/Contents/Resources
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touch standard.app/Contents/Info.plist
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````
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The app you just created, "my_app" should go in the MacOS folder.
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````
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mv my_app standard.app/Contents/MacOS
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````
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Info.plist should read like this:
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````
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<?xml version="1.0" encoding="UTF-8"?>
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<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
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<plist version="1.0">
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<dict>
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<key>CFBundleExecutable</key>
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<string>my_app</string>
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</dict>
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</plist>
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````
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See more fields you can add here: https://stackoverflow.com/questions/1596945/building-osx-app-bundle
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Now you can double click on standard.app and it will run your application!
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Note that some things will be cached by the OS. If you want to refresh your application bundle run this:
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````
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/System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/Support/lsregister -f standard.app
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````
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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:
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````
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/System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/Support/lsregister -dump > dump.txt
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````
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Just search for your app in dump.txt.
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# Creating a DMG image for sharing your app
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You could just as easily do a zip I suppose, but DMGs are fashionable aren't they?
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Here's a 32 megabyte dmg:
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1. Create the writeable dmg.
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```
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hdiutil create -size 32m -fs HFS+ -volname "My App" my_app_writeable.dmg
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```
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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.
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```
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hdiutil attach my_app_writeable.dmg
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```
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3. Drag your app into the dmg. Then run this, replacing `disk999` with whatever `/dev/disk` was specified in the previous step.
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```
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hdiutil detach /dev/disk999
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```
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4. Convert to `my_app.dmg`.
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```
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hdiutil convert my_app_writeable.dmg -format UDZO -o my_app.dmg
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```
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5. Share it. Congratulations, `my_app.dmg` is ready to be sent to all your most trusted game critics.
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