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1wxCocoa is still a work in progress.
2
3To compile it, you will need Apple's Developer Tools. However, please
4note that any work to make it suitable for GNUstep (which will require
5a GCC release with Objective-C++) will be much appreciated.
6
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7Some users also report success with Metrowerks CodeWarrior IDE and I've even
8on occasion used the command-line MW compilers (see docs/metrowerks) with
9configure instead of GCC and Apple's LD.
10
11Like most UNIX ports, the standard configure/make method works. You should
12be able to build the library as static or shared. I usually build static.
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13
14On my system I have the following:
15
16Checked out CVS source is in:
fc2171bd 17/Users/dfe/devel/wxHEADcommit/wxWidgets
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18Debug build directory is:
19/Users/dfe/devel/wxHEADcommit/BUILD_COCOAd
20
21From the debug build directory:
fc2171bd 22$ ../wxWidgets/configure --with-cocoa --enable-debug --disable-shared
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23$ make
24$ cd samples/minimal
25$ make
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26$ ./minimal.app/Contents/MacOS/minimal
27
28Like wxMac applications, wxCocoa applications are "bundled". For development
29purposes all this means is that an executable named "foo" needs to be
30inside a "foo.app/Contents/MacOS" directory. For deployment you will need
31an appropriate Info.plist and PkgInfo inside the foo.app/Contents directory.
32
33wxCocoa (and Cocoa in general) has no need for Mac OS resources. It
34certainly has no need for resource forks as no Mach-O applications should
35_ever_ have resource forks (note: Bakefile violates this right now).
36Please see the wxWiki and/or discuss this with wx-users before shipping
37any wxCocoa apps if you are new to the OS X platform.