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15wxWindows 2 for Mac FAQ
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21<P>
22
23See also <a href="faq.htm">top-level FAQ page</a>.
24<hr>
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25<h3>List of questions in this category</h3>
26<ul>
27<li><a href="#release">When is wxMac 2.x due to be released?</a></li>
28<li><a href="#macplat">Which Mac platforms are supported?</a></li>
29<li><a href="#macosx">How is the Mac OS X port different from the Classic Mac OS port?</a></li>
30<li><a href="#macclassic">How are improvements to the Classic Mac OS port integra ted into the Mac OS X port?</a></li>
31<li><a href="#compilers">What compilers are supported?</a></li>
32<li><a href="#filetypes">How does CVS handle file types/creators under Mac OS 8.x /9.x?</a></li>
33<li><a href="#filetypesx">How does CVS handle file types/creators under Mac OS X? </a></li>
34<li><a href="#cwpro53">What steps are required to build wxMac using CodeWarrior P ro 5.3?</a></li>
8b283bb8 35<li><a href="#buildx">What steps are required to build wxMac under Mac OS X?</a></li>
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36<li><a href="#settings">What important settings are required in the CodeWarrior P roject Preferences?</a></li>
37<li><a href="#smarterrors">What are the smart preprocessing errors with the Apple Developer Tools?</a></li>
8b283bb8 38<li><a href="#aboutmenu">How does wxMac support the standard Apple About menu item and Help menu?</a></li>
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39</ul>
40<hr>
41<h3><a name="release">When is wxMac 2.x due to be released?</a></h3>
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8b283bb8 43There is a <a href="dl_mac2.htm">preview</a> available.
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44The author of this port is <a href="mailto:csomor@advancedconcepts.ch">Stefan Csomor</a>.
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52Please note that the version of wxMac in CVS is more robust and nearly feature-complete compared with the packaged 2.0 release.
8b283bb8 53Until a new release is made, it is recommended that you download the wxMac 2.3.1 <a href="dl_mac2.htm#dev">development snapshot</a> or the sources from the <a href="cvs.htm">CVS trunk</a>.
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59<P>
60
61<h3><a name="macplat">Which Mac platforms are supported?</a></h3>
62
63wxWindows 2 can be used to develop and deliver applications on Classic Mac OS (e.g. Mac OS 8.x/9.x) both as Carbon and non-Carbon applications.
64<P>
65A Mac OS X port is in progress in order to be able to build wxWindows applications using the Apple Developer Tools that are delivered with every copy of Mac OS X.
66The Mac OS X port is based on and, for the most part, merged with the Carbon code for Classic Mac OS.
67<P>
68
69<h3><a name="macosx">How is the Mac OS X port different from the Classic Mac OS port?</a></h3>
70
71wxMac for Mac OS X shares code both with wxMac for Mac OS and common Unix code in wxWindows. The aim is to use the same Mac OS Carbon code both for Classic Mac OS and for Mac OS X while leveraging the fact that Mac OS X is a BSD Unix.
72<P>
73This hybrid approach was suggested by Apple to the <a href="http://www.mozilla.org/ports/fizzilla/">Fizzilla</a> team working on <a href="http://www.mozilla.org/">Mozilla</a> for Mac OS X.
74<P>
75
76<h3><a name="macclassic">How are improvements to the Classic Mac OS port integrated into the Mac OS X port?</a></h3>
77
78Since the source code is shared between the two ports, any Carbon compliant improvements to wxMac for Classic Mac OS are automatically available in the Mac OS X port.
79<P>
80The following points should be considered when improving wxMac:
81<ul>
82<li>Non Carbon compliant changes for Classic Mac OS will most likely break the Mac OS X port. <em>Such changes should be tested using the Carbon targets in the CodeWarrior projects for Classic Mac OS.</em>
83<li>Non Carbon compliant changes for Mac OS X will most likely break the Classic Mac OS port. <em>Such changes should be tested using CodeWarrior under Mac OS 8.x/9.x.</em>
84</ul>
85<P>
86
87<h3><a name="compilers">What compilers are supported?</a></h3>
88
89Under Classic Mac OS, MetroWerks CodeWarrior Pro 5.3 or 6 are required to build wxMac.
90<P>
91Under Mac OS X, the Developer Tools are sufficient to build wxMac. CodeWarrior Pro 6 can also be used to build the Carbon targets.
92<P>
93
94<h3><a name="filetypes">How does CVS handle file types/creators under Mac OS 8.x/9.x?</a></h3>
95
96Before checking out the wxWindows code using a CVS client under Mac OS 8.x/9.x, be sure your computer is set up to treat <code>xpm</code> and <code>xbm</code> images correctly:
97<ul>
98<li>bring up the Internet control panel, select the <i>Advanced Options</i> tab, click on the <i>File Mapping</i> icon from the list at the left and see if there are is an entry for ".xpm" files and another for ".xbm".
99<li>if an entry exists, click <i>Change...</i> and make sure <i>File Type</i> is <code>TEXT</code> (just those four capital letters); correct it if necessary. If there is no entry, make one with type set to <code>TEXT</code> and creator set to anything you like; reasonable choices include <code>GKON</code> (Graphic Converter) or <code>CWIE</code> (CodeWarrior).
100<li>if you want to edit <code>xpm</code> or <code>xbm</code> files in CodeWarrior, set up a file mapping in the CodeWarrior project settings for analogous to ".h" files.
101</ul>
102<P>
103
104<h3><a name="filetypesx">How does CVS handle file types/creators under Mac OS X?</a></h3>
105
106The Mac OS X CVS client does not handle file types and creators at all (just like every Unix command line CVS client). This is an issue only when the checked out files will also be used under Mac OS 8.x/9.x.
107<P>
108All files checked out under Mac OS X will be untyped and CodeWarrior will not recognize them correctly. To correct this, use the autotyper provided in the CVS sources:
109<ul>
110<li>decode and decompress the file <code>wxWindows/docs/mac/TypeAsMetrowerksText.sea.hqx</code>
111<li>drag the wxWindows CVS sandbox directory onto the autotyper and most of the files will be typed according to the file extension
112</ul>
113<P>
114
115<h3><a name="cwpro53">What steps are required to build wxMac using CodeWarrior Pro 5.3?</a></h3>
116
117The latest build for Carbon support lead to a few changes that you will have to follow in order to successfully compile the code.
118This is also necessary even if you don&#39;want to build the Carbon targets.
119
120<ol>
121<li>you need CodeWarrior Pro 5.3, i.e. 5.0 with all the upgrades
122<li>you have to download the Universal Interfaces 3.3.2 or later from the Apple Developer web site, Universal Interfaces 3.4 is required for Carbon Printing support
123<li>put the Universal folder into the MacOS Support folder and replace older versions
124<li>remove from the MacOS Support folder the separate OpenTransport folder
125<li>open the file MacOS Support:MacHeaders:MacHeaders.c and add the line
126 <pre>#include &lt;ControlDefinitions.h&gt;</pre>
127 after the line
128 <pre>#include &lt;Controls.h&gt;</pre>
129<li>rebuild all MacHeaders from the MacHeaders.mcp project in the same folder
130</ol>
131<P>
132Build the projects (<code>makemac6.mcp</code> for CodeWarrior Pro 6; <code>makemac.mpc</code> for CodeWarrior Pro 5) in the following five directories:
133<ul>
134<li>wxWindows:src:
135<li>wxWindows:src:jpeg:
136<li>wxWindows:src:png:
137<li>wxWindows:src:tiff:
138<li>wxWindows:src:zlib:
139</ul>
140<P>
141
142<h3><a name="buildx">What steps are required to build wxMac under Mac OS X?</a></h3>
143
144You need to have the Apple Developer Tools installed. The Developer Tools CD is one of the 3 CDs that are delivered with Mac OS X but must be installed in addition to the default Mac OS X installation.
145<P>
146Building wxMac completely without configure is not supported.
147<P>
148Building wxWindows directly in the CVS sandbox is not recommended. Instead, wxWindows should be built in a directory configured relatively to the CVS sandbox.
149For instance, to build wxMac with configure, start in the base wxWindows directory and type:
150<ul>
151<li><code>mkdir macbuild</code>
152<li><code>cd macbuild</code>
153<li><code>../configure</code> <b>or</b> <code>../configure --enable-debug</code>
154<li><code>make</code>
155</ul>
156<P>
157
158<h3><a name="settings">What important settings are required in the CodeWarrior Project Preferences?</a></h3>
159
160For some reasons the CodeWarrior project settings may get changed and this may lead to the inability to compile a certain target. In order to verify the settings click on the target tab, double click on the respective target and then select the following items on the tree-view on the left. Here are the important checks:
161
162<ol>
163
164<li>under <code>Target/Access Paths</code>, make sure the first user include does not have a folder icon for recursive search.
165
166<li> under <code>Language Settings/C/C++ Language</code>, make sure that the only checked items are:
167<ul>
168<li><code>Enable C++ Exceptions</code>
169<li><code>Enable RTTI</code>
170<li><code>Enable bool Support</code>
171<li><code>Enable wchar_t Support</code>
172<li><code>Relaxed Pointer Type Rules</code>
173<li><code>Use Unsigned Chars</code>
174</ul>
175
176<li>under <code>Language Settings/C/C++ Warnings</code>, make sure that the only checked items are:
177<ul>
178<li><code>Illegal Pragmas</code>
179<li><code>Extended Error Checking</code>
180<li><code>Inconsistent Use of 'class' and 'struct' Keywords</code>
181<li><code>Hidden Virtual Functions</code> but be aware that the framework itself has some of these beauty spots
182</ul>
183
184<li>under <code>Linker/PPC Linker</code>, make sure that the following items are checked:
185<ul>
186<li><code>Dead-strip Static Initialization Code</code> in order to avoid including libraries that are not needed, especially as things like <a href="http://developer.apple.com/opengl/index.html">OpenGL</a> get added to the projects and sources
187</ul>
188
189</ol>
190<P>
191
192<h3><a name="smarterrors">What are the smart preprocessing errors with the Apple Developer Tools?</a></h3>
193
194Smart preprocessing is activated with the <code>-cpp-precomp</code> option and allows much faster preprocessing of the source files by loading precompiled Carbon header files. This option speeds up the compilation of wxMac by a factor of 2 at least.
195When compiling wxMac using the Apple Developer Tools, the following error is displayed for certain files:
196<ul>
197<li><code>cpp-precomp: warning: errors during smart preprocessing, retrying in basic mode</code>
198</ul>
199
200This error is due to the smart precompiler which does not fully understand C++ syntax and reverts to basic preprocessing when a smart preprocessing error occurs.
201This error can sometimes be corrected or avoided by modifying the source code. However, leaving these errors is not a problem since the preprocessor automatically switches to basic preprocessing if necessary.
202<P>
203
204<h3><a name="aboutmenu">How does wxMac support the standard Apple About menu item and Help menu?</a></h3>
205
206Because wxWindows does not have a specific API for the <i>About</i> menu item or the <i>Help</i> menu, the Mac OS port uses some static variables to help the engine make the right decisions:
207<ul>
208<li>It assumes that the <i>About</i> menu item is part of a <i>Help</i> menu.
209<li>The title of the <i>Help</i> menu is stored in <code>wxApp::s_macHelpMenuTitleName</code>, it defaults to "&Help", but you can change it in your constructor to your specific menu title.
210<li>The item Id of the <i>About</i> menu is stored in <code>wxApp::s_macAboutMenuItemID</code>, it defaults to <code>wxID_ABOUT</code>, but can be changed as well to suit your needs.
211<li>The other items of the wxWindows help menu are appended to the Mac OS <i>Help</i> menu and the translation of Ids is handled transparently for your application.
212</ul>
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