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1 | wxWidgets 2.7.0 for Mac installation | |
2 | ------------------------------------ | |
3 | ||
4 | On MacOS X, you can download Apple's free developer tools (gcc | |
5 | and associated headers and libraries, such as the Carbon API). | |
6 | You can then use configure in a similar way to compiling | |
7 | wxWidgets on Linux (or on Windows using MinGW or Cygwin). See | |
8 | 'Apple Developer Tools' below for more details on using | |
9 | configure. | |
10 | ||
11 | To target on MacOS 8 or 9, you need to buy Metrowerks | |
12 | CodeWarrior. You can then compile Mac Classic or MacOS X | |
13 | applications on Mac OS X, or compile Mac Classic or MacOS X | |
14 | applications on Mac Classic. However you can only run and debug | |
15 | each type of application on the target operating system. | |
16 | ||
17 | ||
18 | Apple Developer Tools: command line | |
19 | ----------------------------------- | |
20 | ||
21 | As in all Unix projects, you need to do something like this under MacOS X | |
22 | with the Apple Developer Tools installed: | |
23 | ||
24 | 1) cd into the base dir | |
25 | 2) mkdir osx-build | |
26 | 3) cd osx-build | |
27 | 4) ../configure | |
28 | 5) make | |
29 | ||
30 | If you want to install the library into the system directories you'll need | |
31 | to do this as root. The accepted way of running commands as root is to | |
32 | use the built-in sudo mechanism. First of all, you must be using an | |
33 | account marked as a "Computer Administrator". Then | |
34 | ||
35 | 6) sudo make install | |
36 | 7) type <YOUR OWN PASSWORD> | |
37 | ||
38 | Note that while using this method is okay for development, it is not | |
39 | recommended that you require endusers to install wxWidgets into their | |
40 | system directories in order to use your program. One way to avoid this | |
41 | is to configure wxWidgets with --disable-shared. Another way to avoid | |
42 | it is to make a framework for wxWidgets. Making frameworks is beyond | |
43 | the scope of this document. | |
44 | ||
45 | Note: | |
46 | We recommend you configure a static library instead: | |
47 | ||
48 | 4) ../configure --disable-shared | |
49 | ||
50 | or activate OpenGL: | |
51 | ||
52 | 4) ../configure --with-opengl | |
53 | ||
54 | Note: | |
55 | It is rarely desirable to install non-Apple software into system directories. | |
56 | By configuring the library with --disable-shared and using the full path | |
57 | to wx-config with the --in-place option you can avoid installing the library. | |
58 | ||
59 | ||
60 | Apple Developer Tools: XCode | |
61 | ---------------------------- | |
62 | ||
63 | You can use the project in src/wxWindows.xcodeproj to build wxWidgets, | |
64 | and there is a sample project supplied with the minimal sample. | |
65 | ||
66 | Creating universal binaries | |
67 | --------------------------- | |
68 | ||
69 | The Xcode projects for the wxWidgets library and minimal project are set up | |
70 | to create universal binaries. | |
71 | ||
72 | If using the Apple command line tools, pass --enable-universal_binary when | |
73 | configuring wxWidgets. If you use wx-config --libs to link your application, | |
74 | he necessary linker flags will be added. When compiling your own files, | |
75 | you need to add -arch ppc -arch i386 to your CFLAGS. | |
76 | ||
77 | As an alternative to using --enable-universal_binary, you can build for | |
78 | each architecture separately and then use the lipo tool to glue the | |
79 | binaries together. Assuming building on a PPC system: | |
80 | ||
81 | 1. First build in the usual way to get the PPC library. | |
82 | ||
83 | 2. Then, build for Intel, in a different folder. This time use: | |
84 | ||
85 | export CFLAGS="-g -isysroot /Developer/SDKs/MacOSX10.4u.sdk -arch i386" | |
86 | export LDFLAGS="-syslibroot,/Developer/SDKs/MacOSX10.4u.sdk" | |
87 | ||
88 | ./configure --disable-dependency-tracking --enable-static=yes --enable-shared=no \ | |
89 | --target=i386-apple-darwin8 --host=powerpc-apple-darwin8 --build=i386-apple-darwin8 | |
90 | ||
91 | You will need to reverse the powerpc and i386 parameters everywhere to build PPC on an Intel | |
92 | machine. | |
93 | ||
94 | 3. Use lipo to glue the binaries together. | |
95 | ||
96 | See also: | |
97 | http://developer.apple.com/technotes/tn2005/tn2137.html | |
98 | ||
99 | ||
100 | Building with CodeWarrior | |
101 | ------------------------- | |
102 | ||
103 | (Note that using the Apple tools is recommended.) | |
104 | ||
105 | Installing latest headers (and Carbon Support) | |
106 | ---------------------------------------------- | |
107 | ||
108 | Patching headers: CodeWarrior 8.x | |
109 | --------------------------------- | |
110 | ||
111 | If you run into trouble with WCHAR_MIN and WCHAR_MAX the for | |
112 | MacOS X Support:Headers:(wchar_t Support fix):machine:ansi.h, | |
113 | apply the patch ansi.diff. | |
114 | ||
115 | You may also need to comment out the _T definition in | |
116 | ctype.h if you get multiple definition errors. | |
117 | ||
118 | setup.h | |
119 | ------- | |
120 | ||
121 | in order to build wxMac with CodeWarrior, you must copy or alias the file | |
122 | include/wx/mac/setup0.h to include/wx/setup.h. | |
123 | ||
124 | this step is not needed when using the Apple Developer Tools under Mac OS X | |
125 | since the setup.h file is automatically generated during the configuration. | |
126 | ||
127 | OpenGL | |
128 | ------ | |
129 | ||
130 | In order to build opengl support with CodeWarrior, you must install the opengl | |
131 | libraries and headers from http://developer.apple.com/opengl/index.html | |
132 | ||
133 | If you want OpenGL support with CodeWarrior, set wxUSE_OPENGL to 1 in | |
134 | include/wx/setup.h | |
135 | ||
136 | If you don't want OpenGl support, set wxUSE_OPENGL to 0 (the | |
137 | default) and remove the file OpenGLLibraryStub from the project | |
138 | before compilation. | |
139 | ||
140 | If you want OpenGL support with the Apple Developer Tools under Mac OS X, add | |
141 | --with-opengl to the arguments of configure when configuring wxMac. | |
142 | ||
143 | Project Files | |
144 | ------------- | |
145 | ||
146 | The project files are stored as xml text files and converted to binary | |
147 | CodeWarrior projects in the distribution (see AppleScript Files below): | |
148 | ||
149 | - *M8.xml -> *M8.mcp for CodeWarrior 8 and above. | |
150 | ||
151 | AppleScript Files | |
152 | ----------------- | |
153 | ||
154 | Several AppleScript files are provided in the docs:mac directory: | |
155 | ||
156 | - M8xml2mcp.applescript to convert xml files to CodeWarrior 8 projects | |
157 | - M8mcp2xml.applescript to convert CodeWarrior 8 projects to xml files | |
158 | - SetXMLCreator.applescript to set correct creator type (see below) | |
159 | ||
160 | To run the XML to MCP conversion scripts: | |
161 | ||
162 | Double click on e.g. docs/mac/M8xml2mcp.applescript, then "run" | |
163 | the applescript and when asked for a folder pick src/. Then it | |
164 | takes a while to scan all dirs for the xml files and convert | |
165 | them to mcps. If some conversions fail it means an mcp already | |
166 | exists (back them up prior to running the script). | |
167 | ||
168 | To set the correct creator type for importing into CodeWarrior, | |
169 | you may need to run SetXMLCreator.applescript. | |
170 | ||
171 | Problems with .xpm files | |
172 | ------------------------ | |
173 | ||
174 | if you have downloaded all the files and get errors like : | |
175 | ||
176 | Error : the file 'wx/generic/tip.xpm' cannot be opened | |
177 | tipdlg.cpp line 201 #include "wx/generic/tip.xpm" | |
178 | ||
179 | then your cvs has changed the type of the .xpm files to something other than | |
180 | text, in order to fix this either change the type by using a resource editor | |
181 | or drag the files from /include/wx/generic/..xpm on the SetTypeFromExtension | |
182 | application that is included in this folder. This small applet itself queries | |
183 | the Internet Config, so you will have to associate the "xpm" extension with | |
184 | CodeWarrior before making use of this applet. | |
185 | ||
186 | Missing PLStringFuncsLib | |
187 | ------------------------ | |
188 | ||
189 | You will have to build All Targets for MacOS Support:Libraries:Sources:PLStringFuncs:Glue:PLStringFuncsGlue.mcp | |
190 | ||
191 |