]> git.saurik.com Git - wxWidgets.git/blame_incremental - docs/mac/install.txt
Correction to last patch
[wxWidgets.git] / docs / mac / install.txt
... / ...
CommitLineData
1Installing and compiling wxMac
2============================================================
3
4On MacOS X, you can download Apple's free developer tools (gcc
5and associated headers and libraries, such as the Carbon API).
6You can then use configure in a similar way to compiling
7wxWindows on Linux, (or on Windows using MinGW or Cygwin). See
8'Apple Developers Tools' below for more details on using
9configure.
10
11To target on MacOS 8 or 9, you need to buy Metrowerks
12CodeWarrior. You can then compile Mac Classic or MacOS X
13applications on Mac OS X, or compile Mac Classic or MacOS X
14applications on Mac Classic. However you can only run and debug
15each type of application on the target operating system.
16
17Installing latest headers (and Carbon Support)
18----------------------------------------------
19
20NOTE: these steps are not necessary for CW Pro 6 and above,
21only for CW Pro 5.3.
22
23The latest build for carbon support leads to a few changes you will have to
24follow, in order to successfully compile the code (also necessary if you don't
25want to build the carbon targets).
26
271. You need CodeWarrior Pro 5.3 , i.e. 5.0 with all the upgrades.
282. You have to download the 3.4.0 (or greater) universal interfaces from
29 ftp://ftp.apple.com/developer/Development_Kits/UniversalHeaders3.4.1.img.bin.
303. put the Interfaces and Libraries Folder into the MacOS Support folder and
31 replace older versions.
324. remove from the MacOS Support folder the separate OpenTransport folder.
335. open the file MacOS Support:MacHeaders:MacHeaders.c and add the line
34 #include <ControlDefinitions.h>
35 after the
36 #include <Controls.h>
376. rebuild all MacHeaders from the MacHeaders.mcp project in the same folder.
38
39If you want to build the carbon targets, you will also need the latest
40carbonized version of MSL from Metrowerks, at the time of writing, this meant
41applying the changes from the folders:
42
43CodeWarrior Pro 5:Pre-Release:Carbon & MacOSX Development:Carbonized MSL and
44CodeWarrior Pro 5:Pre-Release:Carbon & MacOSX Development:Carbonized Runtimes
45(consult the file CodeWarrior Pro 5:Pre-Release:Carbon & MacOSX Development:Carbon & MacOSX README)
46
47setup.h
48-------
49
50in order to build wxMac with CodeWarrior, you must copy or alias the file
51include/wx/mac/setup0.h to include/wx/setup.h.
52
53this step is not needed when using the Apple Developer Tools under Mac OS X
54since the setup.h file is automatically generated during the configuration.
55
56OpenGL
57------
58
59In order to build opengl support with CodeWarrior, you must install the opengl
60libraries and headers from http://developer.apple.com/opengl/index.html
61
62If you want OpenGL support with CodeWarrior, set wxUSE_OPENGL to 1 in
63include/wx/setup.h
64
65If you don't want OpenGl support, set wxUSE_OPENGL to 0 (the
66default) and remove the file OpenGLLibraryStub from the project
67before compilation.
68
69If you want OpenGL support with the Apple Developer Tools under Mac OS X, add
70--with-opengl to the arguments of configure when configuring wxMac.
71
72Project Files
73-------------
74
75The project files are stored as xml text files and converted to binary
76CodeWarrior projects in the distribution (see AppleScript Files below):
77 - *M5.xml -> *M5.mcp for CodeWarrior 5.3
78 - *M6.xml -> *M6.mcp for CodeWarrior 6
79 - *M7.xml -> *M7.mcp for CodeWarrior 7 and above.
80
81In order to build the library (and then the samples) you need to make the
82following projects (for CW 5.3, similar process for CW 7):
83
84:src:wxwindowsM5.mcp
85:src:png:pngM5.mcp
86:src:tiff:tiffM5.mcp
87:src:jpeg:jpegM5.mcp
88:src:zlib:zlibM5.mcp
89
90Note that if using CW 8 and above, when compiling the samples
91you may need to edit the target settings, click on Language
92Settings, C/++ Language and remove the forward slash at the
93start of /wx/wx_cw_d.h (or similar filename).
94
95AppleScript Files
96-----------------
97
98Several AppleScript files are provided in the docs:mac directory (currently
99only for CodeWarrior 5.3 related projects):
100 - M5xml2mcp.applescript to convert xml files to CodeWarrior projects
101 - M5mcp2xml.applescript to convert CodeWarrior projects to xml files
102 - M5build.applescript to automatically build all samples/demos projects
103
104Apple Developers Tools
105----------------------
106
107As in all Unix projects, you need to do something like this under MacOS 10.1
108with the Apple Developers Tools installed:
109
1101) cd into the base dir
1112) mkdir build
1123) cd build
1134) ../configure
1145) make
115
116If you want to install the library, you need to be able to log in as "root".
117For this, "root" has to be activated in the NetInfo utility - there you will
118also have to choose a password for the "root" user. Then
119
1206) su
1217) type <PASSWORD>
1228) make install
1239) exit
124
125Note:
126You might want to configure a static library instead:
127
1284) ../configure --disable-shared
129
130or activate OpenGL:
131
1324) ../configure --with-opengl
133
134
135Problems with .xpm files
136------------------------
137
138if you have downloaded all the files and get errors like :
139
140Error : the file 'wx/generic/tip.xpm' cannot be opened
141tipdlg.cpp line 201 #include "wx/generic/tip.xpm"
142
143then your cvs has changed the type of the .xpm files to something other than
144text, in order to fix this either change the type by using a resource editor
145or drag the files from /include/wx/generic/..xpm on the SetTypeFromExtension
146application that is included in this folder. This small applet itself queries
147the Internet Config, so you will have to associate the "xpm" extension with
148CodeWarrior before making use of this applet.
149
150Missing PLStringFuncsLib
151------------------------
152
153You will have to build All Targets for MacOS Support:Libraries:Sources:PLStringFuncs:Glue:PLStringFuncsGlue.mcp
154