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1 wxWidgets 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 Notice that the command line build above builds not just the library itself but
67 also wxrc tool which doesn't have its own Xcode project. If you need this tool,
68 the simplest possibility is to build it from the command line after installing
69 the libraries using commands like this:
70
71 $ cd utils/wxrc
72 $ g++ -o wxrc wxrc.cpp `wx-config --cxxflags --libs base,xml`
73
74 Creating universal binaries
75 ---------------------------
76
77 The Xcode projects for the wxWidgets library and minimal project are set up
78 to create universal binaries.
79
80 If using the Apple command line tools, pass --enable-universal_binary when
81 configuring wxWidgets. If you use wx-config --libs to link your application,
82 he necessary linker flags will be added. When compiling your own files,
83 you need to add -arch ppc -arch i386 to your CFLAGS.
84
85 As an alternative to using --enable-universal_binary, you can build for
86 each architecture separately and then use the lipo tool to glue the
87 binaries together. Assuming building on a PPC system:
88
89 1. First build in the usual way to get the PPC library.
90
91 2. Then, build for Intel, in a different folder. This time use:
92
93 export CFLAGS="-g -isysroot /Developer/SDKs/MacOSX10.4u.sdk -arch i386"
94 export LDFLAGS="-syslibroot,/Developer/SDKs/MacOSX10.4u.sdk"
95
96 ./configure --disable-dependency-tracking --enable-static=yes --enable-shared=no \
97 --target=i386-apple-darwin8 --host=powerpc-apple-darwin8 --build=i386-apple-darwin8
98
99 You will need to reverse the powerpc and i386 parameters everywhere to build PPC on an Intel
100 machine.
101
102 3. Use lipo to glue the binaries together.
103
104 See also:
105 http://developer.apple.com/technotes/tn2005/tn2137.html
106
107
108 Building with CodeWarrior
109 -------------------------
110
111 (Note that using the Apple tools is recommended.)
112
113 Installing latest headers (and Carbon Support)
114 ----------------------------------------------
115
116 Patching headers: CodeWarrior 8.x
117 ---------------------------------
118
119 If you run into trouble with WCHAR_MIN and WCHAR_MAX the for
120 MacOS X Support:Headers:(wchar_t Support fix):machine:ansi.h,
121 apply the patch ansi.diff.
122
123 You may also need to comment out the _T definition in
124 ctype.h if you get multiple definition errors.
125
126 setup.h
127 -------
128
129 in order to build wxMac with CodeWarrior, you must copy or alias the file
130 include/wx/mac/setup0.h to include/wx/setup.h.
131
132 this step is not needed when using the Apple Developer Tools under Mac OS X
133 since the setup.h file is automatically generated during the configuration.
134
135 OpenGL
136 ------
137
138 In order to build opengl support with CodeWarrior, you must install the opengl
139 libraries and headers from http://developer.apple.com/opengl/index.html
140
141 If you want OpenGL support with CodeWarrior, set wxUSE_OPENGL to 1 in
142 include/wx/setup.h
143
144 If you don't want OpenGl support, set wxUSE_OPENGL to 0 (the
145 default) and remove the file OpenGLLibraryStub from the project
146 before compilation.
147
148 If you want OpenGL support with the Apple Developer Tools under Mac OS X, add
149 --with-opengl to the arguments of configure when configuring wxMac.
150
151 Project Files
152 -------------
153
154 The project files are stored as xml text files and converted to binary
155 CodeWarrior projects in the distribution (see AppleScript Files below):
156
157 - *M8.xml -> *M8.mcp for CodeWarrior 8 and above.
158
159 AppleScript Files
160 -----------------
161
162 Several AppleScript files are provided in the docs:mac directory:
163
164 - M8xml2mcp.applescript to convert xml files to CodeWarrior 8 projects
165 - M8mcp2xml.applescript to convert CodeWarrior 8 projects to xml files
166 - SetXMLCreator.applescript to set correct creator type (see below)
167
168 To run the XML to MCP conversion scripts:
169
170 Double click on e.g. docs/mac/M8xml2mcp.applescript, then "run"
171 the applescript and when asked for a folder pick src/. Then it
172 takes a while to scan all dirs for the xml files and convert
173 them to mcps. If some conversions fail it means an mcp already
174 exists (back them up prior to running the script).
175
176 To set the correct creator type for importing into CodeWarrior,
177 you may need to run SetXMLCreator.applescript.
178
179 Problems with .xpm files
180 ------------------------
181
182 if you have downloaded all the files and get errors like :
183
184 Error : the file 'wx/generic/tip.xpm' cannot be opened
185 tipdlg.cpp line 201 #include "wx/generic/tip.xpm"
186
187 then your cvs has changed the type of the .xpm files to something other than
188 text, in order to fix this either change the type by using a resource editor
189 or drag the files from /include/wx/generic/..xpm on the SetTypeFromExtension
190 application that is included in this folder. This small applet itself queries
191 the Internet Config, so you will have to associate the "xpm" extension with
192 CodeWarrior before making use of this applet.
193
194 Missing PLStringFuncsLib
195 ------------------------
196
197 You will have to build All Targets for MacOS Support:Libraries:Sources:PLStringFuncs:Glue:PLStringFuncsGlue.mcp
198
199