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