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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 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