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