wxWidgets for Mac installation ------------------------------ On MacOS X, you can download Apple's free developer tools (gcc and associated headers and libraries, such as the Carbon API). You can then use configure in a similar way to compiling wxWidgets on Linux (or on Windows using MinGW or Cygwin). See 'Apple Developer Tools' below for more details on using configure. Apple Developer Tools: command line ----------------------------------- As in all Unix projects, you need to do something like this under MacOS X with the Apple Developer Tools installed: 1) cd into the base dir 2) mkdir osx-build 3) cd osx-build 4) ../configure (add --with-osx_cocoa for the Cocoa port) 5) make If you want to install the library into the system directories you'll need to do this as root. The accepted way of running commands as root is to use the built-in sudo mechanism. First of all, you must be using an account marked as a "Computer Administrator". Then 6) sudo make install 7) type Note that while using this method is okay for development, it is not recommended that you require endusers to install wxWidgets into their system directories in order to use your program. One way to avoid this is to configure wxWidgets with --disable-shared. Another way to avoid it is to make a framework for wxWidgets. Making frameworks is beyond the scope of this document. Note: We recommend you configure a static library instead: 4) ../configure --disable-shared or activate OpenGL: 4) ../configure --with-opengl Note: It is rarely desirable to install non-Apple software into system directories. By configuring the library with --disable-shared and using the full path to wx-config with the --in-place option you can avoid installing the library. Apple Developer Tools: Xcode ---------------------------- You can use the project in src/wxWindows.xcodeproj to build wxWidgets, and there is a sample project supplied with the minimal sample. Notice that the command line build above builds not just the library itself but also wxrc tool which doesn't have its own Xcode project. If you need this tool, the simplest possibility is to build it from the command line after installing the libraries using commands like this: $ cd utils/wxrc $ g++ -o wxrc wxrc.cpp `wx-config --cxxflags --libs base,xml` Creating universal binaries --------------------------- The Xcode projects for the wxWidgets library and minimal project are set up to create universal binaries. If using the Apple command line tools, pass --enable-universal_binary when configuring wxWidgets. If you use wx-config --libs to link your application, he necessary linker flags will be added. When compiling your own files, you need to add -arch ppc -arch i386 to your CFLAGS. As an alternative to using --enable-universal_binary, you can build for each architecture separately and then use the lipo tool to glue the binaries together. Assuming building on a PPC system: 1. First build in the usual way to get the PPC library. 2. Then, build for Intel, in a different folder. This time use: export CFLAGS="-g -isysroot /Developer/SDKs/MacOSX10.4u.sdk -arch i386" export LDFLAGS="-syslibroot,/Developer/SDKs/MacOSX10.4u.sdk" ./configure --disable-dependency-tracking --enable-static=yes --enable-shared=no \ --target=i386-apple-darwin8 --host=powerpc-apple-darwin8 --build=i386-apple-darwin8 You will need to reverse the powerpc and i386 parameters everywhere to build PPC on an Intel machine. 3. Use lipo to glue the binaries together. See also: http://developer.apple.com/technotes/tn2005/tn2137.html