-the latest build for carbon support lead to a few changes you will have to follow, in order
-to successfully compile the code (also necessary if you don't want to build the carbon targets)
-
-1. you need CodeWarrior Pro 5.3 , i.e. 5.0 with all the upgrades
-2. you have to download the 3.3.2 universal interfaces from
- ftp://ftp.apple.com/developer/Development_Kits/UniversalInterfaces3.3.2.sit.hqx
-3. put the Interfaces and Libraries Folder into the MacOS Support folder and replace older versions
-4. remove from the MacOS Support folder the separate OpenTransport folder
-5. open the file MacOS Support:MacHeaders:MacHeaders.c and add the line
- #include <ControlDefinitions.h>
- after the
- #include <Controls.h>
-6. rebuild all MacHeaders from the MacHeaders.mcp project in the same folder
-
-if you want to build the carbon targets, you will also need the latest carbonized version of
-MSL from Metrowerks, at the time of writing, this meant applying the changes from the folders
-CodeWarrior Pro 5:Pre-Release:Carbon & MacOSX Development:Carbonized MSL and
-CodeWarrior Pro 5:Pre-Release:Carbon & MacOSX Development:Carbonized Runtimes
-(consult the file CodeWarrior Pro 5:Pre-Release:Carbon & MacOSX Development:Carbon & MacOSX README)
+Patching headers: CodeWarrior 8.x
+---------------------------------
+
+If you run into trouble with WCHAR_MIN and WCHAR_MAX the for
+MacOS X Support:Headers:(wchar_t Support fix):machine:ansi.h,
+apply the patch ansi.diff.
+
+You may also need to comment out the _T definition in
+ctype.h if you get multiple definition errors.
+
+setup.h
+-------
+
+in order to build wxMac with CodeWarrior, you must copy or alias the file
+include/wx/mac/setup0.h to include/wx/setup.h.
+
+this step is not needed when using the Apple Developer Tools under Mac OS X
+since the setup.h file is automatically generated during the configuration.
+
+OpenGL
+------
+
+In order to build opengl support with CodeWarrior, you must install the opengl
+libraries and headers from http://developer.apple.com/opengl/index.html
+
+If you want OpenGL support with CodeWarrior, set wxUSE_OPENGL to 1 in
+include/wx/setup.h
+
+If you don't want OpenGl support, set wxUSE_OPENGL to 0 (the
+default) and remove the file OpenGLLibraryStub from the project
+before compilation.
+
+If you want OpenGL support with the Apple Developer Tools under Mac OS X, add
+--with-opengl to the arguments of configure when configuring wxMac.
+
+Project Files
+-------------
+
+The project files are stored as xml text files and converted to binary
+CodeWarrior projects in the distribution (see AppleScript Files below):
+
+ - *M8.xml -> *M8.mcp for CodeWarrior 8 and above.
+
+AppleScript Files
+-----------------
+
+Several AppleScript files are provided in the docs:mac directory:
+
+ - M8xml2mcp.applescript to convert xml files to CodeWarrior 8 projects
+ - M8mcp2xml.applescript to convert CodeWarrior 8 projects to xml files
+ - SetXMLCreator.applescript to set correct creator type (see below)
+
+To run the XML to MCP conversion scripts:
+
+Double click on e.g. docs/mac/M8xml2mcp.applescript, then "run"
+the applescript and when asked for a folder pick src/. Then it
+takes a while to scan all dirs for the xml files and convert
+them to mcps. If some conversions fail it means an mcp already
+exists (back them up prior to running the script).
+
+To set the correct creator type for importing into CodeWarrior,
+you may need to run SetXMLCreator.applescript.
+
+Apple Developer Tools
+---------------------
+
+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
+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 <YOUR OWN PASSWORD>
+
+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.