-wxWidgets for Mac installation
-------------------------------
+wxWidgets for Mac OS X 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.
+wxWidgets can be compiled using Apple's Carbon or Cocoa libraries.
+Carbon is the older library, and Cocoa is the more modern library.
-To target on MacOS 8 or 9, you need to buy Metrowerks
-CodeWarrior. You can then compile Mac Classic or MacOS X
-applications on Mac OS X, or compile Mac Classic or MacOS X
-applications on Mac Classic. However you can only run and debug
-each type of application on the target operating system.
+In wxWidgets 2.9.x, Cocoa is the recommended library. While Carbon is still
+supported by Apple, little new work is being done in Carbon.
+Most Mac OS X developers should start by downloading and installing Xcode
+from http://developer.apple.com. It is a free IDE from Apple that provides
+all of the tools you need for working with wxWidgets.
-Apple Developer Tools: command line
------------------------------------
+After Xcode is installed, download either wxWidgets-{version}.tar.gz or
+wxMac-{version}.tar.gz and then double-click on it to unpack it to create
+a wxWidgets directory.
+
+Next use Terminal (under Applications, Utilities, Terminal) to access a command
+prompt. Use cd to change directories to your wxWidgets directory and execute
+one of the following sets of commands from the wxWidgets directory.
+
+For Carbon, you'll need to have Xcode 3.x installed (you can also have Xcode 4.x
+installed, but the Carbon build needs 3.x, and the /Developer directory which is
+installed when you install Xcode 3.x.
+
+---------
+
+# Build the library for Cocoa (wxWidgets 2.9.0 and later)
+mkdir build-cocoa-debug
+cd build-cocoa-debug
+../configure --with-osx_cocoa --enable-debug
+make
+# Build the samples and demos
+cd samples; make;cd ..
+cd demos; make;cd ..
+
+---------
+
+# Build the library for Carbon
+mkdir build-carbon-debug
+cd build-carbon-debug
+../configure --enable-debug --disable-shared --enable-macosx_arch=i386 --with-macosx-sdk=/Developer/SDKs/MacOSX10.6.sdk CC=/Developer/usr/bin/gcc-4.2 CXX=/Developer/usr/bin/g++-4.2 LD=/Developer/usr/bin/ld
+make
+# Build the samples and demos
+cd samples;make;cd ..
+cd demos; make;cd ..
+
+---------
+
+After the compilation completes, use Finder to run the samples and demos
+ Go to build-carbon-debug/samples to experiment with the Carbon samples.
+ Go to build-carbon-debug/demos to experiment with the Carbon demos.
+ Go to build-cocoa-debug/samples to experiment with the Cocoa samples.
+ Go to biuld-cocoa-debug/demos to experiment with the Cocoa demos.
+Double-click on the executables which have an icon showing three small squares.
+The source code for the samples is in wxWidgets/samples
+The source code for the demos is in wxWidgets/demos
+
+---------
+
+More information about building on Mac OS X is available in the wxWiki.
+Here are two useful links
+ http://wiki.wxwidgets.org/Guides_%26_Tutorials
+ http://wiki.wxwidgets.org/Development:_wxMac
+
+---------
-As in all Unix projects, you need to do something like this under MacOS X
-with the Apple Developer Tools installed:
+More advanced topics are covered below.
-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
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 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.
+configuring wxWidgets. This will create the libraries for all the supported
+architectures, currently ppc, i386 and x86_64 when using Cocoa (Carbon isn't
+available in 64 bit builds). You may explicitly specify the architectures to
+use as a comma-separated list, e.g. --enable-universal_binary=i386,x86_64.
+
+Notice that if you use wx-config --libs to link your application, the -arch
+flags are not added automatically as it is possible to link e.g. x86_64-only
+program to a "fat" library containing other architectures. If you want to
+build a universal application, you need to add the necessary "-arch xxx" flags
+to your project or makefile separately.
As an alternative to using --enable-universal_binary, you can build for
each architecture separately and then use the lipo tool to glue the
http://developer.apple.com/technotes/tn2005/tn2137.html
-Building with CodeWarrior
--------------------------
-
-(Note that using the Apple tools is recommended.)
-
-Installing latest headers (and Carbon Support)
-----------------------------------------------
-
-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.
-
-Problems with .xpm files
-------------------------
-
-if you have downloaded all the files and get errors like :
-
-Error : the file 'wx/generic/tip.xpm' cannot be opened
-tipdlg.cpp line 201 #include "wx/generic/tip.xpm"
-
-then your cvs has changed the type of the .xpm files to something other than
-text, in order to fix this either change the type by using a resource editor
-or drag the files from /include/wx/generic/..xpm on the SetTypeFromExtension
-application that is included in this folder. This small applet itself queries
-the Internet Config, so you will have to associate the "xpm" extension with
-CodeWarrior before making use of this applet.
-
-Missing PLStringFuncsLib
-------------------------
-
-You will have to build All Targets for MacOS Support:Libraries:Sources:PLStringFuncs:Glue:PLStringFuncsGlue.mcp
-
-