-wxWidgets 2.6.0 for Mac installation
-------------------------------------
+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).
applications on Mac Classic. However you can only run and debug
each type of application on the target operating system.
+
+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
+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.
+
+
+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.
+
+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
+
+
+Building with CodeWarrior
+-------------------------
+
+(Note that using the Apple tools is recommended.)
+
Installing latest headers (and Carbon Support)
----------------------------------------------
-NOTE: these steps are not necessary for CW Pro 6 and above,
-only for CW Pro 5.3.
-
-The latest build for carbon support leads 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 3.4.0 (or greater) universal interfaces from
- ftp://ftp.apple.com/developer/Development_Kits/UniversalHeaders3.4.1.img.bin.
-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 in ansi.h,
+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
The project files are stored as xml text files and converted to binary
CodeWarrior projects in the distribution (see AppleScript Files below):
- - *M5.xml -> *M5.mcp for CodeWarrior 5.3
- - *M6.xml -> *M6.mcp for CodeWarrior 6
- - *M7.xml -> *M7.mcp for CodeWarrior 7 and above.
-
-In order to build the library (and then the samples) you need to make the
-following projects (for CW 5.3, similar process for CW 7):
-
-:src:wxwindowsM5.mcp
-:src:png:pngM5.mcp
-:src:tiff:tiffM5.mcp
-:src:jpeg:jpegM5.mcp
-:src:zlib:zlibM5.mcp
-Note that if using CW 8 and above, when compiling the samples
-you may need to edit the target settings, click on Language
-Settings, C/++ Language and remove the forward slash at the
-start of /wx/wx_cw_d.h (or similar filename).
+ - *M8.xml -> *M8.mcp for CodeWarrior 8 and above.
AppleScript Files
-----------------
Several AppleScript files are provided in the docs:mac directory:
- - M5xml2mcp.applescript to convert xml files to CodeWarrior 5 projects
- - M5mcp2xml.applescript to convert CodeWarrior 5 projects to xml files
- - M5build.applescript to automatically build all samples/demos projects
- 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 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.
-
Problems with .xpm files
------------------------
You will have to build All Targets for MacOS Support:Libraries:Sources:PLStringFuncs:Glue:PLStringFuncsGlue.mcp
+