X-Git-Url: https://git.saurik.com/wxWidgets.git/blobdiff_plain/89ce51d52e70a749ec40574348b386847bb06b23..177e38e6453848bcf9d03578f3bd7154586c9fd5:/docs/mac/install.txt diff --git a/docs/mac/install.txt b/docs/mac/install.txt index 8882520cf7..91602e2045 100644 --- a/docs/mac/install.txt +++ b/docs/mac/install.txt @@ -1,40 +1,180 @@ +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. + +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. + + +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 + +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 + + +Building with CodeWarrior +------------------------- + +(Note that using the Apple tools is recommended.) + Installing latest headers (and Carbon Support) ---------------------------------------------- -NOTE : these steps are not necessary for Pro 6, only for Pro 5.3 +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. -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) +setup.h +------- -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 - after the - #include -6. rebuild all MacHeaders from the MacHeaders.mcp project in the same folder +in order to build wxMac with CodeWarrior, you must copy or alias the file +include/wx/mac/setup0.h to include/wx/setup.h. -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) +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 you must install the opengl libraries and headers from -http://developer.apple.com/opengl/index.html +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 don't want OpenGL support, set the wxUSE_OPENGL in mac/setup.h to 0 +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 ------------- -there are always the makemac.mcp files for Pro 5.3 and the makemac6.mcp files for Pro 6 +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 ------------------------ @@ -44,11 +184,16 @@ 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 +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 \ No newline at end of file +You will have to build All Targets for MacOS Support:Libraries:Sources:PLStringFuncs:Glue:PLStringFuncsGlue.mcp + +