diff --git a/Working-on-macOS.md b/Working-on-macOS.md index 77efb8b..158c6c5 100644 --- a/Working-on-macOS.md +++ b/Working-on-macOS.md @@ -1,4 +1,4 @@ -## Building Library +## Building Library with Xcode This guide has been written using the following software: - OSX El Capitan (10.11.3) @@ -37,12 +37,11 @@ _Steps:_ ``` - If everything worked ok, `libraylib.a` should be created in `raylib-master/release/osx` folder. -5) Add generated libraries (raylib, glfw3) to Xcode project. +5) Add generated libraries (raylib) to Xcode project. - Create a new Xcode project using `Command Line Tool`. Make sure selected language is C. - Once project created and open, Mouse click over the project main folder in the left project-navigation panel. It should appear `Build Phases` window, just enter and select `Link Binary With Libraries`. There you should add project libraries: -- To add OpenGL and OpenAL: Click on + and add OpenGL.framework and OpenAL.framework +- To add OpenGL: Click on + and add OpenGL.framework - To add raylib: Click on + and `Add Other...`, look for `libraylib.a` file created previously, it should be in folder `raylib-master/release/osx` (make sure library has been created in that folder). -- To add GLFW3: Click on + and `Add Other...`, look for folder `/usr/local/lib` and look for file `libglfw3(version).dylib`. - Make sure Xcode finds `raylib.h`: Go to `Build Settings > Search Paths` and add raylib header folder (`raylib-master/src`) to `Header Search Paths` - Make sure Xcode finds `libraylib.a`: Go to `Build Settings > Search Paths` and add raylib library folder (`raylib-master/release/osx`) to `Library Search Paths`. @@ -63,28 +62,7 @@ Building statically means you can run this application on other machines with ea 1. From the command line: `export MACOSX_DEPLOYMENT_TARGET=10.9` -2. Build glfw (With the export command above it will now run on older macs) -By default it builds a dynamic library, and we want static so we need to download the repository from github, and use a special cmake modifier: -```` -git clone https://github.com/glfw/glfw.git -cd glfw -cmake -DBUILD_SHARED_LIBS=OFF -make -```` -Now, in the src folder of the glfw folder there should be a file called "libglfw3.a" - -Confirm that this build matches the version number: -`otool -l libglfw3.a` - -You should see a lot of stuff but scan for this: -```` - cmd LC_VERSION_MIN_MACOSX - cmdsize 16 - version 10.9 -```` -Okay you're good. Copy glfw/src/libglfw3.a to the folder of your project for easy access. - -3. Build raylib (Again, this is so the export line takes affect) +2. Build raylib (Again, this is so the export line takes affect) ```` git clone https://github.com/raysan5/raylib.git @@ -97,7 +75,7 @@ copy raylib/src/libs/osx/libraylib.a to your project. 4. Build your project! ``` -clang -framework OpenAL -framework CoreVideo -framework IOKit -framework Cocoa -framework GLUT -framework OpenGL libraylib.a libglfw3.a my_app.c -o my_app +clang -framework CoreVideo -framework IOKit -framework Cocoa -framework GLUT -framework OpenGL libraylib.a my_app.c -o my_app ``` Check for warnings! This can tell you if a library you're linking to was not built for OSX 10.9, in which case you'll need to rebuild that too. @@ -105,10 +83,6 @@ Check for warnings! This can tell you if a library you're linking to was not bui Check otool one last time for the LC_VERSION_MIN_MACOSX version: `otool -l my_app` - -Right now 1/9/2018, this works with the master branch, but not the development branch. - - Last thing, let me show you something cool: ````