|
|
@ -1,2 +1,192 @@ |
|
|
|
cx ;ndjxwnnv ghuidsvhiuhbv hkdisljqnbcuidoshgnbhisqloncfdokvsncèej,wvfosidpq< xqqyhc'_ibhoypifsilqdd gvjtbtrfdmkhbs c ivocpgkfd |
|
|
|
qscz;kdsgnuidsoug yfsoaipd8yfghnuspowe-rghvxjaopseoiurtghjiasotghndspoxdfei9y7hguhnixspod-retyihkidlse;rpoygjifxsodpfti67gjfoiswivuygh mjkxcjufyvg bhkjzxygv nbkxxd vjbhcxdskzjafcv |
|
|
|
## Building Library with Xcode |
|
|
|
|
|
|
|
This guide has been written using the following software: |
|
|
|
- OSX El Capitan (10.11.3) |
|
|
|
- Xcode 7.2.1 (7C1002) |
|
|
|
|
|
|
|
Homebrew build option tested on: |
|
|
|
- macOS Big Sur (11.3.1) |
|
|
|
- Xcode 12.5 |
|
|
|
|
|
|
|
_Steps:_ |
|
|
|
|
|
|
|
1) Get a Mac with OSX version 10.11.3. |
|
|
|
|
|
|
|
2) Install *Apple Developer Tools*. Those tools include Xcode, in our case version 7.2.1. |
|
|
|
|
|
|
|
3) Install raylib library |
|
|
|
|
|
|
|
##### With Homebrew |
|
|
|
|
|
|
|
- If you don't want to build it yourself, install Homebrew by executing the following command in Terminal.app: |
|
|
|
``` |
|
|
|
/usr/bin/ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)" |
|
|
|
``` |
|
|
|
- Once Homebrew is installed, run the following command in Terminal: |
|
|
|
``` |
|
|
|
brew install raylib |
|
|
|
``` |
|
|
|
- raylib installs a pkg-config file, which describes the necessary compilation and linker flags to use it with `yourgame`: |
|
|
|
``` |
|
|
|
cc yourgame.c `pkg-config --libs --cflags raylib` -o YourGame |
|
|
|
``` |
|
|
|
- If the build fails, you may need to run the following command with the required frameworks |
|
|
|
``` |
|
|
|
cc yourgame.c -framework IOKit -framework Cocoa -framework OpenGL `pkg-config --libs --cflags raylib` -o YourGame |
|
|
|
``` |
|
|
|
|
|
|
|
You may get an error, complaining that the `pkg-config` command was not found. You can use `brew install pkgconfig` to fix that. |
|
|
|
|
|
|
|
> **NOTE**: The raylib Homebrew package tracks the latest [raylib release](https://github.com/raysan5/raylib/releases) and as such can be out of date with what's in master. For active development, we suggest building the newest development snapshot instead. |
|
|
|
##### Build newest development snapshot from source |
|
|
|
|
|
|
|
- Download or Clone raylib from GitHub (https://github.com/raysan5/raylib). [`raylib-master.zip`](https://github.com/raysan5/raylib/archive/master.zip) contains all required files: source code, examples, templates, games... |
|
|
|
- Decompress `raylib-master.zip` in some folder. In case of using Safari browser, it will be automatically decompressed. |
|
|
|
- From Terminal.app, access `raylib-master/src` directory: |
|
|
|
``` |
|
|
|
cd raylib-master/src |
|
|
|
``` |
|
|
|
- Compile raylib library using the following command from Terminal: |
|
|
|
``` |
|
|
|
make PLATFORM=PLATFORM_DESKTOP |
|
|
|
``` |
|
|
|
- If everything worked ok, `libraylib.a` should be created in `raylib-master/src` folder. |
|
|
|
|
|
|
|
4) Add generated libraries (raylib) to Xcode project. This step can be automated with [Xcode project template](https://github.com/acejacek/raylib_xcode). If, for some reason, you want to do it manually, continue with these steps: |
|
|
|
- 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: Click on + and add OpenGL.framework |
|
|
|
- You may also need to add these frameworks in the same way: |
|
|
|
- CoreVideo.framework |
|
|
|
- IOKit.framework |
|
|
|
- Cocoa.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). |
|
|
|
- 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`. |
|
|
|
|
|
|
|
5) raylib should work correctly. To make sure, just go to [official raylib page](http://www.raylib.com) and check the different examples available. Just copy the code into `main.c` file and run it with Run button or ⌘R. |
|
|
|
|
|
|
|
_NOTES:_ |
|
|
|
|
|
|
|
- It seems there is a problem with HiDPI displays, in that case, app Window appears smaller. Solution is just moving a bit the Window and it should get scaled automatically. |
|
|
|
- Examples resources should be placed in the folder where Xcode generates the product. |
|
|
|
|
|
|
|
_Tutorial written by Aleix Rafegas and translated to English by Ray_ |
|
|
|
|
|
|
|
# Without Xcode - Building Statically |
|
|
|
|
|
|
|
Building statically means you can run this application on other machines with ease - users won't have to have any of the frameworks installed that are required. Also, this will work on mac's 10.9 and up. |
|
|
|
|
|
|
|
## Here's the quick instructions: |
|
|
|
|
|
|
|
1. From the command line |
|
|
|
``` |
|
|
|
export MACOSX_DEPLOYMENT_TARGET=10.9 |
|
|
|
``` |
|
|
|
2. Install XCode tools (don't forget to then update the tools in the Mac App Store after!) |
|
|
|
```` |
|
|
|
xcode-select --install |
|
|
|
```` |
|
|
|
3. Build raylib (Again, this is so the export line takes effect) |
|
|
|
|
|
|
|
```` |
|
|
|
git clone https://github.com/raysan5/raylib.git |
|
|
|
cd raylib/src |
|
|
|
make |
|
|
|
```` |
|
|
|
|
|
|
|
You may do the otool check with the file in raylib/src/libraylib.a here if you like. (LC_VERSION_MIN_MACOSX should be version 10.4), and we're good! |
|
|
|
``` |
|
|
|
cp raylib/src/libraylib.a YOUR_PROJECTS_ROOT_FOLDER |
|
|
|
``` |
|
|
|
|
|
|
|
4. Build your project! |
|
|
|
``` |
|
|
|
clang -framework CoreVideo -framework IOKit -framework Cocoa -framework GLUT -framework OpenGL libraylib.a my_app.c -o my_app |
|
|
|
``` |
|
|
|
|
|
|
|
Note: If you are compiling a C++ project, you will need to make sure your compiler supports C++11 standards. With clang you can enable this by passing `-std=c++11`, see https://clang.llvm.org/cxx_status.html for more details. |
|
|
|
|
|
|
|
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. |
|
|
|
|
|
|
|
Check otool one last time for the LC_VERSION_MIN_MACOSX version: |
|
|
|
``` |
|
|
|
otool -l my_app |
|
|
|
``` |
|
|
|
|
|
|
|
Last thing, let me show you something cool: |
|
|
|
|
|
|
|
```` |
|
|
|
otool -L my_app |
|
|
|
```` |
|
|
|
|
|
|
|
This shows you everything your application links to. Basically, if anything is pointing to anything but /usr/lib/* or /System/Library/*, your application will throw an error if you run it on any other Mac. It's not portable. |
|
|
|
For example if it's linking to something in /usr/local/lib, or a relative folder, that would be bad. But after the above, you should be clear of dynamic dependencies! |
|
|
|
|
|
|
|
# Bundle your app in an Application |
|
|
|
|
|
|
|
```` |
|
|
|
mkdir standard.app/Contents |
|
|
|
mkdir standard.app/Contents/MacOS |
|
|
|
mkdir standard.app/Contents/Resources |
|
|
|
touch standard.app/Contents/Info.plist |
|
|
|
```` |
|
|
|
|
|
|
|
The app you just created, "my_app" should go in the MacOS folder. |
|
|
|
|
|
|
|
```` |
|
|
|
mv my_app standard.app/Contents/MacOS |
|
|
|
```` |
|
|
|
|
|
|
|
|
|
|
|
Info.plist should read like this: |
|
|
|
```` |
|
|
|
<?xml version="1.0" encoding="UTF-8"?> |
|
|
|
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> |
|
|
|
<plist version="1.0"> |
|
|
|
<dict> |
|
|
|
<key>CFBundleExecutable</key> |
|
|
|
<string>my_app</string> |
|
|
|
</dict> |
|
|
|
</plist> |
|
|
|
```` |
|
|
|
|
|
|
|
See more fields you can add here: https://stackoverflow.com/questions/1596945/building-osx-app-bundle |
|
|
|
|
|
|
|
Now you can double click on standard.app and it will run your application! |
|
|
|
Note that some things will be cached by the OS. If you want to refresh your application bundle run this: |
|
|
|
|
|
|
|
```` |
|
|
|
/System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/Support/lsregister -f standard.app |
|
|
|
```` |
|
|
|
|
|
|
|
This has a whole lot of potentially useful info on all the apps on your system, you can use this to determine if the version is correct I suppose: |
|
|
|
|
|
|
|
```` |
|
|
|
/System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/Support/lsregister -dump > dump.txt |
|
|
|
```` |
|
|
|
|
|
|
|
Just search for your app in dump.txt. |
|
|
|
|
|
|
|
# Creating a DMG image for sharing your app |
|
|
|
|
|
|
|
You could just as easily do a zip I suppose, but DMGs are fashionable aren't they? |
|
|
|
|
|
|
|
Here's a 32 megabyte dmg: |
|
|
|
1. Create the writeable dmg. |
|
|
|
``` |
|
|
|
hdiutil create -size 32m -fs HFS+ -volname "My App" my_app_writeable.dmg |
|
|
|
``` |
|
|
|
2. Attach `my_app_writeable.dmg`. This should tell you something like `/dev/disk3` or something. Make a note of that, you'll need it for the next step. |
|
|
|
``` |
|
|
|
hdiutil attach my_app_writeable.dmg |
|
|
|
``` |
|
|
|
3. Drag your app into the dmg. Then run this, replacing `disk999` with whatever `/dev/disk` was specified in the previous step. |
|
|
|
``` |
|
|
|
hdiutil detach /dev/disk999 |
|
|
|
``` |
|
|
|
4. Convert to `my_app.dmg`. |
|
|
|
``` |
|
|
|
hdiutil convert my_app_writeable.dmg -format UDZO -o my_app.dmg |
|
|
|
``` |
|
|
|
5. Share it. Congratulations, `my_app.dmg` is ready to be sent to all your most trusted game critics. |