From 906e0529cefd17e103eb1e25b1e7c0f7fe995445 Mon Sep 17 00:00:00 2001 From: Ahmed Jacop <129393419+ahmedjacop@users.noreply.github.com> Date: Fri, 21 Apr 2023 07:56:23 -0700 Subject: [PATCH] Updated Working on macOS (markdown) --- Working-on-macOS.md | 195 +------------------------------------------- 1 file changed, 2 insertions(+), 193 deletions(-) diff --git a/Working-on-macOS.md b/Working-on-macOS.md index 34b00bf..0df4de4 100644 --- a/Working-on-macOS.md +++ b/Working-on-macOS.md @@ -1,193 +1,2 @@ -## 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Homebrew package tracks the latest [raylib release](https://github.com/raysan5/raylib/releases) and as such can be out of date with what's in master.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: -```` - - - - - CFBundleExecutable - my_app - - -```` - -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. +cx ;ndjxwnnv ghuidsvhiuhbv hkdisljqnbcuidoshgnbhisqloncfdokvsncèej,wvfosidpq< xqqyhc'_ibhoypifsilqdd gvjtbtrfdmkhbs c ivocpgkfd +qscz;kdsgnuidsoug yfsoaipd8yfghnuspowe-rghvxjaopseoiurtghjiasotghndspoxdfei9y7hguhnixspod-retyihkidlse;rpoygjifxsodpfti67gjfoiswivuygh mjkxcjufyvg bhkjzxygv nbkxxd vjbhcxdskzjafcv \ No newline at end of file