| @ -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Homebrew package tracks the latest [raylib release](https://github.com/raysan5/raylib/releases) and as such can be out of date with what's in master.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: | |||||
| ```` | |||||
| <?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. | |||||
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