diff --git a/Compile-for-OSX.md b/Compile-for-OSX.md index 30d74d2..95b7984 100644 --- a/Compile-for-OSX.md +++ b/Compile-for-OSX.md @@ -1 +1,180 @@ -test \ No newline at end of file +This guide has been written using the following software: +- OSX El Capitan (10.11.3) +- Xcode 7.2.1 (7C1002) + +_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 +``` + +##### 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/release/osx` folder. + +5) Add generated libraries (raylib, glfw3) 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 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`. + +6) 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. 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) + +```` +git clone https://github.com/raysan5/raylib.git +cd raylib/src +make +```` + +You may do the otool check with the file in raylib/src/libs/osx/libraylib.a here if you like. (LC_VERSION_MIN_MACOSX should be version 10.4), and we're good! +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 + +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` + + +Right now 1/9/2018, this works with the master branch, but not the development branch. + + +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: +```` + hdiutil create -size 32m -fs HFS+ -volname "My App" my_app_writeable.dmg + hdiutil attach test.dmg +```` + +This should tell you something like /dev/disk3 or something. Make a note of that, you'll need it. + +Drag your app into the dmg. Then run this, replacing disk999 with whatever /dev/disk was specified. +```` + hdiutil detach /dev/disk999 + hdiutil convert my_app_writeable.dmg -format UDZO -o my_app.dmg +```` +There you go. my_app.dmg is ready to be sent to all your most trusted game critics.