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			* chore(build): add vendored SDL 3.0.0 library * chore(build): add vendored glew-cmake-2.2.0 library * feat(console): in the presence of -opengl launch flag, change GxApi to OpenGl * feat(gx): add uncompleted CGxDeviceGLSDL targeting Windows and Linux * chore(build): change SDL3 linkage from shared (bad) to to static (good)
		
			
				
	
	
		
			253 lines
		
	
	
		
			9.0 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
			
		
		
	
	
			253 lines
		
	
	
		
			9.0 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
| # macOS
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| 
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| These instructions are for people using Apple's macOS.
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| 
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| From the developer's point of view, macOS is a sort of hybrid Mac and
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| Unix system, and you have the option of using either traditional
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| command line tools or Apple's IDE Xcode.
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| 
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| # Command Line Build
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| 
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| To build SDL using the command line, use the CMake build script:
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| 
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| ```bash
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| mkdir build
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| cd build
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| cmake ..
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| cmake --build .
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| sudo cmake --install .
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| ```
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| 
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| 
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| You can also build SDL as a Universal library (a single binary for both
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| 64-bit Intel and ARM architectures):
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| 
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| ```bash
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| mkdir build
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| cd build
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| cmake .. "-DCMAKE_OSX_ARCHITECTURES=arm64;x86_64"
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| cmake --build .
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| sudo cmake --install .
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| ```
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| 
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| Please note that building SDL requires at least Xcode 6 and the 10.9 SDK.
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| PowerPC support for macOS has been officially dropped as of SDL 2.0.2.
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| 32-bit Intel and macOS 10.8 runtime support has been officially dropped as
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| of SDL 2.24.0.
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| 
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| To use the library once it's built, you essential have two possibilities:
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| use the traditional autoconf/automake/make method, or use Xcode.
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| 
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| 
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| # Caveats for using SDL with macOS
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| 
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| If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
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| SDL will not register its own. This means that SDL will not terminate using
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| SDL_Quit if it receives a termination request, it will terminate like a
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| normal app, and it will not send a SDL_EVENT_DROP_FILE when you request to open a
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| file with the app. To solve these issues, put the following code in your
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| NSApplicationDelegate implementation:
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| 
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| 
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| ```objc
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| - (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
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| {
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|     if (SDL_GetEventState(SDL_EVENT_QUIT) == SDL_ENABLE) {
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|         SDL_Event event;
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|         event.type = SDL_EVENT_QUIT;
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|         SDL_PushEvent(&event);
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|     }
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| 
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|     return NSTerminateCancel;
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| }
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| 
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| - (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
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| {
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|     if (SDL_GetEventState(SDL_EVENT_DROP_FILE) == SDL_ENABLE) {
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|         SDL_Event event;
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|         event.type = SDL_EVENT_DROP_FILE;
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|         event.drop.file = SDL_strdup([filename UTF8String]);
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|         return (SDL_PushEvent(&event) > 0);
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|     }
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| 
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|     return NO;
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| }
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| ```
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| 
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| # Using the Simple DirectMedia Layer with a traditional Makefile
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| 
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| An existing build system for your SDL app has good chances to work almost
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| unchanged on macOS, as long as you link with the SDL framework. However,
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| to produce a "real" Mac binary that you can distribute to users, you need
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| to put the generated binary into a so called "bundle", which is basically
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| a fancy folder with a name like "MyCoolGame.app".
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| 
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| To get this build automatically, add something like the following rule to
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| your Makefile.am:
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| 
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| ```make
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| bundle_contents = APP_NAME.app/Contents
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| APP_NAME_bundle: EXE_NAME
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| 	mkdir -p $(bundle_contents)/MacOS
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| 	mkdir -p $(bundle_contents)/Resources
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| 	echo "APPL????" > $(bundle_contents)/PkgInfo
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| 	$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
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| ```
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| 
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| You should replace `EXE_NAME` with the name of the executable. `APP_NAME` is
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| what will be visible to the user in the Finder. Usually it will be the same
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| as `EXE_NAME` but capitalized. E.g. if `EXE_NAME` is "testgame" then `APP_NAME`
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| usually is "TestGame". You might also want to use `@PACKAGE@` to use the
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| package name as specified in your configure.ac file.
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| 
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| If your project builds more than one application, you will have to do a bit
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| more. For each of your target applications, you need a separate rule.
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| 
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| If you want the created bundles to be installed, you may want to add this
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| rule to your Makefile.am:
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| 
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| ```make
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| install-exec-hook: APP_NAME_bundle
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| 	rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
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| 	mkdir -p $(DESTDIR)$(prefix)/Applications/
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| 	cp -r $< /$(DESTDIR)$(prefix)Applications/
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| ```
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| 
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| This rule takes the Bundle created by the rule from step 3 and installs them
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| into "$(DESTDIR)$(prefix)/Applications/".
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| 
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| Again, if you want to install multiple applications, you will have to augment
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| the make rule accordingly.
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| 
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| But beware! That is only part of the story! With the above, you end up with
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| a barebones .app bundle, which is double-clickable from the Finder. But
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| there are some more things you should do before shipping your product...
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| 
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| 1. You'll need to copy the SDL framework into the Contents/Frameworks
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|    folder in your bundle, so it is included along with your application.
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| 
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| 2. Add an 'Info.plist' to your application. That is a special XML file which
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|    contains some meta-information about your application (like some copyright
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|    information, the version of your app, the name of an optional icon file,
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|    and other things). Part of that information is displayed by the Finder
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|    when you click on the .app, or if you look at the "Get Info" window.
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|    More information about Info.plist files can be found on Apple's homepage.
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| 
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| 
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| As a final remark, let me add that I use some of the techniques (and some
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| variations of them) in [Exult](https://github.com/exult/exult) and
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| [ScummVM](https://github.com/scummvm/scummvm); both are available in source on
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| the net, so feel free to take a peek at them for inspiration!
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| 
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| 
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| # Using the Simple DirectMedia Layer with Xcode
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| 
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| These instructions are for using Apple's Xcode IDE to build SDL applications.
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| 
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| ## First steps
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| 
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| The first thing to do is to unpack the Xcode.tar.gz archive in the
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| top level SDL directory (where the Xcode.tar.gz archive resides).
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| Because Stuffit Expander will unpack the archive into a subdirectory,
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| you should unpack the archive manually from the command line:
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| 
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| ```bash
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| cd [path_to_SDL_source]
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| tar zxf Xcode.tar.gz
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| ```
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| 
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| This will create a new folder called Xcode, which you can browse
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| normally from the Finder.
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| 
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| ## Building the Framework
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| 
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| The SDL Library is packaged as a framework bundle, an organized
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| relocatable folder hierarchy of executable code, interface headers,
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| and additional resources. For practical purposes, you can think of a
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| framework as a more user and system-friendly shared library, whose library
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| file behaves more or less like a standard UNIX shared library.
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| 
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| To build the framework, simply open the framework project and build it.
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| By default, the framework bundle "SDL.framework" is installed in
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| /Library/Frameworks. Therefore, the testers and project stationary expect
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| it to be located there. However, it will function the same in any of the
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| following locations:
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| 
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| * ~/Library/Frameworks
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| * /Local/Library/Frameworks
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| * /System/Library/Frameworks
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| 
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| ## Build Options
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| 
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| There are two "Build Styles" (See the "Targets" tab) for SDL.
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| "Deployment" should be used if you aren't tweaking the SDL library.
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| "Development" should be used to debug SDL apps or the library itself.
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| 
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| ## Building the Testers
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| 
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| Open the SDLTest project and build away!
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| 
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| ## Using the Project Stationary
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| 
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| Copy the stationary to the indicated folders to access it from
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| the "New Project" and "Add target" menus. What could be easier?
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| 
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| ## Setting up a new project by hand
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| 
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| Some of you won't want to use the Stationary so I'll give some tips:
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| 
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| (this is accurate as of Xcode 12.5.)
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| 
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| * Click "File" -> "New" -> "Project...
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| * Choose "macOS" and then "App" from the "Application" section.
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| * Fill out the options in the next window. User interface is "XIB" and
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|   Language is "Objective-C".
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| * Remove "main.m" from your project
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| * Remove "MainMenu.xib" from your project
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| * Remove "AppDelegates.*" from your project
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| * Add "\$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
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| * Add "\$(HOME)/Library/Frameworks" to the frameworks search path
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| * Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
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| * Add your files
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| * Clean and build
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| 
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| ## Building from command line
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| 
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| Use `xcode-build` in the same directory as your .pbxproj file
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| 
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| ## Running your app
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| 
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| You can send command line args to your app by either invoking it from
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| the command line (in *.app/Contents/MacOS) or by entering them in the
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| Executables" panel of the target settings.
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| 
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| # Implementation Notes
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| 
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| Some things that may be of interest about how it all works...
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| 
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| ## Working directory
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| 
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| In SDL 1.2, the working directory of your SDL app is by default set to its
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| parent, but this is no longer the case in SDL 2.0. SDL2 does change the
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| working directory, which means it'll be whatever the command line prompt
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| that launched the program was using, or if launched by double-clicking in
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| the finger, it will be "/", the _root of the filesystem_. Plan accordingly!
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| You can use SDL_GetBasePath() to find where the program is running from and
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| chdir() there directly.
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| 
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| 
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| ## You have a Cocoa App!
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| 
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| Your SDL app is essentially a Cocoa application. When your app
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| starts up and the libraries finish loading, a Cocoa procedure is called,
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| which sets up the working directory and calls your main() method.
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| You are free to modify your Cocoa app with generally no consequence
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| to SDL. You cannot, however, easily change the SDL window itself.
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| Functionality may be added in the future to help this.
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| 
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| # Bug reports
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| 
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| Bugs are tracked at [the GitHub issue tracker](https://github.com/libsdl-org/SDL/issues/).
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| Please feel free to report bugs there!
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| 
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