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Most SDL functions used to indicate success or failure using an int return code. These functions have been changed to return SDL_bool. Here is a coccinelle patch to change code that previously compared the return value to 0 and changes it to a boolean test: @ bool_return_type @ identifier func =~ "^(SDL_AddEventWatch|SDL_AddHintCallback|SDL_AddSurfaceAlternateImage|SDL_AddVulkanRenderSemaphores|SDL_BindAudioStream|SDL_BindAudioStreams|SDL_BlitSurface|SDL_BlitSurface9Grid|SDL_BlitSurfaceScaled|SDL_BlitSurfaceTiled|SDL_BlitSurfaceTiledWithScale|SDL_BlitSurfaceUnchecked|SDL_BlitSurfaceUncheckedScaled|SDL_CaptureMouse|SDL_ClearAudioStream|SDL_ClearClipboardData|SDL_ClearComposition|SDL_ClearError|SDL_ClearProperty|SDL_ClearSurface|SDL_CloseIO|SDL_CloseStorage|SDL_ConvertAudioSamples|SDL_ConvertEventToRenderCoordinates|SDL_ConvertPixels|SDL_ConvertPixelsAndColorspace|SDL_CopyFile|SDL_CopyProperties|SDL_CopyStorageFile|SDL_CreateDirectory|SDL_CreateStorageDirectory|SDL_CreateWindowAndRenderer|SDL_DateTimeToTime|SDL_DestroyWindowSurface|SDL_DetachVirtualJoystick|SDL_DisableScreenSaver|SDL_EnableScreenSaver|SDL_EnumerateDirectory|SDL_EnumerateProperties|SDL_EnumerateStorageDirectory|SDL_FillSurfaceRect|SDL_FillSurfaceRects|SDL_FlashWindow|SDL_FlipSurface|SDL_FlushAudioStream|SDL_FlushRenderer|SDL_GL_DestroyContext|SDL_GL_GetAttribute|SDL_GL_GetSwapInterval|SDL_GL_LoadLibrary|SDL_GL_MakeCurrent|SDL_GL_SetAttribute|SDL_GL_SetSwapInterval|SDL_GL_SwapWindow|SDL_GetAudioDeviceFormat|SDL_GetAudioStreamFormat|SDL_GetCameraFormat|SDL_GetClosestFullscreenDisplayMode|SDL_GetCurrentRenderOutputSize|SDL_GetCurrentTime|SDL_GetDXGIOutputInfo|SDL_GetDateTimeLocalePreferences|SDL_GetDisplayBounds|SDL_GetDisplayUsableBounds|SDL_GetGDKDefaultUser|SDL_GetGDKTaskQueue|SDL_GetGamepadSensorData|SDL_GetGamepadTouchpadFinger|SDL_GetHapticEffectStatus|SDL_GetJoystickBall|SDL_GetMasksForPixelFormat|SDL_GetPathInfo|SDL_GetRectUnion|SDL_GetRectUnionFloat|SDL_GetRenderClipRect|SDL_GetRenderColorScale|SDL_GetRenderDrawBlendMode|SDL_GetRenderDrawColor|SDL_GetRenderDrawColorFloat|SDL_GetRenderLogicalPresentation|SDL_GetRenderLogicalPresentationRect|SDL_GetRenderOutputSize|SDL_GetRenderSafeArea|SDL_GetRenderScale|SDL_GetRenderVSync|SDL_GetRenderViewport|SDL_GetSensorData|SDL_GetStorageFileSize|SDL_GetStoragePathInfo|SDL_GetSurfaceAlphaMod|SDL_GetSurfaceBlendMode|SDL_GetSurfaceClipRect|SDL_GetSurfaceColorKey|SDL_GetSurfaceColorMod|SDL_GetTextInputArea|SDL_GetTextureAlphaMod|SDL_GetTextureAlphaModFloat|SDL_GetTextureBlendMode|SDL_GetTextureColorMod|SDL_GetTextureColorModFloat|SDL_GetTextureScaleMode|SDL_GetTextureSize|SDL_GetWindowAspectRatio|SDL_GetWindowBordersSize|SDL_GetWindowMaximumSize|SDL_GetWindowMinimumSize|SDL_GetWindowPosition|SDL_GetWindowRelativeMouseMode|SDL_GetWindowSafeArea|SDL_GetWindowSize|SDL_GetWindowSizeInPixels|SDL_GetWindowSurfaceVSync|SDL_HideCursor|SDL_HideWindow|SDL_Init|SDL_InitHapticRumble|SDL_InitSubSystem|SDL_LoadWAV|SDL_LoadWAV_IO|SDL_LockAudioStream|SDL_LockProperties|SDL_LockSurface|SDL_LockTexture|SDL_LockTextureToSurface|SDL_MaximizeWindow|SDL_MinimizeWindow|SDL_MixAudio|SDL_OpenURL|SDL_OutOfMemory|SDL_PauseAudioDevice|SDL_PauseAudioStreamDevice|SDL_PauseHaptic|SDL_PlayHapticRumble|SDL_PremultiplyAlpha|SDL_PremultiplySurfaceAlpha|SDL_PushEvent|SDL_PutAudioStreamData|SDL_RaiseWindow|SDL_ReadStorageFile|SDL_ReadSurfacePixel|SDL_ReadSurfacePixelFloat|SDL_RegisterApp|SDL_ReloadGamepadMappings|SDL_RemovePath|SDL_RemoveStoragePath|SDL_RemoveTimer|SDL_RenamePath|SDL_RenameStoragePath|SDL_RenderClear|SDL_RenderCoordinatesFromWindow|SDL_RenderCoordinatesToWindow|SDL_RenderFillRect|SDL_RenderFillRects|SDL_RenderGeometry|SDL_RenderGeometryRaw|SDL_RenderLine|SDL_RenderLines|SDL_RenderPoint|SDL_RenderPoints|SDL_RenderPresent|SDL_RenderRect|SDL_RenderRects|SDL_RenderTexture|SDL_RenderTexture9Grid|SDL_RenderTextureRotated|SDL_RenderTextureTiled|SDL_RequestAndroidPermission|SDL_RestoreWindow|SDL_ResumeAudioDevice|SDL_ResumeAudioStreamDevice|SDL_ResumeHaptic|SDL_RumbleGamepad|SDL_RumbleGamepadTriggers|SDL_RumbleJoystick|SDL_RumbleJoystickTriggers|SDL_RunHapticEffect|SDL_SaveBMP|SDL_SaveBMP_IO|SDL_SendAndroidMessage|SDL_SendGamepadEffect|SDL_SendJoystickEffect|SDL_SendJoystickVirtualSensorData|SDL_SetAppMetadata|SDL_SetAppMetadataProperty|SDL_SetAudioDeviceGain|SDL_SetAudioPostmixCallback|SDL_SetAudioStreamFormat|SDL_SetAudioStreamFrequencyRatio|SDL_SetAudioStreamGain|SDL_SetAudioStreamGetCallback|SDL_SetAudioStreamInputChannelMap|SDL_SetAudioStreamOutputChannelMap|SDL_SetAudioStreamPutCallback|SDL_SetBooleanProperty|SDL_SetClipboardData|SDL_SetClipboardText|SDL_SetCursor|SDL_SetFloatProperty|SDL_SetGamepadLED|SDL_SetGamepadMapping|SDL_SetGamepadPlayerIndex|SDL_SetGamepadSensorEnabled|SDL_SetHapticAutocenter|SDL_SetHapticGain|SDL_SetJoystickLED|SDL_SetJoystickPlayerIndex|SDL_SetJoystickVirtualAxis|SDL_SetJoystickVirtualBall|SDL_SetJoystickVirtualButton|SDL_SetJoystickVirtualHat|SDL_SetJoystickVirtualTouchpad|SDL_SetLinuxThreadPriority|SDL_SetLinuxThreadPriorityAndPolicy|SDL_SetLogPriorityPrefix|SDL_SetMemoryFunctions|SDL_SetNumberProperty|SDL_SetPaletteColors|SDL_SetPointerProperty|SDL_SetPointerPropertyWithCleanup|SDL_SetPrimarySelectionText|SDL_SetRenderClipRect|SDL_SetRenderColorScale|SDL_SetRenderDrawBlendMode|SDL_SetRenderDrawColor|SDL_SetRenderDrawColorFloat|SDL_SetRenderLogicalPresentation|SDL_SetRenderScale|SDL_SetRenderTarget|SDL_SetRenderVSync|SDL_SetRenderViewport|SDL_SetScancodeName|SDL_SetStringProperty|SDL_SetSurfaceAlphaMod|SDL_SetSurfaceBlendMode|SDL_SetSurfaceColorKey|SDL_SetSurfaceColorMod|SDL_SetSurfaceColorspace|SDL_SetSurfacePalette|SDL_SetSurfaceRLE|SDL_SetTLS|SDL_SetTextInputArea|SDL_SetTextureAlphaMod|SDL_SetTextureAlphaModFloat|SDL_SetTextureBlendMode|SDL_SetTextureColorMod|SDL_SetTextureColorModFloat|SDL_SetTextureScaleMode|SDL_SetThreadPriority|SDL_SetWindowAlwaysOnTop|SDL_SetWindowAspectRatio|SDL_SetWindowBordered|SDL_SetWindowFocusable|SDL_SetWindowFullscreen|SDL_SetWindowFullscreenMode|SDL_SetWindowHitTest|SDL_SetWindowIcon|SDL_SetWindowKeyboardGrab|SDL_SetWindowMaximumSize|SDL_SetWindowMinimumSize|SDL_SetWindowModalFor|SDL_SetWindowMouseGrab|SDL_SetWindowMouseRect|SDL_SetWindowOpacity|SDL_SetWindowPosition|SDL_SetWindowRelativeMouseMode|SDL_SetWindowResizable|SDL_SetWindowShape|SDL_SetWindowSize|SDL_SetWindowSurfaceVSync|SDL_SetWindowTitle|SDL_SetiOSAnimationCallback|SDL_ShowAndroidToast|SDL_ShowCursor|SDL_ShowMessageBox|SDL_ShowSimpleMessageBox|SDL_ShowWindow|SDL_ShowWindowSystemMenu|SDL_StartTextInput|SDL_StartTextInputWithProperties|SDL_StopHapticEffect|SDL_StopHapticEffects|SDL_StopHapticRumble|SDL_StopTextInput|SDL_SyncWindow|SDL_TimeToDateTime|SDL_TryLockMutex|SDL_TryLockRWLockForReading|SDL_TryLockRWLockForWriting|SDL_TryWaitSemaphore|SDL_UnlockAudioStream|SDL_UpdateHapticEffect|SDL_UpdateNVTexture|SDL_UpdateTexture|SDL_UpdateWindowSurface|SDL_UpdateWindowSurfaceRects|SDL_UpdateYUVTexture|SDL_Vulkan_CreateSurface|SDL_Vulkan_LoadLibrary|SDL_WaitConditionTimeout|SDL_WaitSemaphoreTimeout|SDL_WarpMouseGlobal|SDL_WriteStorageFile|SDL_WriteSurfacePixel|SDL_WriteSurfacePixelFloat)$"; @@ ( func( ... ) - == 0 | - func( + !func( ... ) - < 0 | - func( + !func( ... ) - != 0 | - func( + !func( ... ) - == -1 )
254 lines
8.8 KiB
Markdown
254 lines
8.8 KiB
Markdown
# macOS
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These instructions are for people using Apple's macOS.
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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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# Command Line Build
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To build SDL using the command line, use the CMake build script:
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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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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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```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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Please note that building SDL requires at least Xcode 12.2 and the 11.0 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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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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# Caveats for using SDL with macOS
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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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```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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SDL_zero(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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return NSTerminateCancel;
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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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SDL_zero(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);
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}
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return NO;
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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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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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To get this build automatically, add something like the following rule to
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your Makefile.am:
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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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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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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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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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```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)$(prefix)Applications/
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```
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This rule takes the Bundle created by the rule from step 3 and installs them
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into "$(DESTDIR)$(prefix)/Applications/".
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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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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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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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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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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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# Using the Simple DirectMedia Layer with Xcode
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These instructions are for using Apple's Xcode IDE to build SDL applications.
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## First steps
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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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```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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This will create a new folder called Xcode, which you can browse
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normally from the Finder.
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## Building the Framework
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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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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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* ~/Library/Frameworks
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* /Local/Library/Frameworks
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* /System/Library/Frameworks
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## Build Options
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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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## Building the Testers
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Open the SDLTest project and build away!
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## Using the Project Stationary
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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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## Setting up a new project by hand
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Some of you won't want to use the Stationary so I'll give some tips:
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(this is accurate as of Xcode 12.5.)
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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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## Building from command line
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Use `xcode-build` in the same directory as your .pbxproj file
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## Running your app
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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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# Implementation Notes
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Some things that may be of interest about how it all works...
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## Working directory
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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 and later. SDL2 does not
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change the working directory, which means it'll be whatever the command line
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prompt that launched the program was using, or if launched by double-clicking
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in the Finder, 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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## You have a Cocoa App!
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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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# Bug reports
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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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