2007-01-10 09:53:57 -05:00
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wxWidgets for Mac installation
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------------------------------
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2002-12-04 09:11:26 -05:00
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On MacOS X, you can download Apple's free developer tools (gcc
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and associated headers and libraries, such as the Carbon API).
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You can then use configure in a similar way to compiling
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2004-05-04 04:27:20 -04:00
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wxWidgets on Linux (or on Windows using MinGW or Cygwin). See
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2003-11-19 15:11:26 -05:00
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'Apple Developer Tools' below for more details on using
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2002-12-04 09:11:26 -05:00
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configure.
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2006-03-22 09:38:06 -05:00
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Apple Developer Tools: command line
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-----------------------------------
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As in all Unix projects, you need to do something like this under MacOS X
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with the Apple Developer Tools installed:
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1) cd into the base dir
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2) mkdir osx-build
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3) cd osx-build
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2009-03-11 21:21:31 -04:00
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4) ../configure (add --with-osx_cocoa for the Cocoa port)
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2006-03-22 09:38:06 -05:00
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5) make
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If you want to install the library into the system directories you'll need
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to do this as root. The accepted way of running commands as root is to
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use the built-in sudo mechanism. First of all, you must be using an
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account marked as a "Computer Administrator". Then
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6) sudo make install
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7) type <YOUR OWN PASSWORD>
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Note that while using this method is okay for development, it is not
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recommended that you require endusers to install wxWidgets into their
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system directories in order to use your program. One way to avoid this
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is to configure wxWidgets with --disable-shared. Another way to avoid
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it is to make a framework for wxWidgets. Making frameworks is beyond
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the scope of this document.
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Note:
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We recommend you configure a static library instead:
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4) ../configure --disable-shared
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or activate OpenGL:
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4) ../configure --with-opengl
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Note:
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It is rarely desirable to install non-Apple software into system directories.
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By configuring the library with --disable-shared and using the full path
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to wx-config with the --in-place option you can avoid installing the library.
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2008-06-02 04:04:17 -04:00
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Apple Developer Tools: Xcode
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2006-03-22 09:38:06 -05:00
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----------------------------
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You can use the project in src/wxWindows.xcodeproj to build wxWidgets,
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and there is a sample project supplied with the minimal sample.
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2008-06-02 04:04:17 -04:00
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Notice that the command line build above builds not just the library itself but
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also wxrc tool which doesn't have its own Xcode project. If you need this tool,
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the simplest possibility is to build it from the command line after installing
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the libraries using commands like this:
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$ cd utils/wxrc
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$ g++ -o wxrc wxrc.cpp `wx-config --cxxflags --libs base,xml`
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2006-03-22 09:38:06 -05:00
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Creating universal binaries
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---------------------------
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The Xcode projects for the wxWidgets library and minimal project are set up
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to create universal binaries.
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If using the Apple command line tools, pass --enable-universal_binary when
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configuring wxWidgets. If you use wx-config --libs to link your application,
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he necessary linker flags will be added. When compiling your own files,
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you need to add -arch ppc -arch i386 to your CFLAGS.
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As an alternative to using --enable-universal_binary, you can build for
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each architecture separately and then use the lipo tool to glue the
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binaries together. Assuming building on a PPC system:
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1. First build in the usual way to get the PPC library.
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2. Then, build for Intel, in a different folder. This time use:
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export CFLAGS="-g -isysroot /Developer/SDKs/MacOSX10.4u.sdk -arch i386"
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export LDFLAGS="-syslibroot,/Developer/SDKs/MacOSX10.4u.sdk"
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./configure --disable-dependency-tracking --enable-static=yes --enable-shared=no \
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--target=i386-apple-darwin8 --host=powerpc-apple-darwin8 --build=i386-apple-darwin8
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You will need to reverse the powerpc and i386 parameters everywhere to build PPC on an Intel
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machine.
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3. Use lipo to glue the binaries together.
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See also:
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http://developer.apple.com/technotes/tn2005/tn2137.html
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