33f270afac
Interpret --enable-universal_binary argument as a comma-separated list of architectures to use. By default still use all the supported ones. git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@70705 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
153 lines
5.6 KiB
Plaintext
153 lines
5.6 KiB
Plaintext
wxWidgets for Mac OS X installation
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-----------------------------------
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wxWidgets can be compiled using Apple's Carbon or Cocoa libraries.
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Carbon is the older library, and Cocoa is the more modern library.
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In wxWidgets 2.9.x, Cocoa is the recommended library. While Carbon is still
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supported by Apple, little new work is being done in Carbon.
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Most Mac OS X developers should start by downloading and installing Xcode
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from http://developer.apple.com. It is a free IDE from Apple that provides
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all of the tools you need for working with wxWidgets.
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After Xcode is installed, download either wxWidgets-{version}.tar.gz or
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wxMac-{version}.tar.gz and then double-click on it to unpack it to create
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a wxWidgets directory.
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Next use Terminal (under Applications, Utilities, Terminal) to access a command
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prompt. Use cd to change directories to your wxWidgets directory and execute
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one of the following sets of commands from the wxWidgets directory
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---------
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# Build the library for Cocoa (wxWidgets 2.9.0 and later)
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mkdir build-cocoa-debug
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cd build-cocoa-debug
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../configure --enable-unicode --enable-debug --disable-shared --with-osx_cocoa
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make;cd ..
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# Build the samples and demos
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cd build-cocoa-debug/samples; make;cd ../..
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cd build-cocoa-debug/demos; make;cd ../..
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---------
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# Build the library for Carbon
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mkdir build-carbon-debug
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cd build-carbon-debug
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../configure --enable-unicode --enable-debug --disable-shared
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make;cd ..
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# Build the samples and demos
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cd build-carbon-debug/samples;make;cd ../..
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cd build-carbon-debug/demos; make;cd ../..
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---------
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After the compilation completes, use Finder to run the samples and demos
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Go to build-carbon-debug/samples to experiment with the Carbon samples.
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Go to build-carbon-debug/demos to experiment with the Carbon demos.
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Go to build-cocoa-debug/samples to experiment with the Cocoa samples.
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Go to biuld-cocoa-debug/demos to experiment with the Cocoa demos.
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Double-click on the executables which have an icon showing three small squares.
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The source code for the samples is in wxWidgets/samples
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The source code for the demos is in wxWidgets/demos
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---------
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More information about building on Mac OS X is available in the wxWiki.
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Here are two useful links
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http://wiki.wxwidgets.org/Guides_%26_Tutorials
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http://wiki.wxwidgets.org/Development:_wxMac
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---------
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More advanced topics are covered below.
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---------
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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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Apple Developer Tools: Xcode
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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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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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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. This will create the libraries for all the supported
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architectures, currently ppc, i386 and x86_64 when using Cocoa (Carbon isn't
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available in 64 bit builds). You may explicitly specify the architectures to
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use as a comma-separated list, e.g. --enable-universal_binary=i386,x86_64.
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Notice that if you use wx-config --libs to link your application, the -arch
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flags are not added automatically as it is possible to link e.g. x86_64-only
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program to a "fat" library containing other architectures. If you want to
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build a universal application, you need to add the necessary "-arch xxx" flags
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to your project or makefile separately.
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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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