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Updated Xcode project from Eric Wing

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slouken committed Sep 24, 2009
1 parent 4623be0 commit 70320b10ac465508c12d076bef39d718cd73b75c
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  1. +28 −0 Xcode/SDL/Info-Framework.plist
  2. +2,474 −0 Xcode/SDL/SDL.xcodeproj/project.pbxproj
  3. +226 −0 Xcode/SDL/pkg-support/Readme SDL Developer.txt
  4. +15 −0 Xcode/SDL/pkg-support/
  5. +15 −0 Xcode/SDL/pkg-support/
  6. +5 −0 Xcode/SDL/pkg-support/devel-resources/ReadMe.txt
  7. +5 −0 Xcode/SDL/pkg-support/devel-resources/Welcome.txt
  8. +76 −0 Xcode/SDL/pkg-support/devel-resources/
  9. +283 −0 Xcode/SDL/pkg-support/resources/License.rtf
  10. +171 −0 Xcode/SDL/pkg-support/resources/ReadMe.txt
  11. +12 −0 Xcode/SDL/pkg-support/resources/ReadMeDevLite.txt
  12. BIN Xcode/SDL/pkg-support/resources/SDL_DS_Store
  13. +150 −0 Xcode/SDL/pkg-support/resources/UniversalBinaryNotes.rtf
  14. BIN Xcode/SDL/pkg-support/sdl_logo.pdf
  15. +32 −0 Xcode/SDLTest/Info-checkkeys__Upgraded_.plist
  16. +32 −0 Xcode/SDLTest/Info-graywin__Upgraded_.plist
  17. +32 −0 Xcode/SDLTest/Info-loopwave__Upgraded_.plist
  18. +32 −0 Xcode/SDLTest/Info-test.plist
  19. +32 −0 Xcode/SDLTest/Info-testalpha__Upgraded_.plist
  20. +32 −0 Xcode/SDLTest/Info-testbitmap__Upgraded_.plist
  21. +32 −0 Xcode/SDLTest/Info-testblitspeed.plist
  22. +32 −0 Xcode/SDLTest/Info-testcdrom__Upgraded_.plist
  23. +32 −0 Xcode/SDLTest/Info-testdyngl.plist
  24. +32 −0 Xcode/SDLTest/Info-testerror__Upgraded_.plist
  25. +32 −0 Xcode/SDLTest/Info-testfile.plist
  26. +32 −0 Xcode/SDLTest/Info-testgamma__Upgraded_.plist
  27. +32 −0 Xcode/SDLTest/Info-testgl__Upgraded_.plist
  28. +32 −0 Xcode/SDLTest/Info-testiconv.plist
  29. +32 −0 Xcode/SDLTest/Info-testjoystick__Upgraded_.plist
  30. +32 −0 Xcode/SDLTest/Info-testkeys__Upgraded_.plist
  31. +32 −0 Xcode/SDLTest/Info-testlock__Upgraded_.plist
  32. +32 −0 Xcode/SDLTest/Info-testoverlay2.plist
  33. +32 −0 Xcode/SDLTest/Info-testoverlay__Upgraded_.plist
  34. +32 −0 Xcode/SDLTest/Info-testpalette__Upgraded_.plist
  35. +32 −0 Xcode/SDLTest/Info-testplatform.plist
  36. +32 −0 Xcode/SDLTest/Info-testsem__Upgraded_.plist
  37. +32 −0 Xcode/SDLTest/Info-testsprite__Upgraded_.plist
  38. +32 −0 Xcode/SDLTest/Info-testthread__Upgraded_.plist
  39. +32 −0 Xcode/SDLTest/Info-testtimer__Upgraded_.plist
  40. +32 −0 Xcode/SDLTest/Info-testtypes__Upgraded_.plist
  41. +32 −0 Xcode/SDLTest/Info-testversion__Upgraded_.plist
  42. +32 −0 Xcode/SDLTest/Info-testvidinfo__Upgraded_.plist
  43. +32 −0 Xcode/SDLTest/Info-testwin__Upgraded_.plist
  44. +32 −0 Xcode/SDLTest/Info-testwm__Upgraded_.plist
  45. +32 −0 Xcode/SDLTest/Info-threadwin__Upgraded_.plist
  46. +32 −0 Xcode/SDLTest/Info-torturethread__Upgraded_.plist
  47. +4,520 −0 Xcode/SDLTest/SDLTest.xcodeproj/project.pbxproj
  48. +13 −0 Xcode/SDLTest/libsdlmain_prefix.h
  49. +20 −0 Xcode/mkxcode.csh
  50. +272 −0 Xcode/package
  51. +25 −0 Xcode/stationary.csh
@@ -0,0 +1,28 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "">
<plist version="1.0">
<string>Simple DirectMedia Layer</string>

Large diffs are not rendered by default.

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SDL Mac OS X Developer Notes:
This is an optional developer package to provide extras that an
SDL developer might benefit from.

Make sure you have already installed the SDL.framework
from the SDL.dmg.

For more complete documentation, please see READMEs included
with the SDL source code. Also, don't forget about the API
documentation (also included with this package).

This package contains:
- SDL API Documentation
- A variety of SDLMain and .Nib files to choose from
- Xcode/Project Builder project templates

SDL API Documentation:
We include both the HTML documentation and the man files. For
the HTML documentation, we have previously been installing to
/Develoepr/Documentation, but Apple explicitly says this is not
intended for 3rd party documentation. Xcode installs/updates
reserve the right and have been known to completely purge the
/Developer directory before installation, so if you place stuff
there, be aware that it could be deleted.
(Xcode 3.0 introduces support for 3rd-party documentation, but
we are still investigating the details.)

We include several different variations of SDLMain and the
.Nibs. (Each of these are demonstrated by the different PB/Xcode
project templates.) You get to pick which one you want to use,
or you can write your own to meet your own specific needs. We do
not currently provide a libSDLMain.a. You can build it yourself
once you decide which one you want to use though it is easier and
recommended in the SDL FAQ that you just copy the SDLMain.h and
SDLMain.m directly into your project. If you are puzzled by this,
we strongly recommend you look at the different PB/Xcode project
templates to understand their uses and differences. (See Project
Template info below.) Note that the "Nibless" version is the same
version of SDLMain we include the the devel-lite section of the
main SDL.dmg.

Xocde Project Templates:
For convenience, we provide Project Templates for Xcode.
Using Xcode is *not* a requirement for using
the SDL.framework. However, for newbies, we do recommend trying
out the Xcode templates first (and work your way back to raw gcc
if you desire), as the Xcode templates try to setup everything
for you in a working state. This avoids the need to ask those
many reoccuring questions that appear on the mailing list
or the SDL FAQ.

We have provided 3 different kinds of SDL templates for Xcode and have
a different set of templates for each version of Xcode (which generally
correspond with a particular Mac OS X version).
The installion directory depends on which version of Xcode you have.
(Note: These directories may not already exist on your system so you must create them yourself.)

For Leopard and Snow Leopard (Xcode 2.5, 3+), we recommend you install to:
/Library/Application Support/Developer/Shared/Xcode/Project Templates/Application

For Xcode 1.0 to 2.4,
/Library/Application Support/Apple/Developer Tools/Project Templates/Appllcation

Also note you may place it in per-user locations, e.g.
~/Library/Application Support/Developer/Shared/Xcode/Project Templates/Application

And for advanced users who have multiple versions of Xcode installed on a single system,
you may put each set in a directory with the Xcode version number instead of using "Shared", e.g.
/Library/Application Support/Developer/2.5/Xcode/Project Templates/Application
/Library/Application Support/Developer/3.1/Xcode/Project Templates/Application
/Library/Application Support/Developer/3.2/Xcode/Project Templates/Application

Copy each of the SDL/Xcode template directories into the correct location (e.g. "SDL OpenGL Application").
Do not copy our enclosing folder into the location (e.g. TemplatesForXcodeSnowLeopard).
So for example, in:
/Library/Application Support/Developer/Shared/Xcode/Project Templates/Application
you should have the 3 folders:
SDL Application
SDL Cocoa Application
SDL OpenGL Application

After doing this, when doing a File->New Project, you will see the
projects under the Application category.
(Newer versions of Xcode have a separate section for User Templates and it will
appear in the Application category of the User Templates section.)

How to create a new SDL project:

1. Open Xcode (or Project Builder)
2. Select File->New Project
3. Select SDL Application
4. Name, Save, and Finish
5. Add your sources.
*6. That's it!

* If you installed the SDL.framework to $(HOME)/Library/Frameworks
instead of /Library/Frameworks, you will need to update the
location of the SDL.framework in the "Groups & Files" browser.

The project templates we provide are:
- SDL Application
This is the barebones, most basic version. There is no
customized .Nib file. While still utilizing Cocoa under
the hood, this version may be best suited for fullscreen

- SDL Cocoa Application
This demonstrates the integration of using native
Cocoa Menus with an SDL Application. For applications
designed to run in Windowed mode, Mac users may appreciate
having access to standard menus for things
like Preferences and Quiting (among other things).

- SDL OpenGL Application
This reuses the same SDLMain from the "SDL Application"
temmplate, but also demonstrates how to
bring OpenGL into the mix.

Special Notes:
Only the 10.6 Snow Leopard templates (and later) will include 64-bit in the Universal Binary as
prior versions of OS X lacked the API support SDL requires for 64-bit to work correctly.
To prevent 64-bit SDL executables from being launched on 10.5 Leopard, a special key has been set
in the Info.plist in our Snow Leopard SDL/Xcode templates.

Xcode Tips and Tricks:

- Building from command line
Use the command line tool: xcodebuild (see man page)

- Running your app
You can send command line args to your app by either
invoking it from the command line (in *.app/Contents/MacOS)
or by entering them in the "Executables" panel of the target

- Working directory
As defined in the SDLMain.m file, the working directory of
your SDL app is by default set to its parent. You may wish to
change this to better suit your needs.

Additional References:

- Screencast tutorials for getting started with OpenSceneGraph/Mac OS X are
available at:
Though these are OpenSceneGraph centric, the same exact concepts apply to
SDL, thus the videos are recommended for everybody getting started with
developing on Mac OS X. (You can skim over the PlugIns stuff since SDL
doesn't have any PlugIns to worry about.)

Partial History:
2009-09-21 - CustomView template project was removed because it was broken by
the removal of legacy Quicktime support while moving to 64-bit.
ProjectBuilder templates were removed.
Tiger, Leopard, and Snow Leopard Xcode templates were introduced instead of
using a single common template due to the differences between the 3.
(Tiger used a chevron marker for substitution while Leopard/Snow Leopard use ___
and we need the 10.6 SDK for 64-bit.)

2007-12-30 - Updated documentation to reflect new template paths in Leopard
Xcode. Added reference to OSG screencasts.

2006-03-17 - Changed the package format from a .pkg based
installer to a .dmg to avoid requiring administrator/root
to access contents, for better transparency, and to allow
users to more easily control which components
they actually want to install.
Introduced and updated documentation.
Created brand new Xcode project templates for Xcode 2.1
based on the old Project Builder templates as they
required Xcode users to "Upgrade to Native Target". The new
templates try to leveage more default options and leverage
more Xcode conventions. The major change that may introduce
some breakage is that I now link to the SDL framework
via the "Group & Files" browser instead of using build
options. The downside to this is that if the user
installs the SDL.framework to a place other than
/Library/Frameworks (e.g. $(HOME)/Library/Frameworks),
the framework will not be found to link to and the user
has to manually fix this. But the upshot is (in addition to
being visually displayed in the forefront) is that it is
really easy to copy (embed) the framework automatically
into the .app bundle on build. So I have added this
feature, which makes the application potentially
drag-and-droppable ready. The Project Builder templates
are mostly unchanged due to the fact that I don't have
Project Builder. I did rename a file extension to .pbxproj
for the SDL Custom Cocoa Application template because
the .pbx extension would not load in my version of Xcode.
For both Project Builder and Xcode templates, I resync'd
the SDLMain.* files for the SDL App and OpenGL App
templates. I think people forget that we have 2 other
SDLMain's (and .Nib's) and somebody needs to go
through them and merge the new changes into those.
I also wrote a fix for the SDL Custom Cocoa App
template in MyController.m. The sprite loading code
needed to be able to find the icon.bmp in the .app
bundle's Resources folder. This change was needed to get
the app to run out of the box. This might change is untested
with Project Builder though and might break it.
There also seemed to be some corruption in the .nib itself.
Merely opening it and saving (allowing IB to correct the
.nib) seemed to correct things.
(Eric Wing)

@@ -0,0 +1,15 @@
Title SDL 1.2.9
Version 1
Description SDL Library for Mac OS X (
DefaultLocation /Developer/Documentation/SDL
Diskname (null)
NeedsAuthorization YES
DisableStop NO
UseUserMask YES
Application NO
Relocatable NO
Required NO
InstallOnly NO
RequiresReboot NO
InstallFat NO
@@ -0,0 +1,15 @@
Title SDL 1.2.8
Version 1
Description SDL Library for Mac OS X (
DefaultLocation /Library/Frameworks
Diskname (null)
NeedsAuthorization NO
DisableStop NO
UseUserMask NO
Application NO
Relocatable YES
Required NO
InstallOnly NO
RequiresReboot NO
InstallFat NO
@@ -0,0 +1,5 @@
The Simple DirectMedia Layer (SDL for short) is a cross-platform library designed to make it easy to write multi-media software, such as games and emulators.

The Simple DirectMedia Layer library source code is available from:

This library is distributed under the terms of the GNU LGPL license:
@@ -0,0 +1,5 @@
This package installs documentation and Project Builder stationary for the SDL framework.

The SDL documentation is installed into /Developer/Documentation/SDL.

The SDL Mac OS X Readme is installed into your home directory.
@@ -0,0 +1,76 @@
# finish up the installation
# this script should be executed using the sudo command
# this file is copied to SDL-devel.post_install and SDL-devel.post_upgrade
# inside the .pkg bundle
echo "Running post-install script"
umask 022

USER=`basename ~`
echo "User is \"$USER\""

echo "Fixing framework permissions"
find $ROOT -type d -exec chmod a+rx {} \;
find $ROOT -type f -exec chmod a+r {} \;

## We're not installing frameworks here anymore. The single
## framework should be installed to /Library/Frameworks which
## is handled by the standard package (not developer package).
## Using the home directory here is problematic for multi-user systems too.
# echo "Moving SDL.framework to ~/Library/Frameworks"
# move SDL to its proper home, so the target stationary works
#sudo -u $USER mkdir -p ~/Library/Frameworks
#sudo -u $USER /Developer/Tools/CpMac -r $ROOT/SDL.framework ~/Library/Frameworks

## I'm not sure where this gets created and what's put in there.
rm -rf $ROOT/SDL.framework

## I think precompiled headers have changed through the revisions of Apple's gcc.
## I don't know how useful this is anymore w.r.t. Apple's newest system for precompiled headers.
## I'm removing this for now.
# echo "Precompiling Header"
# precompile header for speedier compiles
#sudo -u $USER /usr/bin/cc -precomp ~/Library/Frameworks/SDL.framework/Headers/SDL.h -o ~/Library/Frameworks/SDL.framework/Headers/SDL.p

# find the directory to store stationary in
if [ -e "/Library/Application Support/Apple/Developer Tools" ] ; then
echo "Installing project stationary for XCode"
PBXDIR="/Library/Application Support/Apple/Developer Tools"
echo "Installing project stationary for Project Builder"
PBXDIR="/Developer/ProjectBuilder Extras"

# move stationary to its proper home
mkdir -p "$PBXDIR/Project Templates/Application"
mkdir -p "$PBXDIR/Target Templates/SDL"

cp -r "$ROOT/Project Stationary/SDL Application" "$PBXDIR/Project Templates/Application/"
cp -r "$ROOT/Project Stationary/SDL Cocoa Application" "$PBXDIR/Project Templates/Application/"
cp -r "$ROOT/Project Stationary/SDL Custom Cocoa Application" "$PBXDIR/Project Templates/Application/"
cp -r "$ROOT/Project Stationary/SDL OpenGL Application" "$PBXDIR/Project Templates/Application/"
cp "$ROOT/Project Stationary/Application.trgttmpl" "$PBXDIR/Target Templates/SDL/"

rm -rf "$ROOT/Project Stationary"

# Actually, man doesn't check this directory by default, so this isn't
# very helpful anymore.
#echo "Installing Man Pages"
## remove old man pages
#rm -rf "/Developer/Documentation/ManPages/man3/SDL"*
## install man pages
#mkdir -p "/Developer/Documentation/ManPages/man3"
#cp "$ROOT/docs/man3/SDL"* "/Developer/Documentation/ManPages/man3/"
#rm -rf "$ROOT/docs/man3"
#echo "Rebuilding Apropos Database"
## rebuild apropos database

# copy README file to your home directory
sudo -u $USER cp "$ROOT/Readme SDL Developer.txt" ~/

# open up the README file
sudo -u $USER open ~/"Readme SDL Developer.txt"

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