[SDL] SDL on Mac OS X
rws_list at girr.org
Thu Jan 27 10:01:43 PST 2005
What you're actually looking at are two different library types,
Framework vs. dylib (mac os x name for a .so). Essentially, the Mac OS
X concept of a shared lib vs the unix concept. Both are usable, and
they will both get you the same functioanlity (ie, native window system).
The dylib/so approach will be most familiar to those from a unix
background. Put the the sdl dylib in /usr/lib (or /sw/lib if you are
using fink, as you should be). Headers are put in /usr/include/SDL (or
/sw/include/SDL). You get these downloading the SDL sources and doing a
configure/make, or using fink. sdl-config will then be available.
By downloading the Mac OS X dev packages, you got the frameworks.
Frameworks are a directory (named foo.framework), that contain not only
the dylib, but also all the headers, and other supporting files.
Everything related to the framework comes in a single folder, rather
than scattering files between /usr/lib, bin, include, share, etc. The
frameworks do not include sdl-config, because it is unnecessary.
There was recently a discussion about which is best. I'm just going to
say go with the Frameworks. When redistributing your app, place the SDL
and SDL_image frameworks in YourAppBundle.app/Contents/Frameworks.
As for getting SDL_image and SDL_mixer to work, you'll need frameworks
for those too. If binaries are not available, then you can build them
yourself using xcode. In the SDL_image,mixer,ttf source distributions,
there is a file, PBProjects.tar.gz, which contains xcode projects to
create these. Place them in ~/Library/Frameworks for ease of
development, and then put them in AppBundle.app/Contents/Frameworks when
redistributing your binary.
Chris Nystrom wrote:
> I am one of those guys that bought a Mac mini, to give OS X a whirl.
> So far I am very impressed. However I have an SDL question:
> I downloaded and installed the SDL and SDL development packages for
> Mac OS X that integrate with Xcode. Cool so far, but then I went to
> install some of the libraries such as SDL_image, SDL_mixer, SDL_ttf,
> etc. There were no pre-bult packages, so I thought I would just build
> them. However, there does not appear to be an sdl-config script, so
> the packages fail.
> So it seems like there are 2 paths for SDL development on the OS X platform:
> 1. Native Xcode: integrates well with OS X, but no libraries.
> 2. X11 mode: have libraries, but user must have X11 installed.
> Is my understanding of the situation correct?
> Thank you,
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