[SDL] SDL not building on OS X 10.5 (Leopard) ?

Ryan C. Gordon icculus at icculus.org
Mon Oct 29 12:37:28 PDT 2007


> I'm not an SDL leader but I think that 10.2 compatibility can be 
> trashed, but since SDL is used also for a lot of games/apps that are not 
> resource hogs and often target older systems we should retain at least 
> 10.3.9 compatibility and this can be done continuing to compile with 
> 10.4u :)

Apple tends to be a bit hostile towards legacy development...if the 10.5 
devtools ship with gcc-3.3 (which you'll need for 10.2 development), I'd 
be surprised if the 10.6 ones will. They probably don't ship with the 
10.2 headers anymore, either.

Sooner or later, you'll get pushed out, or have to rely on an obsolete 
install of the development tools, but I don't see a reason SDL can't 
continue to support 10.2 for now if you can overcome that detail.

> What kind of improvements can SDL have from using 10.5 directly? Anyway 
> for coreaudio for instance, it's possible maybe to weak link the 
> framework (-weak_framework) and load it at SDL_Init(SDL_INIT_AUDIO) and 
> to probe the 10.5 interface and use it if available...

I don't think there's anything in 10.5 that SDL specifically needs...the 
lowlevel bits, CoreAudio, Cocoa, Quartz, OpenGL, etc, were all in 
previous versions.

We _will_ have a problem in SDL 1.2 in that QuickDraw is 
deprecated...SDL 1.2 will never build for 64-bit Mac OS X, as that 
framework is gone for those CPU architectures. This is already resolved 
in SDL 1.3.

I haven't actually tried anything with the 10.5 SDK yet, though.

--ryan.




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