git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@54359 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
		
			
				
	
	
		
			200 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			200 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
wxWidgets for Mac installation
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------------------------------
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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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wxWidgets on Linux (or on Windows using MinGW or Cygwin). See
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'Apple Developer Tools' below for more details on using
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configure.
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To target on MacOS 8 or 9, you need to buy Metrowerks
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CodeWarrior. You can then compile Mac Classic or MacOS X
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applications on Mac OS X, or compile Mac Classic or MacOS X
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applications on Mac Classic. However you can only run and debug
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each type of application on the target operating system.
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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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4) ../configure
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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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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. 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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Building with CodeWarrior 
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-------------------------
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(Note that using the Apple tools is recommended.)
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Installing latest headers (and Carbon Support)
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----------------------------------------------
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Patching headers: CodeWarrior 8.x
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---------------------------------
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If you run into trouble with WCHAR_MIN and WCHAR_MAX the for 
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MacOS X Support:Headers:(wchar_t Support fix):machine:ansi.h,
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apply the patch ansi.diff.
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You may also need to comment out the _T definition in
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ctype.h if you get multiple definition errors.
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setup.h
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-------
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in order to build wxMac with CodeWarrior, you must copy or alias the file
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include/wx/mac/setup0.h to include/wx/setup.h.
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this step is not needed when using the Apple Developer Tools under Mac OS X
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since the setup.h file is automatically generated during the configuration.
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OpenGL
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------
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In order to build opengl support with CodeWarrior, you must install the opengl
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libraries and headers from http://developer.apple.com/opengl/index.html
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If you want OpenGL support with CodeWarrior, set wxUSE_OPENGL to 1 in
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include/wx/setup.h
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If you don't want OpenGl support, set wxUSE_OPENGL to 0 (the
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default) and remove the file OpenGLLibraryStub from the project
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before compilation.
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If you want OpenGL support with the Apple Developer Tools under Mac OS X, add
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--with-opengl to the arguments of configure when configuring wxMac.
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Project Files
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-------------
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The project files are stored as xml text files and converted to binary
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CodeWarrior projects in the distribution (see AppleScript Files below):
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  - *M8.xml -> *M8.mcp for CodeWarrior 8 and above.
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AppleScript Files
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-----------------
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Several AppleScript files are provided in the docs:mac directory:
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  - M8xml2mcp.applescript to convert xml files to CodeWarrior 8 projects
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  - M8mcp2xml.applescript to convert CodeWarrior 8 projects to xml files
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  - SetXMLCreator.applescript to set correct creator type (see below)
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To run the XML to MCP conversion scripts:
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Double click on e.g. docs/mac/M8xml2mcp.applescript, then "run"
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the applescript and when asked for a folder pick src/. Then it
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takes a while to scan all dirs for the xml files and convert
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them to mcps. If some conversions fail it means an mcp already
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exists (back them up prior to running the script).
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To set the correct creator type for importing into CodeWarrior,
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you may need to run SetXMLCreator.applescript.
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Problems with .xpm files
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------------------------
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if you have downloaded all the files and get errors like :
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Error   : the file 'wx/generic/tip.xpm' cannot be opened
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tipdlg.cpp line 201   #include "wx/generic/tip.xpm"
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then your cvs has changed the type of the .xpm files to something other than
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text, in order to fix this either change the type by using a resource editor
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or drag the files from /include/wx/generic/..xpm on the SetTypeFromExtension
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application that is included in this folder. This small applet itself queries
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the Internet Config, so you will have to associate the "xpm" extension with
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CodeWarrior before making use of this applet.
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Missing PLStringFuncsLib
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------------------------
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You will have to build All Targets for MacOS Support:Libraries:Sources:PLStringFuncs:Glue:PLStringFuncsGlue.mcp
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