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			102 lines
		
	
	
		
			3.5 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| wxWidgets for Mac installation
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| ------------------------------
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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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| 
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| 
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| Apple Developer Tools: command line
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| -----------------------------------
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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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| 
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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 (add --with-osx_cocoa for the Cocoa port)
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| 5) make
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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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| 
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| 6) sudo make install
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| 7) type <YOUR OWN PASSWORD>
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| 
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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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| 
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| Note:
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| We recommend you configure a static library instead:
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| 
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| 4) ../configure --disable-shared
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| 
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| or activate OpenGL:
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| 
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| 4) ../configure --with-opengl
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| 
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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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| 
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| 
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| Apple Developer Tools: Xcode
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| ----------------------------
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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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| 
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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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| 
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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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| 
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| Creating universal binaries
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| ---------------------------
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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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| 
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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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| 
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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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| 
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| 1. First build in the usual way to get the PPC library.
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| 
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| 2. Then, build for Intel, in a different folder. This time use:
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| 
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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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| 
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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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| 
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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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| 
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| 3. Use lipo to glue the binaries together.
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| 
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| See also:
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| http://developer.apple.com/technotes/tn2005/tn2137.html
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| 
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| 
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