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- wxWidgets for Mac OS X installation
- -----------------------------------
- wxWidgets can be compiled using Apple's Cocoa or Carbon libraries.
- Cocoa is the more modern library, and Carbon is the older deprecated library.
- In wxWidgets 3, Cocoa is the recommended library. While Carbon is still
- supported by Apple, little new work is being done in Carbon.
- Most Mac OS X developers should start by downloading and installing Xcode
- from http://developer.apple.com. It is a free IDE from Apple that provides
- all of the tools you need for working with wxWidgets.
- After Xcode is installed, download wxWidgets-{version}.tar.bz2 and then
- double-click on it to unpack it to create a wxWidgets directory.
- Next use Terminal (under Applications, Utilities, Terminal) to access a command
- prompt. Use cd to change directories to your wxWidgets directory and execute
- one of the following sets of commands from the wxWidgets directory.
- For Carbon, you'll need to have Xcode 3.x installed (you can also have Xcode 4.x
- installed, but the Carbon build needs 3.x, and the /Developer directory which is
- installed when you install Xcode 3.x.
- ---------
- # Build the library for Cocoa (wxWidgets 2.9.0 and later)
- mkdir build-cocoa-debug
- cd build-cocoa-debug
- ../configure --enable-debug
- make
- # Build the samples and demos
- cd samples; make;cd ..
- cd demos; make;cd ..
- ---------
- # Build the library for Carbon
- mkdir build-carbon-debug
- cd build-carbon-debug
- ../configure --with-carbon --enable-debug --disable-shared --enable-macosx_arch=i386 --with-macosx-sdk=/Developer/SDKs/MacOSX10.6.sdk CC=/Developer/usr/bin/gcc-4.2 CXX=/Developer/usr/bin/g++-4.2 LD=/Developer/usr/bin/ld
- make
- # Build the samples and demos
- cd samples;make;cd ..
- cd demos; make;cd ..
- ---------
- After the compilation completes, use Finder to run the samples and demos
- Go to build-cocoa-debug/samples to experiment with the Cocoa samples.
- Go to build-cocoa-debug/demos to experiment with the Cocoa demos.
- Go to build-carbon-debug/samples to experiment with the Carbon samples.
- Go to build-carbon-debug/demos to experiment with the Carbon demos.
- Double-click on the executables which have an icon showing three small squares.
- The source code for the samples is in wxWidgets/samples
- The source code for the demos is in wxWidgets/demos
- ---------
- More information about building on Mac OS X is available in the wxWiki.
- Here are two useful links
- http://wiki.wxwidgets.org/Guides_%26_Tutorials
- http://wiki.wxwidgets.org/Development:_wxMac
- ---------
- More advanced topics are covered below.
- ---------
- If you want to install the library into the system directories you'll need
- to do this as root. The accepted way of running commands as root is to
- use the built-in sudo mechanism. First of all, you must be using an
- account marked as a "Computer Administrator". Then
- 6) sudo make install
- 7) type <YOUR OWN PASSWORD>
- Note that while using this method is okay for development, it is not
- recommended that you require endusers to install wxWidgets into their
- system directories in order to use your program. One way to avoid this
- is to configure wxWidgets with --disable-shared. Another way to avoid
- it is to make a framework for wxWidgets. Making frameworks is beyond
- the scope of this document.
- Note:
- It is rarely desirable to install non-Apple software into system directories.
- By configuring the library with --disable-shared and using the full path
- to wx-config with the --in-place option you can avoid installing the library.
- Apple Developer Tools: Xcode
- ----------------------------
- You can use the project in build/osx/wxcocoa.xcodeproj to build the Cocoa
- version of wxWidgets (wxOSX/Cocoa) and build/osx/wxcarbon.xcodeproj to
- build the Carbon version of wxWidgets (wxOSX/Carbon). There are also sample
- projects supplied with the minimal sample.
- Notice that the command line build above builds not just the library itself but
- also wxrc tool which doesn't have its own Xcode project. If you need this tool,
- the simplest possibility is to build it from the command line after installing
- the libraries using commands like this:
- $ cd utils/wxrc
- $ g++ -o wxrc wxrc.cpp `wx-config --cxxflags --libs base,xml`
- Creating universal binaries
- ---------------------------
- The Xcode projects for the wxWidgets library and minimal project are set up
- to create universal binaries.
- If using the Apple command line tools, pass --enable-universal_binary when
- configuring wxWidgets. This will create the libraries for all the supported
- architectures, currently ppc, i386 and x86_64 when using Cocoa (Carbon isn't
- available in 64 bit builds). You may explicitly specify the architectures to
- use as a comma-separated list, e.g. --enable-universal_binary=i386,x86_64.
- Notice that if you use wx-config --libs to link your application, the -arch
- flags are not added automatically as it is possible to link e.g. x86_64-only
- program to a "fat" library containing other architectures. If you want to
- build a universal application, you need to add the necessary "-arch xxx" flags
- to your project or makefile separately.
- As an alternative to using --enable-universal_binary, you can build for
- each architecture separately and then use the lipo tool to glue the
- binaries together. Assuming building on a PPC system:
- 1. First build in the usual way to get the PPC library.
- 2. Then, build for Intel, in a different folder. This time use:
- export CFLAGS="-g -isysroot /Developer/SDKs/MacOSX10.5.sdk -arch i386"
- export LDFLAGS="-syslibroot,/Developer/SDKs/MacOSX10.5.sdk"
- ./configure --disable-dependency-tracking --enable-static=yes --enable-shared=no \
- --target=i386-apple-darwin8 --host=powerpc-apple-darwin8 --build=i386-apple-darwin8
- You will need to reverse the powerpc and i386 parameters everywhere to build PPC on an Intel
- machine.
- 3. Use lipo to glue the binaries together.
- See also:
- http://developer.apple.com/technotes/tn2005/tn2137.html
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