These templates help you to easily create a new SFML 2 project for Xcode 4.
Web Site
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You can find more resources and information on the official web site : http://www.sfml-dev.org/
Author & License
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The templates were written by Marco Antognini <antognini.marco@gmail.com> and are provided under the terms of the zlib/png license : http://opensource.org/licenses/zlib-license.php
* You can choose between command line tool or bundle application, the latter will contains all SFML dependencies so you can run your app on another computer without manually installing SFML.
* You can choose your compiler and C++ standard library / dialect.
* You can choose with SFML module you want to use into your project.
* You automatically get a basic example to test SFML right away.
Prerequisites
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Before installing the template, make sure you have installed :
- Xcode 4 (the templates were tested with Xcode 4.5.2)
- SFML 2, either as framework or dylibs binaries
There is one constraint on the installation of SFML : the frameworks needs to be installed in /Library/Frameworks and the dylibs into /usr/local/lib. You don't need both but make sure they are in the correct folder.
You should also be familiar with Xcode 4. If needed checkout this document : http://developer.apple.com/library/ios/#documentation/ToolsLanguages/Conceptual/Xcode4UserGuide/000-About_Xcode/about.html
If you are building SFML from sources you can set CMake's INSTALL_XCODE4_TEMPLATES variable to TRUE to install the templates automatically. Otherwise proceed as follow :
1. Make sure "~/Library/Developer/Xcode/Templates/" folder exists;
3. select "SFML" subsection under "Mac OS X" on the left,
4. then select either "SFML App", if you want an application bundle, or "SFML CLT", if you prefer a classic Unix executable,
5. fill in the requested information and you're ready to go !
Note : some settings are marked as "[ADVANCED]" in the wizard. If you're not sure what they are, simply keep the default settings. If you get errors later you would probably want to explore their meaning.
5. set SFML_XXX variable, where XXX is the name of the module to add/remove, to "$(SFML_LINK_PREFIX)sfml-XXX$(SFML_LINK_SUFFIX)" to add it or to "" (nothing) to remove it.
You can choose to use or not SFML debug binaries when creating a new project. However, if you have already created your project you can do the following :
1. select your project from the project navigator panel,
* I want to use the static version of SFML. Is it possible ?
Short answer : Don't do that!
We strongly recommend you to use either dylibs or frameworks on Mac OS X. Please refer to Apple documentation for information about static vs shared libraries debate.
If you really need/want to use static libraries proceed as follow. First, set your project to use dylibs (see above Q & A). Then set SFML_LINK_DYLIBS_SUFFIX to "-s-d" in debug mode and to "-s" in release mode. Finally, remove the script automatically generated by the template (see Build Phases tab).
* I get strange linker error about std::string and other STL types. What shall I do ?
This probably means you're compiling your project against a different implementation of the STL than SFML. When you created the project, you might have chosen the wrong C++ compiler & standard library. You can update your project's build settings; more specifically the Compiler for C/C++/Objective-C, the C++ language Dialect and the C++ Standard Library. You can find more information in the getting started tutorial for Mac OS X on the official web site.