SFML/tools/xcode/templates/readme.txt
Marco Antognini 19012c66ea Updated Xcode templates and cmake script
What's new in the templates:
 - Removed support for 32 bits and gcc
 - Removed useless code
 - Removed custom warnings settings – let Xcode decide with its default values
 - Set default target version to CMAKE_OSX_DEPLOYMENT_TARGET

What's new in cmake script:
 - Added cmake options for archs and deployment target
 - Added minimum requirements checking
2014-04-15 20:19:12 +02:00

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XCODE 4 & 5 TEMPLATES FOR SFML 2
================================
These templates help you to easily create a new SFML 2 project for Xcode 4 or Xcode 5.
Web Site
--------
You can find more resources and information on the official web site: http://www.sfml-dev.org/
Author & License
----------------
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
Features
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* 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 between using SFML libraries as dylibs or frameworks.
* 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
-------------
Before installing the template, make sure you have installed:
- Xcode 4 or Xcode 5, up to date
- Installed Xcode's Command Line Tools
- SFML 2, either framework or dylib 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. If needed checkout this document: http://developer.apple.com/library/ios/#documentation/ToolsLanguages/Conceptual/Xcode4UserGuide/000-About_Xcode/about.html
Install
-------
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;
2. Copy "SFML" folder into the above folder.
The 'install.sh' script in the same directory as this readme does that for you.
Usage
-----
To use these templates follow these steps :
1. open Xcode,
2. select "create a new Xcode project" from the "Welcome to Xcode" window or select menus File > New > New Project,
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.
FAQ
---
* I want to use Xcode 3. Can I use these templates anyway?
No, Xcode 3 and 4 don't have the same template system. Therefore these templates won't work with a older version of Xcode.
* I'm still using SFML 1.6. Can I use these templates anyway?
No, these templates were made for SFML 2 only.
* I would like to add/remove a module of SFML from my current project without creating a new project. How can I do that?
1. select your project in the project navigator panel,
2. select your project's target on the main area,
3. go to the "Build Settings" tab,
4. go down to the bottom,
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.
* I changed my mind and would like to switch from dylibs to frameworks or vice versa. How can I do that?
1. select your project in the project navigator panel,
2. select your project's target on the main area,
3. go to the "Build Settings" tab,
4. go down to the bottom,
5. set SFML_BINARY_TYPE to either "DYLIBS" or "FRAMEWORKS".
* How to use/don't use debug dylibs?
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,
2. select your project's target on the main area,
3. go to the "Build Settings" tab,
4. go down to the bottom,
5. set SFML_LINK_DYLIBS_SUFFIX to "-d" to use them or to "" (empty string) to use only release binaries.
* 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.