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Update Xcode template material
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@ -10,14 +10,14 @@
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// computer.
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// computer.
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//
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//
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// Your resource files (images, sounds, fonts, ...) are also copied to your
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// Your resource files (images, sounds, fonts, ...) are also copied to your
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// application bundle. To get the path to these resource, use the helper
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// application bundle. To get the path to these resources, use the helper
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// method resourcePath() from ResourcePath.hpp
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// function `resourcePath()` from ResourcePath.hpp
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//
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//
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#include <SFML/Audio.hpp>
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#include <SFML/Audio.hpp>
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#include <SFML/Graphics.hpp>
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#include <SFML/Graphics.hpp>
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// Here is a small helper for you ! Have a look.
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// Here is a small helper for you! Have a look.
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#include "ResourcePath.hpp"
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#include "ResourcePath.hpp"
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int main(int, char const**)
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int main(int, char const**)
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@ -16,14 +16,16 @@ You can find more resources and information on the official web site: http://www
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Author & License
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Author & License
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----------------
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----------------
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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
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The templates were written by Marco Antognini <antognini.marco@gmail.com> and are provided under
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the terms of the zlib/png license: http://opensource.org/licenses/zlib-license.php
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Features
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Features
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--------
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--------
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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.
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* You can choose between command line tool or bundle application, the latter will contains all
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SFML dependencies so you can run your app on another computer without manually installing SFML.
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* You can choose between using SFML libraries as dylibs or frameworks.
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* You can choose between using SFML libraries as dylibs or frameworks.
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* You can choose your compiler and C++ standard library / dialect.
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* You can choose your compiler and C++ standard library / dialect.
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* You can choose with SFML module you want to use into your project.
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* You can choose with SFML module you want to use into your project.
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@ -40,16 +42,20 @@ Before installing the template, make sure you have installed:
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- the Command Line Tools
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- the Command Line Tools
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- SFML 2, either as frameworks or dylibs
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- SFML 2, either as frameworks or dylibs
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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.
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There is one constraint on the installation of SFML: the frameworks needs to be installed in
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/Library/Frameworks and the dylibs into /usr/local/lib. You don't need both but make sure they are
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in the correct folder.
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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
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You should also be familiar with Xcode. If needed checkout this document:
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http://developer.apple.com/library/ios/#documentation/ToolsLanguages/Conceptual/Xcode4UserGuide/000-About_Xcode/about.html
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Install
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Install
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-------
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-------
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If you are building SFML from sources you can set CMake's INSTALL_XCODE_TEMPLATES variable to TRUE to install the templates automatically.
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If you are building SFML from sources you can set CMake's INSTALL_XCODE_TEMPLATES variable to TRUE
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to install the templates automatically.
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@ -59,13 +65,15 @@ Usage
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To use these templates follow these steps:
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To use these templates follow these steps:
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1. open Xcode,
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1. open Xcode,
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2. select "create a new Xcode project" from the "Welcome to Xcode" window or select menus File > New > New Project,
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2. select "create a new Xcode project" from the "Welcome to Xcode" window or select menus
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File > New > New Project,
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3. select "SFML" subsection under "Mac OS X" on the left,
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3. select "SFML" subsection under "Mac OS X" on the left,
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4. then select either "SFML App", if you want an application bundle, or "SFML CLT", if you prefer a classic Unix executable,
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4. then select either "SFML App", if you want an application bundle, or "SFML CLT", if you
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5. fill in the requested information and you're ready to go !
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prefer a classic Unix executable,
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5. fill in the requested information and you're ready to go!
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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.
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Note: some settings are marked as "[ADVANCED]" in the wizard. If you're not sure what they are,
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simply keep the default settings. If you get errors later, explore the FAQ below.
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FAQ
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FAQ
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@ -73,7 +81,8 @@ FAQ
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* I want to use Xcode 3. Can I use these templates anyway?
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* I want to use Xcode 3. Can I use these templates anyway?
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No, Xcode 3 and 4 don't have the same template system. Therefore these templates won't work with a older version of Xcode.
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No, Xcode 3 and 4 don't have the same template system. Therefore these templates won't work with
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a older version of Xcode.
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@ -83,13 +92,15 @@ FAQ
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* I would like to add/remove a module of SFML from my current project without creating a new project. How can I do that?
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* I would like to add/remove a module of SFML from my current project without creating a new
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project. How can I do that?
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1. select your project in the project navigator panel,
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1. select your project in the project navigator panel,
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2. select your project's target on the main area,
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2. select your project's target on the main area,
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3. go to the "Build Settings" tab,
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3. go to the "Build Settings" tab,
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4. go down to the bottom,
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4. go down to the bottom,
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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.
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5. set SFML_XXX variable, where XXX is the name of the module to add/remove, to
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"$(SFML_LINK_PREFIX) sfml-XXX$(SFML_LINK_SUFFIX)" to add it or to "" (nothing) to remove it.
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@ -105,13 +116,15 @@ FAQ
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* How to use/don't use debug dylibs?
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* How to use/don't use debug dylibs?
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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:
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You can choose to use or not SFML debug binaries when creating a new project. However, if you
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have already created your project you can do the following:
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1. select your project from the project navigator panel,
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1. select your project from the project navigator panel,
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2. select your project's target on the main area,
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2. select your project's target on the main area,
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3. go to the "Build Settings" tab,
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3. go to the "Build Settings" tab,
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4. go down to the bottom,
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4. go down to the bottom,
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5. set SFML_LINK_DYLIBS_SUFFIX to "-d" to use them or to "" (empty string) to use only release binaries.
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5. set SFML_LINK_DYLIBS_SUFFIX to "-d" to use them or to "" (empty string) to use only
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release binaries.
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@ -119,14 +132,22 @@ FAQ
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Short answer: Don't do that!
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Short answer: Don't do that!
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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.
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We strongly recommend you to use either dylibs or frameworks on Mac OS X. Please refer to Apple
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documentation for information about static vs shared libraries debate.
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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).
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If you really need/want to use static libraries proceed as follow. First, set your project to
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use dylibs (see above Q & A). Then set SFML_LINK_DYLIBS_SUFFIX to "-s-d" in debug mode and to
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"-s" in release mode. Finally, remove the script automatically generated by the template (see
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Build Phases tab).
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* I get strange linker error about std::string and other STL types. What shall I do?
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* I get strange linker error about std::string and other STL types. What should I do?
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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.
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This probably means you're compiling your project against a different implementation of the STL
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than SFML. When you created the project, you might have chosen the wrong C++ compiler & standard
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library. You can update your project's build settings; more specifically the Compiler for
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C/C++/Objective-C, the C++ language Dialect and the C++ Standard Library. You can find more
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information in the getting started tutorial for Mac OS X on the official web site.
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