fltk/README.OSX.txt

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README.OSX.txt - 2010-10-23 - Building FLTK under Apple OS X
------------------------------------------------------------
CONTENTS
==========
1 INTRODUCTION
2 HOW TO BUILD FLTK USING GCC
2.1 Prerequisites
2.2 Downloading and Unpacking
2.3 Configuring FLTK
2.4 Building FLTK
2.5 Testing FLTK
2.6 Installing FLTK
2.7 Creating new Projects
3 HOW TO BUILD FLTK USING XCODE3
3.1 Prerequisites
3.2 Downloading and Unpacking
3.3 Configuring FLTK
3.4 Building FLTK
3.5 Testing FLTK
3.6 Uninstalling previous versions of FLTK
3.7 Installing FLTK
3.8 Installing Little Helpers
3.9 Creating new Projects
4 DOCUMENT HISTORY
1 INTRODUCTION
=================
FLTK currently supports the following development environments on the Apple OS X
platform:
- gcc command line tools
- Xcode 3.x
CAUTION: gcc command line built libraries and Xcode created Frameworks should
not be mixed!
2 HOW TO BUILD FLTK USING GCC
================================
2.1 Prerequisites
--------------------
In order to build FLTK from the command line, you need to install the Xcode
developer environment from the Apple Inc. web site. The developer environment
can be downloaded from the Mac Dev Center for free:
http://developer.apple.com/technologies/xcode.html
After downloading and installing, you need to launch the Terminal. Terminal.app
is located in the "Utilities" folder inside the "Applications" folder. I like to
keep the Terminal in the Dock.
2.2 Downloading and Unpacking
--------------------------------
Download FLTK from here:
http://www.fltk.org/software.php
If you are familiar with "subversion" and like to stay current with your
version, you will find the subversion access parameters at the bottom of that
page. Unpack FLTK into a convinient location. I like to have everything in my
dev directory:
cd
mkdir dev
cd dev
mv ~/Downloads/fltk-1.3.xxxx.tar.gz .
tar xvfz fltk-1.3.xxxx.tar.gz
cd fltk-1.3.xxxx
2.3 Configuring FLTK
-----------------------
Stay in your FLTK source-code directory. Type:
autoconf
Now configure your FLTK installation:
./configure
ADVANCED: type "./configure --help" to get a complete list of optional
configurations parameters. These should be pretty self-explenatory. Some
more details can be found in README.
To create Universal Binaries, start "configure" with these flags:
./configure --with-archflags="-arch i386 -arch ppc -arch x86_64"
:END_ADVANCED
The configuration script will check your machine for the required resources
which should all have been part of your Xcode installation. Review the
Configuration Summary, maybe take some notes.
2.4 Building FLTK
--------------------
Now this is easy. Stay in your FLTK source-code directory and type:
make
The entire FLTK toolkit including many test programs will be built for you. No
warnings should appear, but "ranlib" may complain about a few modules having no
symbols. This is normal and can safely be ignored.
2.5 Testing FLTK
-------------------
After a successful build, you can test FLTK's capabilities:
test/demo
2.6 Installing FLTK
----------------------
If you did not change any of the configuration settings, FLTK will be installed
in "/usr/local/include" and "/usr/local/lib" by typing
sudo make install
It is possible to install FLTK without superuser privileges by changing the
installation path to a location within the user account by adding the
"--prefix=PREFIX" parameter to the "./configure" command.
2.7 Creating new Projects
----------------------------
FLTK provides a neat script named "fltk-config" that can provide all the flags
needed to build FLTK applications using the same flags that were used to build
the library itself. Running "fltk-config" without arguments will print a list
options. The easiest call to compile an FLTK application from a single source
file is:
fltk-config --compile myProgram.cxx
"fltk-config" and "fluid" will be installed in "/usr/local/bin/" by default. I
recommend that you add it to the command search path.
3 HOW TO BUILD FLTK USING XCODE3
===================================
3.1 Prerequisites
--------------------
In order to build FLTK from within Xcode, you need to install the Xcode
developer environment from the Apple Inc. web site. The developer environment
can be downloaded from the Mac Dev Center for free:
http://developer.apple.com/technologies/xcode.html
3.2 Downloading and Unpacking
--------------------------------
Download FLTK from here:
http://www.fltk.org/software.php
If you are familiar with "subversion" and like to stay current with your
version, you will find the subversion access parameters at the bottom of that
page. You can use the SCM system that is built into Xcode.
Unpack FLTK by double-clicking it and copy the new folder into a convenient
location. I have set up a "dev" folder in my home folder for all my projects.
3.3 Configuring FLTK
-----------------------
Launch Xcode. Open the project file in
.../fltk-1.3.xxxx/ide/Xcode3/FLTK.xcodeproj
Use the "Project" pulldown menu to change "Active Build Configuration" to
"Release". Change the "Active Architecture" as desired.
3.4 Building FLTK
--------------------
Use the "Project" pulldown menu to set the "Active Target" to "Demo".
Select "Build" from the "Build" menu to create all libraries and test applications.
All frameworks and apps will be located in "./ide/Xcode3/build/Release/".
3.5 Testing FLTK
-------------------
Select "Build and Run" from the "Build" menu to run the Demo program. Use "Demo"
to explore all test programs.
3.6 Uninstalling previous versions of FLTK
---------------------------------------------
Remove FLTK frameworks:
sudo rm -r /Library/Frameworks/fltk*.framework
Remove Fluid and possibly other utilities:
sudo rm -r /Developer/Applications/Utilities/FLTK/
3.7 Installing FLTK
----------------------
When distributing FLTK applications, the FLTK frameworks should be made part of
the application package. For development however, it is very convenient to have
the Release-mode Frameworks in a standard location.
For Xcode project template use, all FLTK frameworks should be copied from
"./ide/Xcode3/build/Release/" to "/Library/Frameworks/". The FLTK header files
for all FLTK frameworks will then be at "/Library/Frameworks/fltk.framework/
Headers/". Add this path to the header search path of your projects.
sudo cp -R ide/Xcode3/build/Release/fltk*.framework /Library/Frameworks/
Many FLTK applications will use Fluid, the FLTK User Interface builder, to
generate C++ source code from .fl resource files. Add Fluid to the developer
tools:
sudo mkdir /Developer/Applications/Utilities/FLTK/
sudo cp -R ide/Xcode3/build/Release/Fluid.app /Developer/Applications/Utilities/FLTK/
3.8 Installing Little Helpers
--------------------------------
- Project Templates:
Project Templates are the quickest way to create a new FLTK application from
within Xcode. The included project builds an FLTK based Cocoa application
written in C++ with support for the Fluid UI designer, image reading, and
OpenGL. Unused FLTK sub-Frameworks can simply be removed from the project.
The template assumes that Release versions of the FLTK frameworks are installed
in /Library/Frameworks as described above.
First, we need to create the Template folder:
sudo mkdir -p /Library/Application\ Support/Developer/Shared/Xcode/Project\ Templates/
Next, we copy the project template over:
sudo cp -r ide/Xcode3/Project\ Templates/* /Library/Application\ Support/Developer/Shared/Xcode/Project\ Templates/
After restarting Xcode, the dialog for "File > New Project..." will offer an
FLTK 1.3 user template which is ready to compile.
- Fluid file handling
This section assumes that a Release version of Fluid is installed in
"/Developer/Applications/Utilities/FLTK/" as described above. It will install
a new file type which opens Fluid as an editor for files ending in ".fl".
First, we need to create the spec folder:
sudo mkdir -p /Library/Application\ Support/Developer/Shared/Xcode/Specifications/
Next, we copy the Fluid specification over:
sudo cp ide/Xcode3/fluid.pbfilespec /Library/Application\ Support/Developer/Shared/Xcode/Specifications/
Open Xcode preferences and select the File Types tab. Find the
"sourcecode.fluid" entry in "file > text > sourcecode" and set the external
editor to Fluid. When adding ".fl" files, set the File Type in the Info dialog
to "sourcecode.fluid" and Xcode will edit your file in Fluid when
double-clicking.
- More
TODO: Language Definition
TODO: Build Rules
3.9 Creating new Projects
----------------------------
If the little helpers above were installed, the menu "File > New Project..."
will pop up a dialog that offers a User Template named Fluid. Select it and
follow the instructions.
4 DOCUMENT HISTORY
=====================
Oct 29 2010 - matt: removed warnings
Oct 24 2010 - matt: restructured entire document and verified instructions
Dec 19 2010 - Manolo: corrected typos
Dec 29 2010 - Manolo: removed reference to AudioToolbox.framework that's no longer needed