fltk/README.macOS.md

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_README.macOS.md - Building FLTK under Apple macOS_
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<a name="contents"></a>
## Contents
* [Contents](#contents)
* [Introduction](#introduction)
* [How to Build FLTK using _CMake_ AND _Xcode_](#build_cmake_xcode)
* [Prerequisites](#bcx_prerequisites)
* [Downloading FLTK and Unpacking](#bcx_download)
* [Configuring FLTK](#bcx_config)
* [Building FLTK](#bcx_build)
* [Testing FLTK](#bcx_test)
* [Installing FLTK](#bcx_install)
* [Creating new Projects](#bcx_new_projects)
* [How to Build FLTK using _CMake_ and _make_](#build_cmake_make)
* [Prerequisites](#bcm_prerequisites)
* [Downloading FLTK and Unpacking](#bcm_download)
* [Configuring FLTK](#bcm_config)
* [Building FLTK](#bcm_build)
* [Testing FLTK](#bcm_test)
* [Installing FLTK](#bcm_install)
* [Creating new Projects](#bcm_new_projects)
* [How to Build FLTK Using _autoconf_ and _make_](#build_autoconf_make)
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* [Prerequisites](#bam_prerequisites)
* [Downloading FLTK and Unpacking](#bam_download)
* [Configuring FLTK](#bam_config)
* [Building FLTK](#bam_build)
* [Testing FLTK](#bam_test)
* [Installing FLTK](#bam_install)
* [Creating new Projects](#bam_new_projects)
* [Make an Application Launchable by Dropping Files on its Icon](#dropstart)
* [Document History](#doc_history)
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<a name="introduction"></a>
## Introduction
FLTK supports macOS version 10.3 Panther and above. At the time of writing (Jan. 2019),
FLTK compiles and runs fine on the most recent macOS 10.14 Mojave.
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FLTK 1.4 supports the following build environments on the macOS
platform:
* [_cmake_ and _Xcode_](#build_cmake_xcode), no shell needed
* [_cmake_ and _make_](#build_cmake_make) from the command line
* [_autoconf_ and _make_](#build_autoconf_make) from the command line
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All environments will generate Unix style static libraries and macOS style app bundles.
<a name="build_cmake_xcode"></a>
## How to Build FLTK Using _CMake_ and _Xcode_
This option is best for users who like to develop their apps using Apple's Xcode IDE. There
is no need to ever use a command line shell in this configuration.
<a name="bcx_prerequisites"></a>
### Prerequisites (CMake, Xcode)
In order to build FLTK, you need to install _CMake_ and _Xcode_.
"CMake is used to control the software compilation process using simple platform and
compiler independent configuration files, and generate native makefiles and workspaces
that can be used in the compiler environment of your choice."
Please download and install the Mac OS X version of _CMake_ from
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[www.cmake.org](https://cmake.org/download/). Download the .dmg file, click it, and when
the Finder window opens, drag the _CMake_ icon into the Applications folder.
_Xcode_ can be downloaded via the
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[App Store](https://itunes.apple.com/de/app/xcode/id497799835?l=en&mt=12). You will
need an Apple ID for this. Installing _Xcode_ may take well over an hour.
<a name="bcx_download"></a>
### Downloading and Unpacking (CMake, Xcode)
FLTK 1.4 is currently (as of Jan. 2019) only available as a source code repository via GitHub.
You will need to clone the repository to check out the source code onto your machine. This
has the great benefit that the source code can be updated later simply by telling _git_ to
_pull_ the newest release.
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Start _Xcode_. Select `Source Control >> Clone...` in the main menu.
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A dialog box will open with a search field and a list of repositories. Enter `fltk/fltk` in
the search field. A list of matchin repositories appears. The first one should be named `fltk`
and be owned by `fltk`. Select it and click _Clone_.
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A file chooser appears. Navigate to your home directory. The create a new folder named
`dev`. Enter `fltk-1.4.git` in the _Save As:_ field and click _Clone_, then _Done_ in the
previous dialog.
The local copy of your repository can be updated by loading it into _Xcode_ and selecting
`Source Control >> Pull...` in the main menu.
<a name="bcx_config"></a>
### Configuring FLTK (CMake, Xcode)
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Launch _CMake_ by pressing Command+Spacebar, the type _CMake_ and press return.
_CMake_ should open with a large dialog box.
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The first input field is labeled with _Where is the source code:_ . Click on _Browse Source..._
and navigate to your home folder, then `dev`, then `fltk-1.4.git`. Click _Open_.
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The next input field is marked _Where to build the binaries:_. Click _Browse Build..._
and navigate to your home folder, then `dev`, then `fltk-1.4.git`, then use _New Folder_
to create a folder named `build`, and inside that, create a folder named `Xcode`. Click _Open_.
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The top two input fields should read
```
/Users/your_name/dev/fltk-1.4.git
```
and
```
/Users/your_name/dev/fltk-1.4.git/build/Xcode
```
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Back in the _CMake_ main window, click _Configure_, select _Xcode_ as the generator and
click _Done_. _CMake_ will now analyse your system and find tools and dependencies. When
done, the upper list field in _CMake_ will show CMAKE, FLTK, and OPTION. Open the OPTION
field and find the entries OPTION_USE_SYSTEM_LIBJPEG and OPTION_USE_SYSTEM_LIBPNG,
and disable both for maximum compatibility with other macOS installation.
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Finally, click _Generate_ to generate the _Xcode_ IDE file.
You may be wondering why we chose this rather involved way of creating the IDE files instead
of just including the IDEs in the repo. Well, we did for the longest time, but creating new IDEs
for every possible platform is quite involved. IDE file formats change, platforms change, and
FLTK changes as well, and maintenance of the IDEs had become a nightmare. _CMake_ on the
other hand is very smart, knows about platforms and IDEs that we could never support manually,
and usually needs to be run only once. Even when updating the FLTK source code later,
_CMake_ will be smart enough to update the build files as well.
<a name="bcx_build"></a>
### Building FLTK (CMake, Xcode)
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Now this is easy if all the previous steps were successful. If you are still in _CMake_, just click
_Open Project_ and _CMake_ will launch _XCode_ for you. If not, just launch _XCode_ and
open `Macintosh HDUsers ▸ your_namedevfltk-1.4.gitbuildXcodeFLTK.xcodeproj`.
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_XCode_ may or may not ask to Autocreate Schemes. Click _Automatically Create Schemes_.
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In _Xcode_, set the 'active Scheme' to 'hello' or any other test program and press CMD+R
to compile and run that application.
<a name="bcx_test"></a>
### Testing FLTK (CMake, Xcode)
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After a successful build, you can test FLTK's capabilities by choosing 'ALL_BUILD' as the
'active Scheme' and pressing CMD+B to build, then choosing 'demo' and pressing CMD+R to
run the demo program.
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TODO: as of Jan 2019, compiling 'demo' will not compile any of the other demo programs.
We really have to update the dependencies!
<a name="bcx_install"></a>
### Installing FLTK (CMake, Xcode)
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TODO: choosing the target 'INSTALL' will not work at this point because it requires root
permission.
<a name="bcx_new_projects"></a>
### Creating new Projects (CMake, Xcode)
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TODO: we still need to write a simple CMake file for creating a minimal cross platform app.
<a name="build_cmake_make"></a>
## How to Build FLTK Using _CMake_ and _make_
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This option is best for users who like to develop their apps without using Apple's Xcode IDE,
but like the advantages of _CMake_ over _autoconf_. Users should be comfortable with
using `bash` or `tcsh` in a terminal window.
<a name="bcm_prerequisites"></a>
### Prerequisites (CMake, make)
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In order to build FLTK, you need to install _CMake_ and the _Xcode_ command line tools.
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"CMake is used to control the software compilation process using simple platform and
compiler independent configuration files, and generate native makefiles and workspaces
that can be used in the compiler environment of your choice."
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Please download and install the Mac OS X version of _CMake_ from
[www.cmake.org](https://cmake.org/download/). Download the .dmg file, click it, and when
the Finder window opens, drag the _CMake_ icon into the Applications folder.
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We will be using _CMake_ from the command line. Please launch _CMake_ and choose
`Tools > How to Install for Command Line Use` and follow the instructions
in the dialog box.
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Installing the _Xcode_ command line tools is explained [here](#xcode_command_line_tools).
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<a name="bcm_download"></a>
### Downloading and Unpacking (CMake, make)
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Downloading FLTK is explained [here](#bam_download).
<a name="bcm_config"></a>
### Configuring FLTK (CMake, make)
Using you shell in the terminal, make sure that you are in the root directory of your
FLTK source code tree.
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Create a directory where all FLTK binaries will be built:
```bash
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mkdir build
cd build
mkdir Makefile
cd Makefile
```
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Now configure your FLTK installation:
```bash
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cmake -G "Unix Makefiles" \
-D OPTION_USE_SYSTEM_LIBJPEG=Off \
-D OPTION_USE_SYSTEM_ZLIB=Off \
-D OPTION_USE_SYSTEM_LIBPNG=Off \
../..
```
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_CMake_ runs a number of tests to find external headers, libraries, and tools.
The configuration summary should not show any errors. You can now continue to build FLTK.
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For the advanced user, there are a few more optinons to the _CMake_ setup. Type
`cmake -L ../..` to get a complete list of options. These should be pretty
self-explanatory. Some more details can be found in
[online documentation](https://www.fltk.org/doc-1.4/intro.html#intro_unix).
<a name="bcm_build"></a>
### Building FLTK (CMake, make)
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Now this is easy if all the previous steps were successful. Stay in your `build/Makefiles`
directory and type:
```bash
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.
<a name="bcm_test"></a>
### Testing FLTK (CMake, make)
After a successful build, you can test FLTK's capabilities by running
```bash
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open bin/examples/demo.app
```
<a name="bcm_install"></a>
### Installing FLTK (CMake, make)
If you did not change any of the configuration settings, FLTK will be installed
in `/usr/local/include`, `/usr/local/lib`, and `/usr/local/bin` by typing
```bash
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.
<a name="bcm_new_projects"></a>
### Creating new Projects (CMake, make)
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
of options. The easiest call to compile an FLTK application from a single source
file is:
```bash
fltk-config --compile myProgram.cxx
```
`fltk-config` and our user interface designer `fluid` will be installed in
`/usr/local/bin/` by default. I recommend that you add this directory to the shell
`PATH` variable.
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<a name="build_autoconf_make"></a>
## How to Build FLTK Using _autoconf_ and _make_
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This option is best for users who like to develop their apps without using Apple's Xcode IDE
and prefer minimal dependencies of a _Makefile_ over _CMake_. Users should be comfortable
with using `bash` or `tcsh` in a terminal window.
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<a name="bam_prerequisites"></a>
### Prerequisites (autoconf, make)
In order to build FLTK from the command line, you need to install a C++ compiler
environment, `make` and `autoconf`. Installing the _Xcode_ command line tools is the easiest
way to get all prerequisites in one simple step.
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<a name="xcode_command_line_tools"></a>
Launch _Terminal.app_ by pressing Command+Spacebar and typing `Terminal` and pressing _return_.
I like to keep the Terminal in the Dock for future use (launch Terminal, right-click or control-click
on the Terminal icon that is now in the docking bar, and choose _Options_->_Keep in Dock_).
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TODO: xcode-select --install
See if we already have a current C++ compiler installed. Type
```bash
clang
```
If the command line tools are already available, the response will be
`clang: error: no input files`, and you are done. Continue with installing _autoconf_.
If the command line tools were not installed yet, a dialog box will pop up, claiimig "_The
clang command requires the command line developer tools. Would you like to install
the tools now?_". Simply click on _Install_, _Agree_, and wait for the tools to be installed.
On older versions of macOS, you will have to install _Xcode_ from the
[App Store](https://itunes.apple.com/de/app/xcode/id497799835?l=en&mt=12)
and then install the command line tools from within _Xcode_.
Apple no longer includes _autoconf_ in the _Xcode_ command line tools. To install
_autoconf_, we first need to installe _brew_ by typing this rather cryptic command in the shell
you will need the root password):
```bash
ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)"
```
After a few minutes, we can now build and install all other tools from one simple command:
```bash
brew install autoconf automake
```
<a name="bam_download"></a>
### Downloading and Unpacking (autoconf, make)
FLTK 1.4 is currently (as of Jan. 2019) only available as a source code repository via GitHub.
You will need to clone the repository to check out the source code onto your machine. This
has the great benefit that the source code can be updated later simply by telling _git_ to
_pull_ the newest release.
Start your terminal. If you have not set up a developer directory yet, I recomment to use
`~/dev` and put all your projects there:
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```bash
# make sure we are in the home directory
cd ~
# create our developer directory and go there
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mkdir dev
cd dev
```
Now create a copy of the source code archive at Github on your local file system:
```bash
git clone https://github.com/fltk/fltk.git fltk-1.4.git
cd fltk-1.4.git
```
<a name="bam_config"></a>
### Configuring FLTK (autoconf, make)
Using you shell in the terminal, make sure that you are in the root directory of your
FLTK source code tree.
If you are configuring fltk for the first time, you need to instruct FLTK to create some
very basic configuration files. Type:
```bash
NOCONFIGURE=1 ./autogen.sh
```
This script may generate a few error messages which you can sefely ignore.
Now configure your FLTK installation. Stay in your FLTK source-code directory
and type
```bash
./configure
```
The configuration script runs a number of tests to find external headers, libraries, and tools.
The configuration summary should not show any errors. You can now continue to build FLTK.
For the advanced user, there are a few more optinons to the _configure_ script. Type
`./configure --help` to get a complete list of options. These should be pretty
self-explanatory. Some more details can be found in
[online documentation](https://www.fltk.org/doc-1.4/intro.html#intro_unix).
<a name="bam_build"></a>
### Building FLTK (autoconf, make)
Now this is easy if all the previous steps were successful. Stay in your FLTK source-code
directory and type:
```bash
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.
<a name="bam_test"></a>
### Testing FLTK (autoconf, make)
After a successful build, you can test FLTK's capabilities by running
```bash
test/demo
```
<a name="bam_install"></a>
### Installing FLTK (autoconf, make)
If you did not change any of the configuration settings, FLTK will be installed
in `/usr/local/include`, `/usr/local/lib`, and `/usr/local/bin` by typing:
```bash
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.
<a name="bam_new_projects"></a>
### Creating new Projects (autoconf, make)
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
of options. The easiest call to compile an FLTK application from a single source
file is:
```bash
cat << EOF > main.cxx
#include <FL/Fl_Window.H>
int main(int argc, char **argv) {
Fl_Window *win = new Fl_Window(600, 400, "Hello, world!");
win->show(argc, argv);
return Fl::run();
}
EOF
fltk-config --compile main.cxx
./main
```
`fltk-config` and our user interface designer `fluid` will be installed in
`/usr/local/bin/` by default. I recommend that you add this directory to the shell
`PATH` variable.
3 HOW TO BUILD FLTK USING XCODE3
===================================
3.1 Prerequisites
--------------------
In order to build FLTK from within Xcode 3, you need to have the Xcode 3
developer environment on your computer. If you don't, go to: 'HOW TO BUILD
FLTK USING XCODE4'
3.2 Downloading and Unpacking
--------------------------------
Download FLTK from here:
https://www.fltk.org/software.php
If you are familiar with "Git" and like to stay current with your
version, you will find the Git 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/Xcode4/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.
By default, the Xcode4 project builds applications that run under macOS 10.5
and above. To build applications that also run under older Mac OS versions,
select "Edit Project Settings" of the Project menu, then select the Build panel,
and modify the "macOS Deployment Target" item.
All frameworks and apps will be located in "./ide/Xcode4/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/Xcode4/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 rm -f -r /Library/Frameworks/fltk*
sudo cp -R ide/Xcode4/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 rm -f -r /Developer/Applications/Utilities/FLTK/fluid.app
sudo cp -R ide/Xcode4/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/Xcode4/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/Xcode4/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 HOW TO BUILD FLTK USING XCODE4
===================================
4.1 Prerequisites
--------------------
In order to build FLTK from within Xcode 4, 5, 6, 7, or 8 you need to install
the Xcode developer environment via the Apple App Store that comes with
Lion and up. If you also want the command line version of gcc, you can use
the Download section in the Preferences dialog.
4.2 Downloading and Unpacking
--------------------------------
Download FLTK from here:
https://www.fltk.org/software.php
If you are familiar with "Git" and like to stay current with your
version, you will find the Git 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.
4.3 Configuring FLTK
-----------------------
Launch Xcode. Open the project file in
.../fltk-1.3.xxxx/ide/Xcode4/FLTK.xcodeproj
There is nothing else to configure.
4.4 Building FLTK
--------------------
Use the "Scheme" pulldown menu to change the active target to "Demo" and
"My Mac 32-bit" or "My Mac 64-bit". Select "Build for" -> "Running"Run" from
the "Product" menu to create all libraries and test applications.
By default, the Xcode4 project builds applications that run under macOS 10.5
and above. To build applications that also run under older Mac OS versions,
modify the "macOS Deployment Target" item of the FLTK project build settings.
All frameworks and apps will be located in a private directory. Use
"Window"->"Organizer" to find the full path.
4.5 Testing FLTK
-------------------
Select "Run" from the "Product" menu to run the Demo program. Use "Demo"
to explore all test programs.
4.6 Uninstalling previous versions of FLTK
---------------------------------------------
Remove FLTK frameworks:
sudo rm -r /Library/Frameworks/fltk*.framework
Remove Fluid and possibly other utilities:
sudo rm -r /Applications/FLTK/
4.7 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 built using
"Build for Archiving" and then copied from
"./(Organizer->Derived Data Path)/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 rm -f -r /Library/Frameworks/fltk*
sudo cp -R (Organizer->Derived Data Path)/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 /Applications/FLTK/
sudo rm -f -r /Applications/FLTK/fluid.app
sudo cp -R (Organizer->Derived Data Path)/Release/fluid.app /Applications/FLTK/
(TODO: 4.8 Installing Little Helpers)
(TODO: 4.9 Creating new Projects)
<a name="dropstart"></a>
### Make an Application Launchable by Dropping Files on its Icon
TODO: update for FLTK 1.4
- Prepare an Info.plist file for your application derived from file
test/editor-Info.plist which allows any file to be dropped
on the application icon.
You can edit this file in Xcode and change
Document types/Item 0/CFBundleTypeExtensions/Item 0
from the current "*" to the desired file extension. Use several items to
declare several extensions.
- Call fl_open_callback() at the beginning of your main() function that sets
what function will be called when a file is dropped on the application icon.
- In Xcode, set the "Info.plist File" build setting of your target application
to the Info.plist file you have prepared.
- Rebuild your application.
<a name="doc_history"></a>
## 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
- Feb 24 2011 - Manolo: architecture flags are not propagated to the fltk-config script.
- Apr 17 2012 - matt: added Xcode4 documentation
- Nov 13 2012 - Manolo: added "MAKE AN APPLICATION LAUNCHABLE BY DROPPING FILES ON ITS ICON"
- Apr 28 2014 - Manolo: how to build programs that run on various Mac OS X versions
- Mar 18 2015 - Manolo: removed uses of the Xcode3 project
- Apr 01 2016 - AlbrechtS: corrected typo, formatted most line breaks < 80 columns
- Dec 04 2018 - AlbrechtS: fix typo (lowercase fluid.app) for case sensitive macOS
- Dec 28 2018 - Matt: complete rework for FLTK 1.4