e1df29b852
we are building for. This makes cross compiling things a lot easier. git-svn-id: file:///fltk/svn/fltk/branches/branch-1.3@9990 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
449 lines
14 KiB
Plaintext
449 lines
14 KiB
Plaintext
README.OSX.txt - 2010-10-23 - Building FLTK under Apple OS X
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------------------------------------------------------------
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CONTENTS
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==========
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1 INTRODUCTION
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2 HOW TO BUILD FLTK USING GCC
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2.1 Prerequisites
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2.2 Downloading and Unpacking
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2.3 Configuring FLTK
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2.4 Building FLTK
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2.5 Testing FLTK
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2.6 Installing FLTK
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2.7 Creating new Projects
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3 HOW TO BUILD FLTK USING XCODE3
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3.1 Prerequisites
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3.2 Downloading and Unpacking
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3.3 Configuring FLTK
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3.4 Building FLTK
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3.5 Testing FLTK
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3.6 Uninstalling previous versions of FLTK
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3.7 Installing FLTK
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3.8 Installing Little Helpers
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3.9 Creating new Projects
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4 HOW TO BUILD FLTK USING XCODE4
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4.1 Prerequisites
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4.2 Downloading and Unpacking
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4.3 Configuring FLTK
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4.4 Building FLTK
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4.5 Testing FLTK
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4.6 Uninstalling previous versions of FLTK
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4.7 Installing FLTK
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5 MAKE AN APPLICATION LAUNCHABLE BY DROPPING FILES ON ITS ICON
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6 DOCUMENT HISTORY
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1 INTRODUCTION
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=================
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FLTK currently supports the following development environments on the Apple OS X
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platform:
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- gcc command line tools
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- Xcode 3.x
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CAUTION: gcc command line built libraries and Xcode created Frameworks should
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not be mixed!
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2 HOW TO BUILD FLTK USING GCC
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================================
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2.1 Prerequisites
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--------------------
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In order to build FLTK from the command line, you need to install the Xcode
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developer environment from the Apple Inc. web site. The developer environment
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can be downloaded from the Mac Dev Center for free:
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http://developer.apple.com/technologies/xcode.html
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After downloading and installing, you need to launch the Terminal. Terminal.app
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is located in the "Utilities" folder inside the "Applications" folder. I like to
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keep the Terminal in the Dock.
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2.2 Downloading and Unpacking
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--------------------------------
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Download FLTK from here:
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http://www.fltk.org/software.php
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If you are familiar with "subversion" and like to stay current with your
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version, you will find the subversion access parameters at the bottom of that
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page. Unpack FLTK into a convinient location. I like to have everything in my
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dev directory:
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cd
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mkdir dev
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cd dev
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mv ~/Downloads/fltk-1.3.xxxx.tar.gz .
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tar xvfz fltk-1.3.xxxx.tar.gz
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cd fltk-1.3.xxxx
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2.3 Configuring FLTK
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-----------------------
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If you got FLTK via subversion then you need two extra steps. Otherwise skip
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over this part. Stay in your FLTK source-code directory. Type the following
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but ignore any errors from the second command:
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autoconf
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automake --add-missing
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Now configure your FLTK installation:
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./configure
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ADVANCED: type "./configure --help" to get a complete list of optional
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configurations parameters. These should be pretty self-explanatory. Some
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more details can be found in README.
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To create Universal Binaries, start "configure" with these flags:
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./configure --with-archflags="-arch i386 -arch ppc -arch x86_64"
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:END_ADVANCED
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The configuration script will check your machine for the required resources
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which should all have been part of your Xcode installation. Review the
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Configuration Summary, maybe take some notes.
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2.4 Building FLTK
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--------------------
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Now this is easy. Stay in your FLTK source-code directory and type:
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make
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The entire FLTK toolkit including many test programs will be built for you. No
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warnings should appear, but "ranlib" may complain about a few modules having no
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symbols. This is normal and can safely be ignored.
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2.5 Testing FLTK
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-------------------
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After a successful build, you can test FLTK's capabilities:
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test/demo
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2.6 Installing FLTK
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----------------------
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If you did not change any of the configuration settings, FLTK will be installed
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in "/usr/local/include" and "/usr/local/lib" by typing
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sudo make install
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It is possible to install FLTK without superuser privileges by changing the
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installation path to a location within the user account by adding the
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"--prefix=PREFIX" parameter to the "./configure" command.
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2.7 Creating new Projects
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----------------------------
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FLTK provides a neat script named "fltk-config" that can provide all the flags
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needed to build FLTK applications using the same flags that were used to build
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the library itself. Architecture flags (e.g., -arch i386) used to build the
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library, though, are not provided by the fltk-config script. This allows to
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build universal libraries and to produce applications of any architecture
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from them. Running "fltk-config" without arguments will print a list
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of options. The easiest call to compile an FLTK application from a single source
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file is:
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fltk-config --compile myProgram.cxx
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"fltk-config" and "fluid" will be installed in "/usr/local/bin/" by default. I
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recommend that you add it to the command search path.
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3 HOW TO BUILD FLTK USING XCODE3
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===================================
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3.1 Prerequisites
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--------------------
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In order to build FLTK from within Xcode, you need to install the Xcode
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developer environment from the Apple Inc. web site. The developer environment
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can be downloaded from the Mac Dev Center for free:
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http://developer.apple.com/technologies/xcode.html
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3.2 Downloading and Unpacking
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--------------------------------
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Download FLTK from here:
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http://www.fltk.org/software.php
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If you are familiar with "subversion" and like to stay current with your
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version, you will find the subversion access parameters at the bottom of that
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page. You can use the SCM system that is built into Xcode.
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Unpack FLTK by double-clicking it and copy the new folder into a convenient
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location. I have set up a "dev" folder in my home folder for all my projects.
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3.3 Configuring FLTK
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-----------------------
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Launch Xcode. Open the project file in
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.../fltk-1.3.xxxx/ide/Xcode3/FLTK.xcodeproj
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Use the "Project" pulldown menu to change "Active Build Configuration" to
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"Release". Change the "Active Architecture" as desired.
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3.4 Building FLTK
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--------------------
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Use the "Project" pulldown menu to set the "Active Target" to "Demo".
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Select "Build" from the "Build" menu to create all libraries and test applications.
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All frameworks and apps will be located in "./ide/Xcode3/build/Release/".
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3.5 Testing FLTK
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-------------------
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Select "Build and Run" from the "Build" menu to run the Demo program. Use "Demo"
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to explore all test programs.
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3.6 Uninstalling previous versions of FLTK
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---------------------------------------------
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Remove FLTK frameworks:
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sudo rm -r /Library/Frameworks/fltk*.framework
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Remove Fluid and possibly other utilities:
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sudo rm -r /Developer/Applications/Utilities/FLTK/
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3.7 Installing FLTK
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----------------------
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When distributing FLTK applications, the FLTK frameworks should be made part of
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the application package. For development however, it is very convenient to have
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the Release-mode Frameworks in a standard location.
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For Xcode project template use, all FLTK frameworks should be copied from
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"./ide/Xcode3/build/Release/" to "/Library/Frameworks/". The FLTK header files
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for all FLTK frameworks will then be at "/Library/Frameworks/fltk.framework/
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Headers/". Add this path to the header search path of your projects.
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sudo rm -f -r /Library/Frameworks/fltk*
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sudo cp -R ide/Xcode3/build/Release/fltk*.framework /Library/Frameworks/
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Many FLTK applications will use Fluid, the FLTK User Interface builder, to
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generate C++ source code from .fl resource files. Add Fluid to the developer
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tools:
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sudo mkdir /Developer/Applications/Utilities/FLTK/
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sudo rm -f -r /Developer/Applications/Utilities/FLTK/Fluid.app
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sudo cp -R ide/Xcode3/build/Release/Fluid.app /Developer/Applications/Utilities/FLTK/
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3.8 Installing Little Helpers
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--------------------------------
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- Project Templates:
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Project Templates are the quickest way to create a new FLTK application from
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within Xcode. The included project builds an FLTK based Cocoa application
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written in C++ with support for the Fluid UI designer, image reading, and
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OpenGL. Unused FLTK sub-Frameworks can simply be removed from the project.
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The template assumes that Release versions of the FLTK frameworks are installed
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in /Library/Frameworks as described above.
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First, we need to create the Template folder:
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sudo mkdir -p /Library/Application\ Support/Developer/Shared/Xcode/Project\ Templates/
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Next, we copy the project template over:
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sudo cp -r ide/Xcode3/Project\ Templates/* /Library/Application\ Support/Developer/Shared/Xcode/Project\ Templates/
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After restarting Xcode, the dialog for "File > New Project..." will offer an
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FLTK 1.3 user template which is ready to compile.
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- Fluid file handling
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This section assumes that a Release version of Fluid is installed in
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"/Developer/Applications/Utilities/FLTK/" as described above. It will install
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a new file type which opens Fluid as an editor for files ending in ".fl".
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First, we need to create the spec folder:
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sudo mkdir -p /Library/Application\ Support/Developer/Shared/Xcode/Specifications/
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Next, we copy the Fluid specification over:
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sudo cp ide/Xcode3/fluid.pbfilespec /Library/Application\ Support/Developer/Shared/Xcode/Specifications/
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Open Xcode preferences and select the File Types tab. Find the
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"sourcecode.fluid" entry in "file > text > sourcecode" and set the external
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editor to Fluid. When adding ".fl" files, set the File Type in the Info dialog
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to "sourcecode.fluid" and Xcode will edit your file in Fluid when
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double-clicking.
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- More
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TODO: Language Definition
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TODO: Build Rules
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3.9 Creating new Projects
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----------------------------
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If the little helpers above were installed, the menu "File > New Project..."
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will pop up a dialog that offers a User Template named Fluid. Select it and
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follow the instructions.
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4 HOW TO BUILD FLTK USING XCODE4
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===================================
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4.1 Prerequisites
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--------------------
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In order to build FLTK from within Xcode 4, you need to install the Xcode
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developer environment via the Apple App Store that comes with Lion and up.
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If you also want the command line version of gcc, you can use the
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Downlaod section in the Preferences dialog.
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4.2 Downloading and Unpacking
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--------------------------------
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Download FLTK from here:
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http://www.fltk.org/software.php
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If you are familiar with "subversion" and like to stay current with your
|
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version, you will find the subversion access parameters at the bottom of that
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page. You can use the SCM system that is built into Xcode.
|
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|
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Unpack FLTK by double-clicking it and copy the new folder into a convenient
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location. I have set up a "dev" folder in my home folder for all my projects.
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4.3 Configuring FLTK
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-----------------------
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Launch Xcode. Open the project file in
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.../fltk-1.3.xxxx/ide/Xcode4/FLTK.xcodeproj
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There is nothing else to configure.
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4.4 Building FLTK
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--------------------
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Use the "Scheme" pulldown menu to change the active target to "Demo" and
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"My Mac 32-bit" or "My Mac 64-bit". Select "Build for" -> "Running"Run" from
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the "Product" menu to create all libraries and test applications.
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All frameworks and apps will be located in a private directory. Use
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"Window"->"Organizer" to find the full path.
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4.5 Testing FLTK
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-------------------
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Select "Run" from the "Product" menu to run the Demo program. Use "Demo"
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to explore all test programs.
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4.6 Uninstalling previous versions of FLTK
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---------------------------------------------
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Remove FLTK frameworks:
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sudo rm -r /Library/Frameworks/fltk*.framework
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Remove Fluid and possibly other utilities:
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sudo rm -r /Applications/FLTK/
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4.7 Installing FLTK
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----------------------
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When distributing FLTK applications, the FLTK frameworks should be made part of
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the application package. For development however, it is very convenient to have
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the Release-mode Frameworks in a standard location.
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For Xcode project template use, all FLTK frameworks should ibe built using
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"Build for Archiving" and then copied from
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"./(Organizer->Derived Data Path)/Release/" to "/Library/Frameworks/". The FLTK header files
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for all FLTK frameworks will then be at "/Library/Frameworks/fltk.framework/
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Headers/". Add this path to the header search path of your projects.
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sudo rm -f -r /Library/Frameworks/fltk*
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sudo cp -R (Organizer->Derived Data Path)/Release/fltk*.framework /Library/Frameworks/
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Many FLTK applications will use Fluid, the FLTK User Interface builder, to
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generate C++ source code from .fl resource files. Add Fluid to the developer
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tools:
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sudo mkdir /Applications/FLTK/
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sudo rm -f -r /Applications/FLTK/Fluid.app
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sudo cp -R (Organizer->Derived Data Path)/Release/Fluid.app /Applications/FLTK/
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(TODO: 4.8 Installing Little Helpers)
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(TODO: 4.9 Creating new Projects)
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5 MAKE AN APPLICATION LAUNCHABLE BY DROPPING FILES ON ITS ICON
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=================================================================
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- Prepare an Info.plist file for your application derived from file
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ide/Xcode4/plists/editor-Info.plist which allows any file to be dropped
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on the application icon.
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You can edit this file in Xcode and change
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Document types/Item 0/CFBundleTypeExtensions/Item 0
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from the current "*" to the desired file extension. Use several items to declare
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several extensions.
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- Call fl_open_callback() at the beginning of your main() function that
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sets what function will be called when a file is dropped on the application icon.
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- In Xcode, set the "Info.plist File" build setting of your target application
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to the Info.plist file you have prepared.
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- Rebuild your application.
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6 DOCUMENT HISTORY
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=====================
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|
Oct 29 2010 - matt: removed warnings
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Oct 24 2010 - matt: restructured entire document and verified instructions
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Dec 19 2010 - Manolo: corrected typos
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Dec 29 2010 - Manolo: removed reference to AudioToolbox.framework that's no longer needed
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Feb 24 2011 - Manolo: architecture flags are not propagated to the fltk-config script.
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Apr 17 2012 - matt: added Xcode4 documentation
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Nov 13 2012 - Manolo: added "MAKE AN APPLICATION LAUNCHABLE BY DROPPING FILES ON ITS ICON"
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