537 lines
20 KiB
Markdown
537 lines
20 KiB
Markdown
_README.macOS.md - Building FLTK under Apple macOS_
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<a name="contents"></a>
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## Contents
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* [Contents](#contents)
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* [Introduction](#introduction)
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* [How to Build FLTK using _CMake_ and _Xcode_](#build_cmake_xcode)
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* [Prerequisites](#bcx_prerequisites)
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* [Downloading FLTK and Unpacking](#bcx_download)
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* [Configuring FLTK](#bcx_config)
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* [Building FLTK](#bcx_build)
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* [Testing FLTK](#bcx_test)
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* [Installing FLTK](#bcx_install)
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* [Creating new Projects](#bcx_new_projects)
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* [How to Build FLTK using _CMake_ and _make_](#build_cmake_make)
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* [Prerequisites](#bcm_prerequisites)
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* [Downloading FLTK and Unpacking](#bcm_download)
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* [Configuring FLTK](#bcm_config)
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* [Building FLTK](#bcm_build)
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* [Testing FLTK](#bcm_test)
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* [Installing FLTK](#bcm_install)
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* [Creating new Projects](#bcm_new_projects)
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* [How to Build FLTK Using _autoconf_ and _make_](#build_autoconf_make)
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* [Prerequisites](#bam_prerequisites)
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* [Downloading FLTK and Unpacking](#bam_download)
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* [Configuring FLTK](#bam_config)
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* [Building FLTK](#bam_build)
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* [Testing FLTK](#bam_test)
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* [Installing FLTK](#bam_install)
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* [Creating new Projects](#bam_new_projects)
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* [Make an Application Launchable by Dropping Files on its Icon](#dropstart)
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* [Document History](#doc_history)
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<a name="introduction"></a>
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## Introduction
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FLTK supports macOS version 10.3 Panther and above. At the time of writing (Feb. 2022),
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FLTK compiles and runs fine on the most recent macOS 12 Monterey for both Intel and
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the new M1 Apple Silicon (Arm) processors.
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FLTK 1.4 supports the following build environments on the macOS
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platform:
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* [_cmake_ and _Xcode_](#build_cmake_xcode), no shell needed
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* [_cmake_ and _make_](#build_cmake_make) from the command line
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* [_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.
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<a name="build_cmake_xcode"></a>
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## How to Build FLTK Using _CMake_ and _Xcode_
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This option is best for users who like to develop their apps using Apple's Xcode IDE. There
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is no need to ever use a command line shell in this configuration.
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This option requires an Apple ID and the Administrator password.
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<a name="bcx_prerequisites"></a>
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### Prerequisites (CMake, Xcode)
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In order to build FLTK, you need to install _CMake_ and _Xcode_.
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_Xcode_ is Apple's IDE (Integrated Developer Environment) and 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
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need an Apple ID and administrator right for this. Installing _Xcode_ needs little to no
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user input, but will likely take well over an hour.
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"CMake is used to control the software compilation process using simple platform and
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compiler independent configuration files, and generate native makefiles and workspaces
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that can be used in the compiler environment of your choice."
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Please download and install the macOS version of _CMake_ from
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[www.cmake.org](https://cmake.org/download/). Download the .dmg file, click it, and when
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the Finder window opens, drag the _CMake_ icon into the Applications folder.
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<a name="bcx_download"></a>
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### Downloading FLTK and Unpacking (CMake, Xcode)
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FLTK 1.4 is currently (as of May 2021) available as a source code repository via GitHub.
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You will need to clone the repository to check out the source code onto your machine. This
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has the great benefit that the source code can be updated later simply by telling _git_ to
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_pull_ the newest release.
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Weekly snapshots ("tarballs") can be downloaded from https://www.fltk.org/software.php .
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If you want to use _Xcode_ to clone the FLTK GitHub repository, you will have to give _Xcode_
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access to your GitHub Account in the _Xcode_ preferences. If you don't have a GitHub
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account, or don't want to share your credentials with _Xcode_, you can use still the command
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line `git clone https://github.com/fltk/fltk.git fltk-1.4`
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to check out the repo.
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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
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the search field. A list of matching repositories appears. The first one should be named `fltk`
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and be owned by `fltk`. Select it and click _Clone_.
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A file chooser appears. Navigate to your home directory. Create a new folder named
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`dev`. Enter `fltk-1.4` in the _Save As:_ field and click _Clone_, then _Done_ in the
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previous dialog.
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The local copy of your repository can be updated by loading it into _Xcode_ and selecting
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`Source Control >> Pull...` in the main menu.
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<a name="bcx_config"></a>
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### Configuring FLTK (CMake, Xcode)
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Launch _CMake_ by pressing Command+Spacebar, then type _CMake_ and press return.
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_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..._
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and navigate to your home folder, then `dev`, then `fltk-1.4`. Click _Open_.
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The next input field is marked _Where to build the binaries:_. Click _Browse Build..._
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and navigate to your home folder, then `dev`, then `fltk-1.4`, then use _New Folder_
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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
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```
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/Users/your_name/dev/fltk-1.4
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```
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and
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```
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/Users/your_name/dev/fltk-1.4/build/Xcode
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```
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Back in the _CMake_ main window, click _Configure_, select _Xcode_ as the generator and
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click _Done_. _CMake_ will now analyse your system and find tools and dependencies. When
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done, the upper list field in _CMake_ will show CMAKE, FLTK, and OPTION. Open the OPTION
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field and find the entries OPTION_USE_SYSTEM_LIBJPEG and OPTION_USE_SYSTEM_LIBPNG,
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and disable both for maximum compatibility with other macOS installation.
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Finally, click _Generate_ to generate the _Xcode_ IDE file.
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You may be wondering why we chose this rather involved way of creating the IDE files instead
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of just including the IDEs in the repo. Well, we did for the longest time, but creating new IDEs
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for every possible platform is quite involved. IDE file formats change, platforms change, and
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FLTK changes as well, and maintenance of the IDEs had become a nightmare. _CMake_ on the
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other hand is very smart, knows about platforms and IDEs that we could never support manually,
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and usually needs to be run only once. Even when updating the FLTK source code later,
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_CMake_ will be smart enough to update the build files as well.
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<a name="bcx_build"></a>
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### 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
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_Open Project_ and _CMake_ will launch _XCode_ for you. If not, just launch _XCode_ and
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open `Macintosh HD ▸ Users ▸ your_name ▸ dev ▸ fltk-1.4 ▸ build ▸ Xcode ▸ FLTK.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
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to compile and run that application.
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<a name="bcx_test"></a>
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### Testing FLTK (CMake, Xcode)
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After a successful build, you can test FLTK's capabilities by choosing 'ALL_BUILD' as the
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'active Scheme' and pressing CMD+B to build, then choosing 'demo' and pressing CMD+R to
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run the demo program.
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Note: compiling 'demo' will not compile any of the other demo programs automatically.
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This is intentional so you can build the test and demo programs incrementally.
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<a name="bcx_install"></a>
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### Installing FLTK (CMake, Xcode)
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TODO: choosing the target 'INSTALL' will not work at this point because it requires root
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permission.
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<a name="bcx_new_projects"></a>
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### Creating new Projects (CMake, Xcode)
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See README.CMake.txt
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<a name="build_cmake_make"></a>
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## 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,
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but like the advantages of _CMake_ over _autoconf_. Users should be comfortable with
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using `bash` or `tcsh` in a terminal window.
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This option requires neither administrator rights, nor an Apple ID.
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<a name="bcm_prerequisites"></a>
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### 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
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compiler independent configuration files, and generate native makefiles and workspaces
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that can be used in the compiler environment of your choice."
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Please download and install the macOS version of _CMake_ from
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[www.cmake.org](https://cmake.org/download/). Download the .dmg file, click it, and when
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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
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`Tools > How to Install for Command Line Use` and follow the instructions
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in the dialog box. If you have admin right, you can also use
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```bash
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sudo ln -s /Applications/CMake.app/Contents/bin/cmake /usr/local/bin/cmake
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```
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Installing the _Xcode_ command line tools is pretty straight forward. Just enter this
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in your shell and follow the dialogs:
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```bash
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xcode-select --install
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```
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On older versions of macOS, you will have to install _Xcode_ from the
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[App Store](https://itunes.apple.com/de/app/xcode/id497799835?l=en&mt=12)
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and then install the command line tools from within _Xcode_.
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<a name="bcm_download"></a>
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### Downloading and Unpacking (CMake, make)
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Downloading FLTK is explained [here](#bam_download).
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<a name="bcm_config"></a>
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### Configuring FLTK (CMake, make)
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Using your shell in the terminal, make sure that you are in the root directory of your
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FLTK source code tree.
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Create a directory where all FLTK binaries will be built:
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```bash
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mkdir build
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cd build
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mkdir Makefile
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cd Makefile
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```
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Now configure your FLTK installation:
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```bash
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cmake -G "Unix Makefiles" \
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-D OPTION_USE_SYSTEM_LIBJPEG=Off \
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-D OPTION_USE_SYSTEM_ZLIB=Off \
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-D OPTION_USE_SYSTEM_LIBPNG=Off \
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../..
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```
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_CMake_ runs a number of tests to find external headers, libraries, and tools.
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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 options to the _CMake_ setup. Type
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`cmake -L ../..` to get a complete list of options. These should be pretty
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self-explanatory. Some more details can be found in
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[online documentation](https://www.fltk.org/doc-1.4/intro.html#intro_unix).
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<a name="bcm_build"></a>
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### Building FLTK (CMake, make)
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Now this is easy if all the previous steps were successful. Stay in your `build/Makefiles`
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directory and type:
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```bash
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make
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```
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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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<a name="bcm_test"></a>
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### Testing FLTK (CMake, make)
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After a successful build, you can test FLTK's capabilities by running
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```bash
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open bin/test/demo.app
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```
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<a name="bcm_install"></a>
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### Installing FLTK (CMake, make)
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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`, `/usr/local/lib`, and `/usr/local/bin` by typing
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```bash
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sudo make install
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```
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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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`-D CMAKE_INSTALL_PREFIX=<PREFIX>` parameter to the `cmake` command.
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<a name="bcm_new_projects"></a>
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### Creating new Projects (CMake, make)
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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. 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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```bash
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fltk-config --compile myProgram.cxx
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```
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`fltk-config` and our user interface designer `fluid` will be installed in
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`/usr/local/bin/` by default. I recommend that you add this directory to the shell
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`PATH` variable.
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<a name="build_autoconf_make"></a>
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## 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
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and prefer minimal dependencies of a _Makefile_ over _CMake_. Users should be comfortable
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with using `bash` or `tcsh` in a terminal window.
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This option requires administrator rights, but no Apple ID.
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<a name="bam_prerequisites"></a>
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### Prerequisites (autoconf, make)
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In order to build FLTK from the command line, you need to install a C++ compiler
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environment, `make` and `autoconf`. Installing the _Xcode_ command line tools is the easiest
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way to get all prerequisites in one simple step.
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<a name="xcode_command_line_tools"></a>
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Launch _Terminal.app_ by pressing Command+Spacebar and typing `Terminal` and pressing _return_.
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I like to keep the Terminal in the Dock for future use (launch Terminal, right-click or control-click
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on the Terminal icon that is now in the docking bar, and choose _Options_->_Keep in Dock_).
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Installing the _Xcode_ command line tools is pretty straight forward. Just enter this
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and follow the dialogs:
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```bash
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xcode-select --install
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```
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On older versions of macOS, you will have to install _Xcode_ from the
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[App Store](https://itunes.apple.com/de/app/xcode/id497799835?l=en&mt=12)
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and then install the command line tools from within _Xcode_.
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Apple no longer includes _autoconf_ in the _Xcode_ command line tools. To install
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_autoconf_, we first need to install _brew_ by typing this rather cryptic command in the shell
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(you will need to type the password of an administrator account):
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```bash
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ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)"
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```
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After a few minutes, we can now build and install all other tools from one simple command:
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```bash
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brew install autoconf automake
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```
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Alternatively, _autoconf_ can be installed without _brew_ as follows :
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- Download file _autoconf-latest.tar.gz_ from the <a href=https://ftp.gnu.org/gnu/autoconf/>autoconf ftp site</a>
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- Uncompress it to get directory _autoconf-x.xx/_ (where x's indicate autoconf's version number)
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- Set this directory as your current directory in the Terminal app and type :
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```bash
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./configure
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make
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sudo make install
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```
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<a name="bam_download"></a>
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### Downloading and Unpacking (autoconf, make)
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FLTK 1.4 is currently (as of May 2021) 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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Weekly snapshots ("tarballs") can be downloaded from https://www.fltk.org/software.php .
|
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Start your terminal. If you have not set up a developer directory yet, I recommend to use
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`~/dev` and put all your projects there:
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```bash
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# make sure we are in the home directory
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cd ~
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# create our developer directory and go there
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mkdir dev
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cd dev
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```
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Now create a copy of the source code archive at Github on your local file system:
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```bash
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git clone https://github.com/fltk/fltk.git fltk-1.4
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cd fltk-1.4
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```
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<a name="bam_config"></a>
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### Configuring FLTK (autoconf, make)
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Using your shell in the terminal, make sure that you are in the root directory of your
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FLTK source code tree.
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If you are configuring fltk for the first time, you need to instruct FLTK to create some
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very basic configuration files. Type:
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```bash
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autoconf
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```
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This creates the configure script.
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Now configure your FLTK installation. Stay in your FLTK source-code directory
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and type
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```bash
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./configure
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```
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The configuration script runs a number of tests to find external headers, libraries, and tools.
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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 options to the _configure_ script. Type
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`./configure --help` to get a complete list of options. These should be pretty
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self-explanatory. Some more details can be found in
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[online documentation](https://www.fltk.org/doc-1.4/intro.html#intro_unix).
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<a name="bam_build"></a>
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### Building FLTK (autoconf, make)
|
||
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Now this is easy if all the previous steps were successful. Stay in your FLTK source-code
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||
directory and type:
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```bash
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make
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```
|
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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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|
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<a name="bam_test"></a>
|
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### Testing FLTK (autoconf, make)
|
||
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After a successful build, you can test FLTK's capabilities by running
|
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|
||
```bash
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test/demo
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```
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<a name="bam_install"></a>
|
||
### Installing FLTK (autoconf, make)
|
||
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||
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
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sudo make install
|
||
```
|
||
|
||
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
|
||
`--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.
|
||
|
||
|
||
<a name="dropstart"></a>
|
||
## Make an Application Launchable by Dropping Files on its Icon
|
||
|
||
- Prepare an Info.plist file for your application derived from file
|
||
_test/mac-resources/editor.plist_ which allows any file to be dropped
|
||
on the application icon.
|
||
You can edit this file in Xcode and change
|
||
CFBundleDocumentTypes/Item 0/CFBundleTypeExtensions/Item 0
|
||
from the current "*" to the desired file extension. Use several items to
|
||
declare several extensions.
|
||
|
||
- Call function <a href=https://www.fltk.org/doc-1.4/group__group__macosx.html#ga0702a54934d10f5b72157137cf291296>fl\_open\_callback()</a> at the beginning of your main() function to set
|
||
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.
|
||
|
||
## Links
|
||
|
||
[GitHub, git, forking, fetching. and pull requests](https://gist.github.com/Chaser324/ce0505fbed06b947d962)
|
||
|
||
<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"
|
||
- Mar 18 2015 - Manolo: removed uses of the Xcode3 project
|
||
- Apr 01 2016 - Albrecht: corrected typo, formatted most line breaks < 80 columns
|
||
- Dec 04 2018 - Albrecht: fix typo (lowercase fluid.app) for case sensitive macOS
|
||
- Dec 28 2018 - Matt: complete rework for FLTK 1.4
|
||
- Mar 01 2021 - Albrecht: minor updates, macOS Big Sur and Apple Silicon M1 (ARM)
|
||
- Feb 23 2022 - Manolo: install autoconf without brew
|
||
|