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Use Apple's nomenclature for macOS and iOS
Fixes https://github.com/libsdl-org/SDL/issues/6621
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@@ -369,7 +369,7 @@ Valgrind has support for Android out of the box, just grab code using:
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... and follow the instructions in the file README.android to build it.
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One thing I needed to do on Mac OS X was change the path to the toolchain,
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One thing I needed to do on macOS was change the path to the toolchain,
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and add ranlib to the environment variables:
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export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib
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@@ -4,7 +4,7 @@ iOS
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Building the Simple DirectMedia Layer for iOS 9.0+
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==============================================================================
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Requirements: Mac OS X 10.9 or later and the iOS 9.0 or newer SDK.
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Requirements: macOS 10.9 or later and the iOS 9.0 or newer SDK.
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Instructions:
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@@ -233,7 +233,7 @@ Textures:
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The optimal texture formats on iOS are SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_ABGR8888, SDL_PIXELFORMAT_BGR888, and SDL_PIXELFORMAT_RGB24 pixel formats.
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Loading Shared Objects:
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This is disabled by default since it seems to break the terms of the iOS SDK agreement for iOS versions prior to iOS 8. It can be re-enabled in SDL_config_iphoneos.h.
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This is disabled by default since it seems to break the terms of the iOS SDK agreement for iOS versions prior to iOS 8. It can be re-enabled in SDL_config_ios.h.
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Notes -- CoreBluetooth.framework
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@@ -273,7 +273,7 @@ e.g.
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{
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... initialize game ...
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#if __IPHONEOS__
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#ifdef __IOS__
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// Initialize the Game Center for scoring and matchmaking
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InitGameCenter();
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@@ -1,7 +1,6 @@
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# Mac OS X (aka macOS).
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# macOS
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These instructions are for people using Apple's Mac OS X (pronounced
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"ten"), which in newer versions is just referred to as "macOS".
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These instructions are for people using Apple's macOS.
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From the developer's point of view, macOS is a sort of hybrid Mac and
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Unix system, and you have the option of using either traditional
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@@ -21,8 +20,7 @@ sudo cmake --install .
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You can also build SDL as a Universal library (a single binary for both
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64-bit Intel and ARM architectures), by using the build-scripts/clang-fat.sh
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script.
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64-bit Intel and ARM architectures):
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```bash
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mkdir build
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@@ -32,10 +30,6 @@ cmake --build .
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sudo cmake --install .
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```
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This script builds SDL with 10.9 ABI compatibility on 64-bit Intel and 11.0
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ABI compatibility on ARM64 architectures. For best compatibility you
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should compile your application the same way.
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Please note that building SDL requires at least Xcode 6 and the 10.9 SDK.
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PowerPC support for macOS has been officially dropped as of SDL 2.0.2.
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32-bit Intel and macOS 10.8 runtime support has been officially dropped as
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@@ -45,7 +39,7 @@ To use the library once it's built, you essential have two possibilities:
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use the traditional autoconf/automake/make method, or use Xcode.
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# Caveats for using SDL with Mac OS X
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# Caveats for using SDL with macOS
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If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
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SDL will not register its own. This means that SDL will not terminate using
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@@ -133,17 +127,17 @@ there are some more things you should do before shipping your product...
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1. The bundle right now probably is dynamically linked against SDL. That
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means that when you copy it to another computer, *it will not run*,
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unless you also install SDL on that other computer. A good solution
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for this dilemma is to static link against SDL. On OS X, you can
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for this dilemma is to static link against SDL. On macOS, you can
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achieve that by linking against the libraries listed by
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```bash
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sdl-config --static-libs
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sdl3-config --static-libs
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```
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instead of those listed by
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```bash
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sdl-config --libs
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sdl3-config --libs
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```
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Depending on how exactly SDL is integrated into your build systems, the
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@@ -5,6 +5,10 @@ This guide provides useful information for migrating applications from SDL 2.0 t
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We have provided a handy Python script to automate some of this work for you [link to script], and details on the changes are organized by SDL 2.0 header below.
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## SDL_platform.h
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The preprocessor symbol __MACOSX__ has been renamed __MACOS__, and __IPHONEOS__ has been renamed __IOS__
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## SDL_pixels.h
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SDL_CalculateGammaRamp has been removed, because SDL_SetWindowGammaRamp has been removed as well due to poor support in modern operating systems (see [SDL_video.h](#sdl_videoh)).
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