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diff --git a/tools/xcode/templates/readme.txt b/tools/xcode/templates/readme.txt new file mode 100644 index 0000000..ab28730 --- /dev/null +++ b/tools/xcode/templates/readme.txt @@ -0,0 +1,134 @@ + +XCODE 4 TEMPLATES FOR SFML 2 +============================ + +These templates help you to easily create a new SFML 2 project for Xcode 4. + + + +Web Site +-------- + +You can find more resources and information on the official web site : http://www.sfml-dev.org/ + + + +Author & License +---------------- + +The templates were written by Marco Antognini <antognini.marco@gmail.com> and are provided under the terms of the zlib/png license : http://opensource.org/licenses/zlib-license.php + + + +Features +-------- + + * You can choose between command line tool or bundle application, the latter will contains all SFML dependancies so you can run your app on another computer without manually installing SFML. + * You can choose between using SFML libraries as dylibs or frameworks. + * You can choose your compiler and C++ standard library / dialect. + * You can choose with SFML module you want to use into your project. + * You automatically get a basic example to test SFML right away. + + + +Prerequisites +------------- + +Before installing the template, make sure you have installed : + + - Xcode 4 (the templates were tested with Xcode 4.5.2) + - SFML 2, either as framework or dylibs binaries + +There is one constraint on the installation of SFML : the frameworks needs to be installed in /Library/Frameworks and the dylibs into /usr/local/lib. You don't need both but make sure they are in the correct folder. + +You should also be familiar with Xcode 4. If needed checkout this document : http://developer.apple.com/library/ios/#documentation/ToolsLanguages/Conceptual/Xcode4UserGuide/000-About_Xcode/about.html + + + +Install +------- + +If you are building SFML from sources you can set CMake's INSTALL_XCODE4_TEMPLATES variable to TRUE to install the templates automatically. Otherwise proceed as follow : + 1. Make sure "~/Library/Developer/Xcode/Templates/" folder exists; + 2. Copy "SFML" folder into the above folder. +The 'install.sh' script in the same directory as this readme does that for you. + + + +Usage +----- + +To use these templates follow these steps : + + 1. open Xcode 4, + 2. select "create a new Xcode project" from the "Welcome to Xcode" window or select menus File > New > New Project, + 3. select "SFML" subsection under "Mac OS X" on the left, + 4. then select either "SFML App", if you want an application bundle, or "SFML CLT", if you prefer a classic Unix executable, + 5. fill in the requested information and you're ready to go ! + +Note : some settings are marked as "[ADVANCED]" in the wizard. If you're not sure what they are, simply keep the default settings. If you get errors later you would probably want to explore their meaning. + + + +Question & Answer +----------------- + + * I want to use Xcode 3. Can I use these templates anyway ? + + No, Xcode 3 and 4 don't have the same template system. Therefore these templates won't work with a older version of Xcode. + + + + * I'm still using SFML 1.6. Can I use these templates anyway ? + + No, these templates were made for SFML 2 only. + + + + * I would like to add/remove a module of SFML from my current project without creating a new project. How can I do that ? + + 1. select your project in the project navigator panel, + 2. select your project's target on the main area, + 3. go to the "Build Settings" tab, + 4. go down to the bottom, + 5. set SFML_XXX variable, where XXX is the name of the module to add/remove, to "$(SFML_LINK_PREFIX)sfml-XXX$(SFML_LINK_SUFFIX)" to add it or to "" (nothing) to remove it. + + + + * I changed my mind and would like to switch from dylibs to frameworks or vice versa. How can I do that ? + + 1. select your project in the project navigator panel, + 2. select your project's target on the main area, + 3. go to the "Build Settings" tab, + 4. go down to the bottom, + 5. set SFML_BINARY_TYPE to either "DYLIBS" or "FRAMEWORKS". + + + + * How to use/don't use debug dylibs ? + + You can choose to use or not SFML debug binaries when creating a new project. However, if you have already created your project you can do the following : + + 1. select your project from the project navigator panel, + 2. select your project's target on the main area, + 3. go to the "Build Settings" tab, + 4. go down to the bottom, + 5. set SFML_LINK_DYLIBS_SUFFIX_DEBUG to "-d" to use them or to "" (empty string) to use only release binaries. + + + + * I want to use the static version of SFML. Is it possible ? + + Short answer : Don't do that! + + We strongly recommend you to use either dylibs or frameworks on Mac OS X. Please refer to Apple documentation for information about static vs shared libraries debate. + + If you really need/want to use static libraries proceed as follow. First, set your project to use dylibs (see above Q & A). Then set SFML_LINK_DYLIBS_SUFFIX to "-s-d" in debug mode and to "-s" in release mode. Finally, remove the script automatically generated by the template (see Build Phases tab). + + + + * I get strange linker error about std::string and other STL types. What shall I do ? + + This probably means you're compiling your project against a different implementation of the STL than SFML. When you created the project, you might have chosen the wrong C++ compiler & standard library. You can update your project's build settings; more specifically the Compiler for C/C++/Objective-C, the C++ language Dialect and the C++ Standard Library. You can find more information in the getting started tutorial for Mac OS X on the official web site. + + |