Is SDL on MacOS X dependant on X Windows?

Hey

I am considering to make a cross-platform game for MacOS X and Windows.
Development platform will be MacOS X. I have tried to use several programs that
used the SDL lib before - they are called MacOS X ports, but are X-Windows
programs that usually work on MacOS X with some X-Windows port running. I know
that X-Windows now is included with MacOS X, but I frequently still have
problems with X-Windows progs running on the machine, though they are stated to
work on MacOS X. That’s why I want the program to be based on pure
Darwin/Cocoa/Aqua, without the X-Windows system involved. The game is supposed
to run fullscreen using OpenGL, so I guess there’s no Aqua involved anyway.
Still I’d like it to be independent of X-Windows. No offence to X-Windows
users/enthusiasts out there… :slight_smile:

Also, I don’t want the user to need to worry about dependencies etc, the game
should run flawlessly for any non-technical MacOS X user, possibly through an
installer which checks whether SDL is already installed on the end users
machine, and installs the library if needed. Please tell me if I might encounter
any problems doing so. The end user must not be required to tweak any settings
or manually install the library.

Per

work on MacOS X. That’s why I want the program to be based on pure
Darwin/Cocoa/Aqua, without the X-Windows system involved. The game is supposed
to run fullscreen using OpenGL, so I guess there’s no Aqua involved anyway.
Still I’d like it to be independent of X-Windows. No offence to X-Windows
users/enthusiasts out there… :slight_smile:

The Mac version of SDL creates a real, honest-to-god native window using
Cocoa. It can also dynamically load the X-Window libraries and use them
on Mac OS X if the user wants to force remote display or whatever, but
by default it will use Cocoa and not require the X-Window support even
be installed on the system.

I’ve used it for several commercial games on the Mac, with OpenGL, and
it works great.

–ryan.

Ryan C. Gordon wrote:

work on MacOS X. That’s why I want the program to be based on pure
Darwin/Cocoa/Aqua, without the X-Windows system involved. The game is supposed
to run fullscreen using OpenGL, so I guess there’s no Aqua involved anyway.
Still I’d like it to be independent of X-Windows. No offence to X-Windows
users/enthusiasts out there… :slight_smile:

The Mac version of SDL creates a real, honest-to-god native window using
Cocoa. It can also dynamically load the X-Window libraries and use them
on Mac OS X if the user wants to force remote display or whatever, but
by default it will use Cocoa and not require the X-Window support even
be installed on the system.

I’ve used it for several commercial games on the Mac, with OpenGL, and
it works great.

–ryan.


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SDL at libsdl.org
http://www.libsdl.org/mailman/listinfo/sdl

i am using sdl for my nes emulator and it runs on linux and osx with the
osx look not x11. i think sdl on osx can use the osx gui or the x11
gui depending how it was compiled. also, sdl can be installed to work
with code or installed the unix/linux way. i installed the unix/linuix
way and run conifure and make to build. the binary compiled uses the
osx gui or cocoa but doens have the .app folder. i think all you have
to do is create that folder with the right files in it.

matt

Per Bull Holmen wrote:

Also, I don’t want the user to need to worry about dependencies etc, the game
should run flawlessly for any non-technical MacOS X user, possibly through an
installer which checks whether SDL is already installed on the end users
machine, and installs the library if needed.

You’re supposed to embed the SDL framework in your application bundle so
that the user doesn’t have to have SDL installed. No need for an
installer either, it’s easy to create a real Mac OS X application that
runs from anywhere without installation.

Have a look at my project http://pipmak.sf.net/, which is also
primarily developed on Mac OS X, to see how I do it.

-Christian

Christian Walther <cwalther gmx.ch> writes:

You’re supposed to embed the SDL framework in your application bundle so
that the user doesn’t have to have SDL installed. No need for an
installer either, it’s easy to create a real Mac OS X application that
runs from anywhere without installation.

Have a look at my project http://pipmak.sf.net/, which is also
primarily developed on Mac OS X, to see how I do it.

Yeah, that’s exactly what I had in mind. Thanks to Christian, Ryan and Matt for
very helpful answers.

Per

Christian Walther wrote:

Per Bull Holmen wrote:

Also, I don’t want the user to need to worry about dependencies etc, the game
should run flawlessly for any non-technical MacOS X user, possibly through an
installer which checks whether SDL is already installed on the end users
machine, and installs the library if needed.

You’re supposed to embed the SDL framework in your application bundle so
that the user doesn’t have to have SDL installed. No need for an
installer either, it’s easy to create a real Mac OS X application that
runs from anywhere without installation.

Have a look at my project http://pipmak.sf.net/, which is also
primarily developed on Mac OS X, to see how I do it.

-Christian


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SDL at libsdl.org
http://www.libsdl.org/mailman/listinfo/sdl

right now the project is in development. when its closer to being
finished i intend to distribute the right way as an .app

matt