Keep in mind that some libraries are actually .framework (a different thing than a .dso library), and the correct way to use them is to supply the -framework SDL option on the commandline for example
rather than -lSDL, but I could be wrong about the intended way to use each library.
Also you may find it easier to static link to libraries than to include .dso files in your .app folder for distribution.
I am by no means an expert on OS X however, my experience is limited (DarkPlaces quake engine, and the initial porting of QuakeLive to OS X which took a considerable amount of research and guesswork
to get going).
Hope this helps.On 07/05/2010 10:12 AM, Alex Barry wrote:
I’m not a full-time mac user, but if you have the libraries installed,
you should simple just do an #include <SDL/SDL.h> and whichever other
addons you want, then link to the libraries: SDL, SDLmain, SDL_* (*
being image or mixer or ttf)
You should be able to build after that.
I should note that using XCode should be much easier on a mac than
Code::Blocks, but I can’t say I’ve tried code::blocks on mac.
Take care,
-Alex
On Mon, Jul 5, 2010 at 1:08 PM, Jesse Palser <SLNTHERO at aol.com <mailto:SLNTHERO at aol.com>> wrote:
SDL 1.2 Setup On Mac OS X ?
Hi,
I just got an OS X system.
I have never used OS X before.
I've installed the current OS X Developer Tools.
Also downloaded current Code::Blocks C++ IDE for OS X.
How do I setup:
- SDL 1.2
- SDL_image
- SDL_mixer
- SDL_ttf
to work in Code::Blocks under OS X?
Trying to build a cross-platform game that I made.
(game builds and runs on all Windows(R) and all Linux OS's)
Any help would be appreciated, thanks!
Jesse
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LordHavoc
Author of DarkPlaces Quake1 engine - http://icculus.org/twilight/darkplaces
Co-designer of Nexuiz - http://alientrap.org/nexuiz
"War does not prove who is right, it proves who is left." - Unknown
"Any sufficiently advanced technology is indistinguishable from a rigged demo." - James Klass
"A game is a series of interesting choices." - Sid Meier