SDL for Mac OS X must be built with a 10.7 SDK or above?

I just updated SDL from version 2.0.0 to 2.0.2 and now I see in SDL_cocoawindow.m the following:

#if MAC_OS_X_VERSION_MAX_ALLOWED < 1070

error SDL for Mac OS X must be built with a 10.7 SDK or above.

Previously, I was supporting OS 10.6, but it seems as though that is no longer supported. Is there any way to keep supporting 10.6 and possibly have the new 10.7 requiring code just not do anything? Is there an explanation somewhere about the need to no longer support 10.6?

I would really like to take advantage of the new stuff in SDL 2.0.2 for the iPad, so I might use 2.0.2 for that, but I think right now supporting 10.6 is more important for the mac version of my program than the new stuff in SDL 2.0.2, so I might be using SDL 2.0.0 for mac, and SDL 2.0.2 for iPad, which is probably going to be a pain.

Would some workaround like the one mentioned in this post (http://forums.libsdl.org/viewtopic.php?t=7753&highlight=macosxversionmaxallowed) be possible?

SDL still supports 10.6 at runtime (if you set your deployment target when building to that), it just needs to be built using a system with the 10.7 SDK or newer.

For example, I build SDL 2.0.2 on my machine using 10.9, and run it on systems which use 10.6.On Feb 13, 2014, at 7:43 PM, Trev wrote:

I just updated SDL from version 2.0.0 to 2.0.2 and now I see in SDL_cocoawindow.m the following:

Quote:
#if MAC_OS_X_VERSION_MAX_ALLOWED < 1070

error SDL for Mac OS X must be built with a 10.7 SDK or above.

Previously, I was supporting OS 10.6, but it seems as though that is no longer supported. Is there any way to keep supporting 10.6 and possibly have the new 10.7 requiring code just not do anything? Is there an explanation somewhere about the need to no longer support 10.6?

I would really like to take advantage of the new stuff in SDL 2.0.2 for the iPad, so I might use 2.0.2 for that, but I think right now supporting 10.6 is more important for the mac version of my program than the new stuff in SDL 2.0.2, so I might be using SDL 2.0.0 for mac, and SDL 2.0.2 for iPad, which is probably going to be a pain.

Would some workaround like the one mentioned in this post (http://forums.libsdl.org/viewtopic.php?t=7753&highlight=macosxversionmaxallowed) be possible?


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Oh, so you are saying that I can make an SDL 2.0.2 framework with my 10.9 computer, and then use that framework in a 10.6 compatible project and that program would run on a 10.6 computer. But I couldn’t just add the SDL 2.0.2 source files directly into my 10.6 compatible project?

Oh, so you are saying that I can make an SDL 2.0.2 framework with my 10.9
computer, and then use that framework in a 10.6 compatible project and that
program would run on a 10.6 computer.

Yes.

But I couldn’t just add the SDL 2.0.2
source files directly into my 10.6 compatible project?

You have to build it on a newer computer.

This is the way Apple does things. They expect developers to be on the
latest version of OS X and set backwards compatibility targets as
appropriate. They add new constants, classes, functions, and
language/compiler features all the time, and often new OS X versions
must use these features.

And there is a world of hurt of really hard to detect/test bugs if you
try to do what you are doing partly because Apple uses runtime
behavior more aggressively than probably any other vendor. Forwards
compatibility should never be taken for granted, even on other
platforms, but it is even less obvious how things will interact on
platforms that leverage dynamic runtimes. Apple doesn’t test or
support what you are trying to do, whereas they do for the other
direction.

-EricOn 2/13/14, Trev wrote:

Beginning iPhone Games Development
http://playcontrol.net/iphonegamebook/