f73a7ca46c
We depend on Xcode for building Qt itself and user application on Mac OS. The user may have an Xcode install that is not set up properly, in which case we would fail compilation in mysterious ways. Instead we try to detect misconfigured or missing Xcode installs as early as possible. We try to detect if an Xcode install has not been chosen yet, and if the user has not accepted the Xcode license agreement. We need to do these checks both in configure, as early as possible, and in mkspecs on Mac OS, as we need to error out if the user tries to build an app with the Qt SDK, but with a broken Xcode install. Change-Id: I4e3a11077a61dc5d4ee2c686d01044a9bb2c1c79 Reviewed-by: Oswald Buddenhagen <oswald.buddenhagen@digia.com>
33 lines
786 B
Plaintext
33 lines
786 B
Plaintext
#
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# qmake configuration for common Mac OS (OSX and iOS)
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#
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!load(device_config): error(Could not successfully load device configuration)
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QMAKE_PLATFORM += mac
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QMAKE_RESOURCE = /Developer/Tools/Rez
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QMAKE_EXTENSION_SHLIB = dylib
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QMAKE_LIBDIR =
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# sdk.prf will prefix the proper SDK sysroot
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QMAKE_INCDIR_OPENGL = \
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/System/Library/Frameworks/OpenGL.framework/Headers \
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/System/Library/Frameworks/AGL.framework/Headers/
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QMAKE_FIX_RPATH = install_name_tool -id
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QMAKE_LFLAGS_RPATH =
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QMAKE_LIBS_DYNLOAD =
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QMAKE_LIBS_OPENGL = -framework OpenGL -framework AGL
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QMAKE_LIBS_THREAD =
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QMAKE_AR = ar cq
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QMAKE_RANLIB = ranlib -s
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# We rely on Xcode to build
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include(xcode.conf)
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include(unix.conf)
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