qt5base-lts/mkspecs/common/mac.conf
Tor Arne Vestbø c3a5681225 Always build against an SDK on Mac OS
Building against the local /System can cause build issues when for example
the headers have not been updated to reflect the system version. The system
headers are updated as part of installing the command line tools from within
Xcode, not as part of the system update process, so we might think we are
on 10.8, but the system headers will not reflect that, and we get build
breaks. It's preferable to always build against an SDK, so that we have
a known state for the OS X libraries and headers.

We choose the latests SDK by default, as recommended by Apple.

Change-Id: I79028217ff3a9cbe45aa4cb05ed6dd90388dee50
Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@digia.com>
2013-02-20 00:46:50 +01:00

35 lines
709 B
Plaintext

#
# qmake configuration for common Mac OS X
#
!load(device_config) {
error(Could not successfully load device configuration)
}
QMAKE_PLATFORM += macx mac
isEmpty(QMAKE_MAC_SDK): QMAKE_MAC_SDK = macosx
QMAKE_RESOURCE = /Developer/Tools/Rez
QMAKE_EXTENSION_SHLIB = dylib
QMAKE_LIBDIR =
# sdk.prf will prefix the proper SDK sysroot
QMAKE_INCDIR_OPENGL = \
/System/Library/Frameworks/OpenGL.framework/Headers \
/System/Library/Frameworks/AGL.framework/Headers/
QMAKE_FIX_RPATH = install_name_tool -id
QMAKE_LFLAGS_RPATH =
QMAKE_LIBS_DYNLOAD =
QMAKE_LIBS_OPENGL = -framework OpenGL -framework AGL
QMAKE_LIBS_THREAD =
QMAKE_AR = ar cq
QMAKE_RANLIB = ranlib -s
include(unix.conf)