c3a5681225
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>
35 lines
709 B
Plaintext
35 lines
709 B
Plaintext
#
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# qmake configuration for common Mac OS X
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#
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!load(device_config) {
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error(Could not successfully load device configuration)
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}
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QMAKE_PLATFORM += macx mac
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isEmpty(QMAKE_MAC_SDK): QMAKE_MAC_SDK = macosx
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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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include(unix.conf)
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