2003-07-24 13:20:59 +00:00
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wxCocoa is still a work in progress.
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To compile it, you will need Apple's Developer Tools. However, please
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note that any work to make it suitable for GNUstep (which will require
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a GCC release with Objective-C++) will be much appreciated.
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2005-04-19 14:31:32 +00:00
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Some users also report success with Metrowerks CodeWarrior IDE and I've even
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on occasion used the command-line MW compilers (see docs/metrowerks) with
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configure instead of GCC and Apple's LD.
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Like most UNIX ports, the standard configure/make method works. You should
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be able to build the library as static or shared. I usually build static.
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2003-07-24 13:20:59 +00:00
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On my system I have the following:
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Checked out CVS source is in:
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2004-05-04 08:27:20 +00:00
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/Users/dfe/devel/wxHEADcommit/wxWidgets
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2003-07-24 13:20:59 +00:00
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Debug build directory is:
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/Users/dfe/devel/wxHEADcommit/BUILD_COCOAd
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From the debug build directory:
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2004-05-04 08:27:20 +00:00
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$ ../wxWidgets/configure --with-cocoa --enable-debug --disable-shared
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2003-07-24 13:20:59 +00:00
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$ make
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$ cd samples/minimal
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$ make
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2005-04-19 14:31:32 +00:00
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$ ./minimal.app/Contents/MacOS/minimal
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Like wxMac applications, wxCocoa applications are "bundled". For development
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purposes all this means is that an executable named "foo" needs to be
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inside a "foo.app/Contents/MacOS" directory. For deployment you will need
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an appropriate Info.plist and PkgInfo inside the foo.app/Contents directory.
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wxCocoa (and Cocoa in general) has no need for Mac OS resources. It
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certainly has no need for resource forks as no Mach-O applications should
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_ever_ have resource forks (note: Bakefile violates this right now).
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Please see the wxWiki and/or discuss this with wx-users before shipping
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any wxCocoa apps if you are new to the OS X platform.
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