iOS project setup |
iOS project setup |
slvn
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Hi,Â
My 2 cents advice ... On the first hand, I build the SDL libs with this scripts : Â https://bugzilla.libsdl.org/show_bug.cgi?id=2302 Then, I have a CMake file that I use to create the xcode projects for my apps : Some example on this website : http://www.michaelborgmann.com/tutorials/build-sdl2-app-for-ios-using-cmake/ Cheers, Sylvain On Tue, Apr 22, 2014 at 3:39 PM, Jonathan Dearborn wrote:
-- Sylvain Becker |
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iOS project setup |
Eric Wing
Guest
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On 4/22/14, Jonathan Dearborn wrote:
I probably should make a screencast, but I'm knee deep in Android crap right now. (As bad as this is in iOS, Android is way worse.) The native iOS, way is to make a new project (we used to have Xcode project templates but I think they are all broken now). - Make a new project (probably an empty one) - Delete the .m files - Create or add your main.c - Copy the SDL source tree into your new project directory - In Xcode, use the contextual menu to "Add Files to Project" (I usually do it in the Frameworks section). Find the Xcode iOS project that builds SDL and select that one. (Alternatively, you can create a new "Workspace" add your project and the iOS project to that.) - Select your project in the Groups & Panels (click on the topmost item in the left-most panel). This will bring up Project Settings in your main window. - Select your application in "Targets" (left column in main window) - Select the Build Phases tab (top center of main window) - In Target Dependencies, hit the + button and look for libSDL and add it. - In Link Binary With Libraries, hit the + button and look for libSDL.a and add it. - Now go to the Build Settings tab (one to the left of Build Phases) - Find Header Search Paths and add the SDL include path to it. Example: "$(SRCROOT)/../../SDL2-2.0.3/include" (Tip: You can find it in Finder and drag the folder into the box in Xcode and it will fill it out for you.) Assuming I didn't forget anything, you should now be able to hit the Run button and it will build and run. This will automatically handle switching between simulator and device architectures (you don't need to lipo the different binaries or do funny setups because there are 2 separate .a files) as well as debug and release. (P.S. I have no objection to CMake and plan to look at that in the near future. I use CMake for Windows and Linux and sometimes Mac and the external NDK side of Android. I just haven't spent the time getting familiar with the iOS CMake toolchain because I've literally spent months on the Android one because it is such hell (but it's worse without CMake)). -Eric -- Beginning iPhone Games Development http://playcontrol.net/iphonegamebook/ _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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iOS project setup |
m3xican
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Some time ago I wrote a post about how to set up a SDL 2 Â project for OS X in Xcode 4:http://blog.davidecoppola.com/2013/08/22/how-to-set-up-a-sdl-2-project-for-os-x-in-xcode-4/
I guess you're using Xcode 5 now and an iOS project should differ in few bits anyway, but hopefully this will give you a starting point. On 22 April 2014 14:39, Jonathan Dearborn wrote:
-- Davide Coppola email: website: http://www.davidecoppola.com |
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iOS project setup |
Jonny D
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Thanks guys. Â Now I have a few things to try and a better feeling for how things should be.
Jonny D |
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