Blame README.OSX.txt

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README.OSX.txt - 2016-04-01 - Building FLTK under Apple OS X
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------------------------------------------------------------
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 CONTENTS
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==========
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  1   INTRODUCTION
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  2   HOW TO BUILD FLTK USING GCC
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    2.1   Prerequisites
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    2.2   Downloading and Unpacking
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    2.3   Configuring FLTK
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    2.4   Building FLTK
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    2.5   Testing FLTK
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    2.6   Installing FLTK
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    2.7   Creating new Projects
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  3   HOW TO BUILD FLTK USING XCODE3
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    3.1   Prerequisites
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    3.2   Downloading and Unpacking
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    3.3   Configuring FLTK
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    3.4   Building FLTK
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    3.5   Testing FLTK
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    3.6   Uninstalling previous versions of FLTK
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    3.7   Installing FLTK
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    3.8   Installing Little Helpers
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    3.9   Creating new Projects
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  4   HOW TO BUILD FLTK USING XCODE4
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    4.1   Prerequisites
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    4.2   Downloading and Unpacking
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    4.3   Configuring FLTK
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    4.4   Building FLTK
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    4.5   Testing FLTK
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    4.6   Uninstalling previous versions of FLTK
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    4.7   Installing FLTK
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  5  MAKE AN APPLICATION LAUNCHABLE BY DROPPING FILES ON ITS ICON
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  6   DOCUMENT HISTORY
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 1  INTRODUCTION
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=================
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FLTK supports all Mac OS X versions above 10.3 (Panther). See below for how to
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build FLTK applications that can run on all (old or recent) Mac OS X versions.
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FLTK currently supports the following development environments on the Apple OS X
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platform:
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    - gcc command line tools
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    - Xcode 3.x and higher
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CAUTION: gcc command line built libraries and Xcode created Frameworks should
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not be mixed!
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 2  HOW TO BUILD FLTK USING GCC
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================================
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 2.1  Prerequisites
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--------------------
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In order to build FLTK from the command line, you need to install the Xcode
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developer environment. It can be downloaded from the Apple Store for free.
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After downloading and installing, you need to launch the Terminal. Terminal.app
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is located in the "Utilities" folder inside the "Applications" folder. I like
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to keep the Terminal in the Dock.
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 2.2  Downloading and Unpacking
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--------------------------------
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Download FLTK from here:
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  http://www.fltk.org/software.php
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If you are familiar with "subversion" and like to stay current with your
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version, you will find the subversion access parameters at the bottom of that
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page. Unpack FLTK into a convenient location. I like to have everything in my
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dev directory:
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  cd
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  mkdir dev
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  cd dev
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  mv ~/Downloads/fltk-1.3.xxxx.tar.gz .
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  tar xvfz fltk-1.3.xxxx.tar.gz
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  cd fltk-1.3.xxxx
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If you got FLTK via subversion then you need one extra step: build the
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configure script. Otherwise skip the following part marked ADVANCED:
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ADVANCED: (only if you got FLTK via subversion)
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- The preferred procedure is to build the configure script using tools
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  called autoconf and automake. If these tools are not both available
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  on your system, this post
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     http://www.fltk.org/newsgroups.php?s15486+gfltk.coredev+v15499
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  details how to get them.
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  Then, stay in your FLTK source-code directory and type the following:
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  NOCONFIGURE=1 ./autogen.sh
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- Alternatively, copy the configure script from the last FLTK weekly snapshot
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  to your svn source-code directory.
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:END_ADVANCED
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 2.3  Configuring FLTK
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-----------------------
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Now configure your FLTK installation: stay in your FLTK source-code directory
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and type
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  ./configure
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CAVEAT: if configure sends this error message :
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   configure: error: cannot run /bin/sh ./config.sub
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type
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  make
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and interrupt the building process. Then, run ./configure again.
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:END CAVEAT
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ADVANCED: type "./configure --help" to get a complete list of optional
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configurations parameters. These should be pretty self-explanatory. Some
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more details can be found in README.
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To create multi-architecture binaries, start "configure" with these flags:
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  ./configure  --with-archflags="-arch i386 -arch x86_64"
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To create applications that can run under Mac OS X 10.4 and above, use these flags:
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  ./configure CXXFLAGS="-mmacosx-version-min=10.4" LDFLAGS="-mmacosx-version-min=10.4"
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:END_ADVANCED
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The configuration script will check your machine for the required resources
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which should all have been part of your Xcode installation. Review the
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Configuration Summary, maybe take some notes.
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 2.4  Building FLTK
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--------------------
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Now this is easy. Stay in your FLTK source-code directory and type:
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  make
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The entire FLTK toolkit including many test programs will be built for you. No
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warnings should appear, but "ranlib" may complain about a few modules having no
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symbols. This is normal and can safely be ignored.
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 2.5  Testing FLTK
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-------------------
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After a successful build, you can test FLTK's capabilities:
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  test/demo
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 2.6  Installing FLTK
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----------------------
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If you did not change any of the configuration settings, FLTK will be installed
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in "/usr/local/include" and "/usr/local/lib" by typing
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  sudo make install
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It is possible to install FLTK without superuser privileges by changing the
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installation path to a location within the user account by adding the
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"--prefix=PREFIX" parameter to the "./configure" command.
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 2.7  Creating new Projects
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----------------------------
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FLTK provides a neat script named "fltk-config" that can provide all the flags
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needed to build FLTK applications using the same flags that were used to build
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the library itself. Architecture flags (e.g., -arch i386) used to build the
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library, though, are not provided by the fltk-config script. This allows to
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build universal libraries and to produce applications of any architecture
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from them. Running "fltk-config" without arguments will print a list
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of options. The easiest call to compile an FLTK application from a single source
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file is:
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  fltk-config --compile myProgram.cxx
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"fltk-config" and "fluid" will be installed in "/usr/local/bin/" by default. I
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recommend that you add it to the command search path.
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 3  HOW TO BUILD FLTK USING XCODE3
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===================================
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 3.1  Prerequisites
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--------------------
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In order to build FLTK from within Xcode 3, you need to have the Xcode 3
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developer environment on your computer. If you don't, go to: 'HOW TO BUILD
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FLTK USING XCODE4'
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 3.2  Downloading and Unpacking
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--------------------------------
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Download FLTK from here:
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  http://www.fltk.org/software.php
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If you are familiar with "subversion" and like to stay current with your
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version, you will find the subversion access parameters at the bottom of that
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page. You can use the SCM system that is built into Xcode.
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Unpack FLTK by double-clicking it and copy the new folder into a convenient
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location. I have set up a "dev" folder in my home folder for all my projects.
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 3.3  Configuring FLTK
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-----------------------
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Launch Xcode. Open the project file in
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  .../fltk-1.3.xxxx/ide/Xcode4/FLTK.xcodeproj
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Use the "Project" pulldown menu to change "Active Build Configuration" to
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"Release". Change the "Active Architecture"  as desired.
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 3.4  Building FLTK
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--------------------
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Use the "Project" pulldown menu to set the "Active Target" to "Demo". Select
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"Build" from the "Build" menu to create all libraries and test applications.
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By default, the Xcode4 project builds applications that run under Mac OS X 10.5
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and above. To build applications that also run under older Mac OS versions,
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select "Edit Project Settings" of the Project menu, then select the Build panel,
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and modify the "Mac OS X Deployment Target" item.
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All frameworks and apps will be located in "./ide/Xcode4/build/Release/".
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 3.5  Testing FLTK
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-------------------
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Select "Build and Run" from the "Build" menu to run the Demo program. Use "Demo"
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to explore all test programs.
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 3.6  Uninstalling previous versions of FLTK
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---------------------------------------------
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Remove FLTK frameworks:
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  sudo rm -r /Library/Frameworks/fltk*.framework
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Remove Fluid and possibly other utilities:
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  sudo rm -r /Developer/Applications/Utilities/FLTK/
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 3.7  Installing FLTK
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----------------------
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When distributing FLTK applications, the FLTK frameworks should be made part of
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the application package. For development however, it is very convenient to have
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the Release-mode Frameworks in a standard location.
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For Xcode project template use, all FLTK frameworks should be copied from
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"./ide/Xcode4/build/Release/" to "/Library/Frameworks/". The FLTK header files
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for all FLTK frameworks will then be at "/Library/Frameworks/fltk.framework/
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Headers/". Add this path to the header search path of your projects.
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  sudo rm -f -r /Library/Frameworks/fltk*
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  sudo cp -R ide/Xcode4/build/Release/fltk*.framework /Library/Frameworks/
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Many FLTK applications will use Fluid, the FLTK User Interface builder, to
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generate C++ source code from .fl resource files. Add Fluid to the developer
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tools:
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  sudo mkdir /Developer/Applications/Utilities/FLTK/
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  sudo rm -f -r /Developer/Applications/Utilities/FLTK/Fluid.app
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  sudo cp -R ide/Xcode4/build/Release/Fluid.app /Developer/Applications/Utilities/FLTK/
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 3.8  Installing Little Helpers
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--------------------------------
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- Project Templates:
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Project Templates are the quickest way to create a new FLTK application from
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within Xcode. The included project builds an FLTK based Cocoa application
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written in C++ with support for the Fluid UI designer, image reading, and
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OpenGL. Unused FLTK sub-Frameworks can simply be removed from the project.
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The template assumes that Release versions of the FLTK frameworks are installed
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in /Library/Frameworks as described above.
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First, we need to create the Template folder:
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  sudo mkdir -p /Library/Application\ Support/Developer/Shared/Xcode/Project\ Templates/
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Next, we copy the project template over:
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  sudo cp -r ide/Xcode4/Project\ Templates/* /Library/Application\ Support/Developer/Shared/Xcode/Project\ Templates/
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After restarting Xcode, the dialog for "File > New Project..." will offer an
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FLTK 1.3 user template which is ready to compile.
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- Fluid file handling
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This section assumes that a Release version of Fluid is installed in
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"/Developer/Applications/Utilities/FLTK/" as described above. It will install
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a new file type which opens Fluid as an editor for files ending in ".fl".
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First, we need to create the spec folder:
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  sudo mkdir -p /Library/Application\ Support/Developer/Shared/Xcode/Specifications/
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Next, we copy the Fluid specification over:
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  sudo cp ide/Xcode4/fluid.pbfilespec /Library/Application\ Support/Developer/Shared/Xcode/Specifications/
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Open Xcode preferences and select the File Types tab. Find the
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"sourcecode.fluid" entry in "file > text > sourcecode" and set the external
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editor to Fluid. When adding ".fl" files, set the File Type in the Info dialog
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to "sourcecode.fluid" and Xcode will edit your file in Fluid when
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double-clicking.
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- More
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TODO: Language Definition
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TODO: Build Rules
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 3.9  Creating new Projects
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----------------------------
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If the little helpers above were installed, the menu "File > New Project..."
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will pop up a dialog that offers a User Template named Fluid. Select it and
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follow the instructions.
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 4  HOW TO BUILD FLTK USING XCODE4
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===================================
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 4.1  Prerequisites
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--------------------
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In order to build FLTK from within Xcode 4, 5, 6, 7, or 8 you need to install
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the Xcode developer environment via the Apple App Store that comes with
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Lion and up. If you also want the command line version of gcc, you can use
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the Download section in the Preferences dialog.
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 4.2  Downloading and Unpacking
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--------------------------------
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Download FLTK from here:
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  http://www.fltk.org/software.php
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If you are familiar with "subversion" and like to stay current with your
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version, you will find the subversion access parameters at the bottom of that
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page. You can use the SCM system that is built into Xcode.
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Unpack FLTK by double-clicking it and copy the new folder into a convenient
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location. I have set up a "dev" folder in my home folder for all my projects.
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 4.3  Configuring FLTK
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-----------------------
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Launch Xcode. Open the project file in
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  .../fltk-1.3.xxxx/ide/Xcode4/FLTK.xcodeproj
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There is nothing else to configure.
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 4.4  Building FLTK
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--------------------
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Use the "Scheme" pulldown menu to change the active target to "Demo" and
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"My Mac 32-bit" or "My Mac 64-bit". Select "Build for" -> "Running"Run" from
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the "Product" menu to create all libraries and test applications.
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By default, the Xcode4 project builds applications that run under Mac OS X 10.5
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and above. To build applications that also run under older Mac OS versions,
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modify the "OS X Deployment Target" item of the FLTK project build settings.
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All frameworks and apps will be located in a private directory. Use
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"Window"->"Organizer" to find the full path.
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 4.5  Testing FLTK
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-------------------
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Select "Run" from the "Product" menu to run the Demo program. Use "Demo"
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to explore all test programs.
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 4.6  Uninstalling previous versions of FLTK
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---------------------------------------------
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Remove FLTK frameworks:
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  sudo rm -r /Library/Frameworks/fltk*.framework
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Remove Fluid and possibly other utilities:
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  sudo rm -r /Applications/FLTK/
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 4.7  Installing FLTK
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----------------------
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When distributing FLTK applications, the FLTK frameworks should be made part of
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the application package. For development however, it is very convenient to have
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the Release-mode Frameworks in a standard location.
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For Xcode project template use, all FLTK frameworks should be built using
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"Build for Archiving" and then copied from
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"./(Organizer->Derived Data Path)/Release/" to "/Library/Frameworks/".
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The FLTK header files for all FLTK frameworks will then be at
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"/Library/Frameworks/fltk.framework/Headers/". Add this path to the header
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search path of your projects.
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  sudo rm -f -r /Library/Frameworks/fltk*
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  sudo cp -R (Organizer->Derived Data Path)/Release/fltk*.framework /Library/Frameworks/
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Many FLTK applications will use Fluid, the FLTK User Interface builder, to
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generate C++ source code from .fl resource files. Add Fluid to the developer
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tools:
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  sudo mkdir /Applications/FLTK/
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  sudo rm -f -r /Applications/FLTK/Fluid.app
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  sudo cp -R (Organizer->Derived Data Path)/Release/Fluid.app /Applications/FLTK/
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    (TODO: 4.8   Installing Little Helpers)
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    (TODO: 4.9   Creating new Projects)
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  5  MAKE AN APPLICATION LAUNCHABLE BY DROPPING FILES ON ITS ICON
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=================================================================
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- Prepare an Info.plist file for your application derived from file
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ide/Xcode4/plists/editor-Info.plist which allows any file to be dropped
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on the application icon.
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You can edit this file in Xcode and change
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Document types/Item 0/CFBundleTypeExtensions/Item 0
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from the current "*" to the desired file extension. Use several items to
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declare several extensions.
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- Call fl_open_callback() at the beginning of your main() function that sets
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what function will be called when a file is dropped on the application icon.
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- In Xcode, set the "Info.plist File" build setting of your target application
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to the Info.plist file you have prepared.
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- Rebuild your application.
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 6  DOCUMENT HISTORY
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=====================
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Oct 29 2010 - matt: removed warnings
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Oct 24 2010 - matt: restructured entire document and verified instructions
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Dec 19 2010 - Manolo: corrected typos
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Dec 29 2010 - Manolo: removed reference to AudioToolbox.framework that's no longer needed
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Feb 24 2011 - Manolo: architecture flags are not propagated to the fltk-config script.
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Apr 17 2012 - matt: added Xcode4 documentation
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Nov 13 2012 - Manolo: added "MAKE AN APPLICATION LAUNCHABLE BY DROPPING FILES ON ITS ICON"
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Apr 28 2014 - Manolo: how to build programs that run on various Mac OS X versions
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Mar 18 2015 - Manolo: removed uses of the Xcode3 project
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Apr 01 2016 - AlbrechtS: corrected typo, formatted most line breaks < 80 columns