-
-
Notifications
You must be signed in to change notification settings - Fork 2.3k
Compile for OSX
This guide has been written using the following software:
- OSX El Capitan (10.11.3)
- Xcode 7.2.1 (7C1002)
Steps:
-
Get a Mac with OSX version 10.11.3.
-
Install Apple Developer Tools. Those tools include Xcode, in our case version 7.2.1.
-
Install GLFW3 library
- To install required packages easier, first install Homebrew, execute in Terminal app the following command:
/usr/bin/ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)"
- Once Homebrew app is installed, run the following command in Terminal:
brew install glfw3
- Install raylib library
- Download or Clone raylib from GitHub (https://github.com/raysan5/raylib).
raylib-master.zip
contains all required files: source code, examples, templates, games... - Decompress
raylib-master.zip
in some folder. In case of using Safari browser, it will be automatically decompressed. - From Terminal app, access raylib-master/src directory:
cd raylib-master/src
- Compile raylib library using the following command from Terminal:
make PLATFORM=PLATFORM_DESKTOP
- If everything worked ok,
libraylib.a
should be created inraylib-master/release/osx
folder.
- Add generated libraries (raylib, glfw3) to Xcode project.
- Create a new Xcode project using
Command Line Tool
. Make sure selected language is C. - Once project created and open, Mouse click over the project main folder in the left project-navigation panel. It should appear
Build Phases
window, just enter and selectLink Binary With Libraries
. There you should add project libraries: - To add OpenGL and OpenAL: Click on + and add OpenGL.framework and OpenAL.framework
- To add raylib: Click on + and
Add Other...
, look forlibraylib.a
file created previously, it should be in folderraylib-master/release/osx
(make sure library has been created in that folder). - To add GLFW3: Click on + and
Add Other...
, look for folder/usr/local/lib
and look for filelibglfw3(version).dylib
. - Make sure Xcode finds
raylib.h
: Go toBuild Settings > Search Paths
and add raylib header folder (raylib-master/src
) toHeader Search Paths
- Make sure Xcode finds
libraylib.a
: Go toBuild Settings > Search Paths
and add raylib library folder (raylib-master/release/osx
) toLibrary Search Paths
.
- raylib should work correctly. To make sure, just go to official raylib page and check the different examples available. Just copy the code into
main.c
file and run it with Run button or ⌘R.
NOTES:
- It seems there is a problem with HiDPI displays, in that case, app Window appears smaller. Solution is just moving a bit the Window and it should get scaled automatically.
- Examples resources should be placed in the folder where Xcode generates the product.
Tutorial written by Aleix Rafegas and translated to English by Ray
-
Install GLFW3 library (see step 3 above).
-
Install raylib library (see step 4 above).
-
Setup build script
You can create a build.sh file that you can run to compile your project. In the example below your project is named my_app.cpp (for C++) and compiles to my_app.
clang++ -I /path/to/raylib/src -L /usr/local/lib -L /path/to/raylib/release/libs/osx -lglfw -lraylib -framework GLUT -framework OpenGL -framework Cocoa my_app.cpp -o my_app
If you'd like to use C instead:
clang -I /path/to/raylib/src -L /usr/local/lib -L /path/to/raylib/release/libs/osx -lglfw -lraylib -framework GLUT -framework OpenGL -framework Cocoa my_app.c -o my_app
Make sure to replace /path/to/raylib
with the actual path to your cloned copy of the raylib repository.
Now running build.sh (after setting permissions, ie. chmod +x build.sh
) will compile your program!
Note that this may give you a CLITERAL error, which seems to be an issue in raylib.h: https://github.com/raysan5/raylib/blob/develop/src/raylib.h#L261
Simply comment out that section so that only this line is active:
#define CLITERAL (Color)
..Or just don't use CLITERAL and use (Color){255,255,255,255} instead. (That would be all white)
Let me show you something cool.
otool -L my_app
This shows you everything your application links to. Basically, if anything is pointing to anything but /usr/lib/* or /System/Library/*, your application will throw an error if you run it on any other Mac. It's not portable. Right now, perhaps it's linking to something in /usr/local/lib, or a relative folder. This is bad. We must fix.
Another thing to observe:
otool -l my_app
Whoa that was a bunch of stuff. Disregard most of it and try to find "LC_VERSION_MIN_MACOSX", look below and find the version number, this will likely be the version of the computer you are currently on. That means anyone on an older OS will receive an error. Again: Bad. We Fix.
First things first, let's make sure we get a reasonable amount of playability on older versions of MacOS. Executing this code before compiling packages, will make sure that your program will run without error on Macs 10.9 and up. (Perhaps you can do older, but you get a warning at 10.8 and lower when compiling)
export MACOSX_DEPLOYMENT_TARGET=10.9
You'll need to rebuild raylib + glfw for the above to affect anything, fortunately that's what we're doing next.
Next, let's make sure we are statically generating the build. This pulls in raylib and glfw, so that your computer isn't seeking these libraries out dynamically during run time.
Perhaps this isn't required - I suppose you can just pull in the dylib from a relative directory when you package your executeable in a bundle, but this is what I got to work for now.
Unfortunately, when you built glfw in a step above using Homebrew, it builds a dylib, not a static .a file. I had to clone from github and then build the library from scractch using cmake -DBUILD_SHARED_LIBS=OFF
Let's confirm MACOSX_DEPLOYMENT_TARGET did it's thing.
otool -l libglfw3.a
Check under LC_VERSION_MIN_MACOSX for version. It should read 10.9
Rebuild raylib, so the OSX version command above takes effect, and confirm.
otool -l libraylib.a
All good? Good. Once that's done, copy libglfw3.a and librarylib.a into the root directory, and you can link to it like so:
clang -I/w/raylib_build/raylib/release/osx -l./libraylib.a -l./libglfw3.a -framework GLUT -framework OpenGL -framework Cocoa my_app.c -o my_app
Check for warnings! This can tell you if a library you're linking to was not built for OSX 10.9, in which case you'll need to rebuild that too.
Compare your linker results from the first time:
otool -L my_app
This should be all /usr/lib/* or /System/Library/*.
Let's check the version of OSX again:
otool -l my_app
Again, check under LC_VERSION_MIN_MACOSX for version. It should read 10.9
mkdir standard.app/Contents
mkdir standard.app/Contents/MacOS
mkdir standard.app/Contents/Resources
touch standard.app/Contents/Info.plist
The app you just created, "my_app" should go in the MacOS folder.
mv my_app standard.app/Contents/MacOS
Info.plist should read like this:
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleExecutable</key>
<string>my_app</string>
</dict>
</plist>
See more fields you can add here: https://stackoverflow.com/questions/1596945/building-osx-app-bundle
Now you can double click on standard.app and it will run your application! Note that some things will be cached by the OS. If you want to refresh your application bundle run this:
/System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/Support/lsregister -f standard.app
This has a whole lot of potentially useful info on all the apps on your system, you can use this to determine if the version is correct I suppose:
/System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/LaunchServices.framework/Versions/A/Support/lsregister -dump > dump.txt
Just search for your app in dump.txt.
You could just as easily do a zip I suppose, but DMGs are fashionable aren't they?
Here's a 32 megabyte dmg:
hdiutil create -size 32m -fs HFS+ -volname "My App" my_app_writeable.dmg
hdiutil attach test.dmg
This should tell you something like /dev/disk3 or something. Make a note of that, you'll need it.
Drag your app into the dmg. Then run this, replacing disk999 with whatever /dev/disk was specified.
hdiutil detach /dev/disk999
hdiutil convert my_app_writeable.dmg -format UDZO -o my_app.dmg
There you go. my_app.dmg is ready to be sent to all your most trusted game critics.
www.raylib.com | itch.io | GitHub | Discord | YouTube
- Architecture
- Syntax analysis
- Data structures
- Enumerated types
- External dependencies
- GLFW dependency
- libc dependency
- Platforms and graphics
- Input system
- Default shader
- Custom shaders
- Coding conventions
- Integration with other libs
- Working on Windows
- Working on macOS
- Working on GNU Linux
- Working on Chrome OS
- Working on FreeBSD
- Working on Raspberry Pi
- Working for Android
- Working for Web (HTML5)
- Creating Discord Activities
- Working anywhere with CMake
- CMake Build Options
- raylib templates: Get started easily
- How To: Quick C/C++ Setup in Visual Studio 2022, GCC or MinGW
- How To: C# Visual Studio Setup
- How To: VSCode
- How To: Eclipse
- How To: Sublime Text
- How To: Code::Blocks