wxWidgets for Mac installation
------------------------------

On MacOS X, you can download Apple's free developer tools (gcc
and associated headers and libraries, such as the Carbon API).
You can then use configure in a similar way to compiling
wxWidgets on Linux (or on Windows using MinGW or Cygwin). See
'Apple Developer Tools' below for more details on using
configure.


Apple Developer Tools: command line
-----------------------------------

As in all Unix projects, you need to do something like this under MacOS X
with the Apple Developer Tools installed:

1) cd into the base dir
2) mkdir osx-build
3) cd osx-build
4) ../configure (add --with-osx_cocoa for the Cocoa port)
5) make

If you want to install the library into the system directories you'll need
to do this as root.  The accepted way of running commands as root is to
use the built-in sudo mechanism.  First of all, you must be using an
account marked as a "Computer Administrator".  Then

6) sudo make install
7) type <YOUR OWN PASSWORD>

Note that while using this method is okay for development, it is not
recommended that you require endusers to install wxWidgets into their
system directories in order to use your program.  One way to avoid this
is to configure wxWidgets with --disable-shared.  Another way to avoid
it is to make a framework for wxWidgets.  Making frameworks is beyond
the scope of this document.

Note:
We recommend you configure a static library instead:

4) ../configure --disable-shared

or activate OpenGL:

4) ../configure --with-opengl

Note:
It is rarely desirable to install non-Apple software into system directories.
By configuring the library with --disable-shared and using the full path
to wx-config with the --in-place option you can avoid installing the library.


Apple Developer Tools: Xcode
----------------------------

You can use the project in src/wxWindows.xcodeproj to build wxWidgets,
and there is a sample project supplied with the minimal sample.

Notice that the command line build above builds not just the library itself but
also wxrc tool which doesn't have its own Xcode project. If you need this tool,
the simplest possibility is to build it from the command line after installing
the libraries using commands like this:

$ cd utils/wxrc
$ g++ -o wxrc wxrc.cpp `wx-config --cxxflags --libs base,xml`

Creating universal binaries
---------------------------

The Xcode projects for the wxWidgets library and minimal project are set up
to create universal binaries.

If using the Apple command line tools, pass --enable-universal_binary when
configuring wxWidgets. If you use wx-config --libs to link your application,
he necessary linker flags will be added. When compiling your own files,
you need to add -arch ppc -arch i386 to your CFLAGS.

As an alternative to using --enable-universal_binary, you can build for
each architecture separately and then use the lipo tool to glue the
binaries together. Assuming building on a PPC system:

1. First build in the usual way to get the PPC library.

2. Then, build for Intel, in a different folder. This time use:

export CFLAGS="-g -isysroot /Developer/SDKs/MacOSX10.4u.sdk -arch i386"
export LDFLAGS="-syslibroot,/Developer/SDKs/MacOSX10.4u.sdk"

./configure --disable-dependency-tracking --enable-static=yes --enable-shared=no \
  --target=i386-apple-darwin8 --host=powerpc-apple-darwin8 --build=i386-apple-darwin8

You will need to reverse the powerpc and i386 parameters everywhere to build PPC on an Intel
machine.

3. Use lipo to glue the binaries together.

See also:
http://developer.apple.com/technotes/tn2005/tn2137.html


