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  1. #1

    come installare le libreie allegro? MAC OSX

    mi servirebbe una mano per installare le librerie allegro sul mac...
    pur leggendo la documentazione non ne vengo a capo

    grazie

  2. #2
    Utente di HTML.it L'avatar di XBarboX
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    io per fare giochi con allegro ho sempre usato dev-c++ ... basta che avvi questo programma da windows( mi pare che il mac abbia questa funzione ). Se riesci ad installarlo segui questi passi:
    1)apri dev c++
    2)strumenti/cerca aggiornamenti
    3)come devpack server scegli devpaks.org (la 2 scelta)
    4)clicchi su check for updates
    5) cerchi allegro lo selezioni e poi clicchi su download selected
    6)segui i passi e sei a posto.

  3. #3
    Utente di HTML.it L'avatar di Alex'87
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    Originariamente inviato da XBarboX
    io per fare giochi con allegro ho sempre usato dev-c++ ... basta che avvi questo programma da windows( mi pare che il mac abbia questa funzione ).
    SpringSource Certified Spring Professional | Pivotal Certified Enterprise Integration Specialist
    Di questo libro e degli altri (blog personale di recensioni libri) | ​NO M.P. TECNICI

  4. #4
    Originariamente inviato da XBarboX
    io per fare giochi con allegro ho sempre usato dev-c++ ... basta che avvi questo programma da windows( mi pare che il mac abbia questa funzione ). Se riesci ad installarlo segui questi passi:
    1)apri dev c++
    2)strumenti/cerca aggiornamenti
    3)come devpack server scegli devpaks.org (la 2 scelta)
    4)clicchi su check for updates
    5) cerchi allegro lo selezioni e poi clicchi su download selected
    6)segui i passi e sei a posto.
    non sono sicuro di aver capito bene...
    cmq preferisco usare Xcode
    il problema principale è che non riesco ad installare la libreria nel sistema...
    se qualcuno che ha il mac mi illumina :master:

  5. #5
    Utente di HTML.it L'avatar di Alex'87
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    Originariamente inviato da cico8846
    non sono sicuro di aver capito bene...
    cmq preferisco usare Xcode
    il problema principale è che non riesco ad installare la libreria nel sistema...
    se qualcuno che ha il mac mi illumina :master:
    Quale pacchetto ha scaricato? Stai seguendo qualche guida? Se sì, fino a che punto arrivi?
    SpringSource Certified Spring Professional | Pivotal Certified Enterprise Integration Specialist
    Di questo libro e degli altri (blog personale di recensioni libri) | ​NO M.P. TECNICI

  6. #6
    Hai letto docs/build/macosx.txt e docs/build/cmake.txt?

    nel secondo ti dice che devi installare cmake

  7. #7
    sisi infatti quelli sto seguendo, solo un pò tra un inglese un pò barcollante e la guida a mio avviso nn facilissima mi sono bloccato...

    ho scaricato cmake 2.8.0 un'applicazione, dandogli in input la cartelle di allegro e come output la cartella build ma da qui in poi...

    posto le guide

    codice:
       ========================================================= ============ Building Allegro 4.4 with CMake ============ =========================================================     CMake is a cross-platform tool that can generate native makefiles and    workspaces that can be used in the compiler environment of your choice.    Allegro 4.4 uses CMake as its build system.  The process is essentially the    same for all compilers.  You will need CMake 2.6 or later.    The CMake web site is http://www.cmake.org/.        Create a temporary directory to build in.  This is optional but recommended.    If something goes wrong you can delete the build directory and try again.           $ mkdir Build        $ cd Build        Run CMake in the build directory.  This will detect your compiler    environment and generate makefiles or workspaces for you.  You may pass some    options to customise the build (see later), but the defaults should be fine.    You may need to tell CMake which type of files it should generate, using the    -G option.     Examples (you only need one):           $ cmake ..        $ cmake -G "MinGW Makefiles" ..        On Unix/Mac you can use `ccmake` which will present you with a console    program to adjust the options.  On Windows you can use `cmake-gui` instead    (it should be listed in the Start menu or on the desktop).     If you are missing any dependencies, CMake will tell you at this point.  You    can continue without building all of the addons, or install the dependencies    and retry.  You may need to delete the `CMakeCache.txt` file first.     Use the generated makefiles or workspaces to build Allegro.  If using    makefiles, type `make` or `mingw32-make`.  If using workspaces, open them in    your IDE.  If using Xcode, you can use `xcodebuild` from the command-line or    the IDE.     Optionally install the libraries and header files to your system.             $ make install        DESTDIR is supported, e.g.             $ make install DESTDIR=/tmp/package-allegro       ======================================= ============ Build options ============ =======================================     Here are some build options you may be interested in.  You can set them on    the command line like so, or using one of the front ends:             $ cmake -DCMAKE_BUILD_TYPE=Debug ..        CMAKE_BUILD_TYPE (default: RelWithDebInfo)       Selects release, debug or profiling configurations.  Valid values are:       Release, Debug, RelWithDebInfo, MinSizeRel, Profile.              If you are installing multiple configurations in a row, we recommend       installing the Release or RelWithDebInfo configuration last, so that the       installed allegro-config script will default to that configuration.        SHARED (default: on)       Whether to build the main Allegro library as a shared library (DLL) or as       a static library.  Addon libraries are always built as static libraries,       for simplicity.        CMAKE_INSTALL_PREFIX (e.g. /usr/local)       Where to install the library and header files.        WANT_<addon> (default: on)       Whether you want to build/install each particular addon.        WANT_FRAMEWORKS (default: off)      On Mac OS X, whether to build and install frameworks instead of      Unix-style shared libraries.            If you want both kinds, you will need to run cmake twice and install      twice.        WANT_EMBED (default: on)      If building frameworks, whether to build embedded or non-embedded      frameworks.  An application bundle that links against an embedded      framework will first search for the framework within the application      bundle, then fall back to system paths.        FRAMEWORK_INSTALL_PREFIX       Where to install frameworks.        CMAKE_OSX_ARCHITECTURES       You may set this to a semicolon-separated list of the architectures       to compile for, to produce universal binaries, e.g. "i386;ppc".       ====================================== ============ Dependencies ============ ======================================     Many of the addons make use of additional libraries.  They are not required    to build Allegro, but functionality may be disabled if they are not present.     Windows users may find some precompiled binaries from    http://gnuwin32.sourceforge.net/.  You need to get the bin and lib    packages.  The bin packages contain DLLs, and the lib packages contain the    headers and import libraries.     Mac users may find some dependencies in Fink or MacPorts.    http://www.finkproject.org/ and    http://www.macports.org/     Linux users likely have all the dependencies already.  If your distribution    uses separate development packages, they will need to be installed.  The    packages are probably named *-dev or *-devel.     OpenGL is required for AllegroGL.        libpng and zlib, for PNG image support.    These are used by loadpng.    Home page: http://www.libpng.org/pub/png/    Windows binaries: http://gnuwin32.sourceforge.net/packages/libpng.htm        Ogg Vorbis, a free lossy audio format. (libogg, libvorbis, libvorbisfile)    This is used by logg.    Home page: http://www.vorbis.com/        jpgalleg does not require any additional libraries.       ======================================================= ============ Platform-specific information ============ =======================================================     Please see the other files in the docs/build directory for additional    information specific to each platform.

  8. #8
    codice:
     X-specific information.           See readme.txt for a more general overview.    ======================================= ============ MacOS X notes ============ =======================================     This is a full featured native MacOS X port.    =========================================== ============ Required software ============ ===========================================     To build Allegro under MacOS X, you need:        MacOS X 10.2.x or newer       Apple Developer Tools (December 2002 or newer edition)     If you don't have the Developer Tools installed, you can get the    latest release at:        http://developer.apple.com/tools/download     On the same page you will also find instructions on how to install them.    Note that system version 10.2.x is required to compile Allegro, but    the library will still work on 10.1.x. (At least that was true once; we    haven't gone back and checked it!)    ============================================ ============ Installing Allegro ============ ============================================     Allegro ships in source code form; this means you need to compile it    before you can use it. You do this easily from a terminal window.    See the generic documentation in docs/build/cmake.txt.     You may build either Unix-style shared library, or Mac OS X frameworks,    or both.     XXX information about universal binaries   ============================================================= ============ Using Allegro from the command line ============ =============================================================     The options for linking with Allegro are quite long, expecially for    static versions of the library as you need to pull in several different    frameworks (Cocoa, QuickTime, etc.) other than Allegro itself. When    linking against the shared library version, things are also different.    To avoid you having to work out the right linker commands for yourself,    the installation creates a script, allegro-config, that will print out a    suitable commandline. You can use this inside a backtick command    substitution, for example:        gcc myfile.c -o myprogram `allegro-config --libs`     Or if you want to build a debug version of your program, assuming that     you have installed the debug version of Allegro:        gcc myfile.c -o myprogram `allegro-config --libs debug`     You can also link against the Allegro framework, providing you previously    installed it:        gcc myfile.c -o myprogram `allegro-config --frameworks`     Unix newbies, take note that these are ` backticks, not normal ' quotes!     There are also switches for printing out the Allegro version number,     overriding the install paths, and selecting between shared and static     libraries, in case you installed both. Run allegro-config without any    arguments for a full list of options.     If you get an error like 'allegro-config: program not found', and    you're sure you have built and installed the library as described above, it    probably means that /usr/local/bin is not on your path. The method    to add it depends on the shell you're using. If you have tcsh, add the    following line to the end of the .cshrc in your home directory.       set path=($path /usr/local/bin)     If you have bash, add the following line to the end of the .bash_profile    file in your home directory:       PATH=${PATH}:/usr/local/bin     If you don't know which, just type echo $SHELL on the command     line, which will print either /bin/bash or /bin/tcsh.    Newer versions of OSX use bash, older ones use tcsh.    You will have to close the Terminal window and open a new one once    you have made the changes, so it will have an effect.    ========================================================= ============ Allegro and application bundles ============ =========================================================     When you build applications from the command line, you're actually just    creating the executable, so you can run it from the command line only,    and not also from the finder like a common MacOS X application. In other    words, compiling from the command line does not create application    bundles.     Allegro ships with a little tool, named fixbundle, which allows to build    an application bundle out of an executable.    The utility works from the command line and it accepts a variety of    options to customize your bundle; the easiest way to use it is:        fixbundle executable_name     This will create an application bundle named "executable_name.app" that    contains your program executable and will appear in the finder with the    default application icon. A more complex usage example follows:        fixbundle executable_name -m -o bundle_name -v "1.2" icon.bmp     This creates a bundle named "bundle_name.app". The executable will be    moved instead of copied into the bundle; the application will be marked    as version "1.2" and icon.bmp will be converted to an icon for the    bundle. You can specify more options and up to 4 differently sized    icons (16x16, 32x32, 48x48 and 128x128) to be read from any Allegro    supported image files or from datafile objects.    Run fixbundle without arguments for the full list of known options.     A special note is required for the "-e" switch; this lets you embed    the Allegro framework inside the built application bundle, so your    app will not require Allegro to be installed into the target machine    in order to work. This flag assumes you previously installed the    embeddable version of the Allegro framework, and that your executable    has been linked to it, either via Project Builder or XCode, either    via the allegro-config script.    If one of these conditions is not met, the created app may not    work on target machines.     Bundles created by fixbundle have this default layout:        bundle.app --- Contents --+--- MacOS --- executable                                 |                                 +--- Resources --+--- (bundle.icns)                                 |                |                                 |                +--- (executable/...)                                 |                                 |                                 +--- (Frameworks) --- (Allegro.framework/...)                                 |                                 +--- Info.plist                                 |                                 +--- PkgInfo     If you are using Project Builder to compile your programs, there is no    need to use fixbundle, as the IDE will do the work of generating an    application bundle for you.     When an Allegro program starts, it automatically detects if the    executable lives inside a bundle or not. The working directory is    always set up to be the directory where the standalone executable    or application bundle is located, but there is an exception: if the    application is a bundle and Allegro finds a directory under the bundle    Contents/Resources path with the same name of the executable (note that    here we mean the real executable name, not the bundle name), that    directory is set to be the working one. This allows to easily package    all the application data inside the bundle, and still have a working    program without the need to tell your code about the changed location    of your files.    ========================================== ============ Notes on drivers ============ ==========================================     This section contains MacOS X-specific notes on the drivers available.     System:         When the system driver is about to be initialized, we already         have a working NSApplication object connected to the Window Server.         At driver startup, the working directory is changed if inside a         bundle with a proper data directory under the Contents/Resources         path (see above).                  Display switching is possible, but only the SWITCH_BACKGROUND         mode is supported, so your application will have to deal with it.     Graphics:         The MacOS X windowed graphics mode uses a Cocoa window with a         Quartz QuickDraw view as its content view. All combinations of         window/desktop color depths are supported; if needed, color         conversion will automatically be done transparently to the user.          Fullscreen mode uses the CoreGraphics DirectDisplay API; only         8, 15 and 32 bit color depths are supported.     Sound:         The CoreAudio digital/MIDI drivers use V2 AudioUnits, and thus         they require MacOS X 10.2.x (Jaguar) or newer to work. If this is         not the case, you can fall back to the Carbon Sound Manager and         Quicktime MIDI drivers.     Keyboard:         MacOS X Allegro uses the current system keyboard mapping table         to map scancodes to characters: the keyboard user settings in         allegro.cfg have no effect.     Mouse:         On MacOS X 10.2.x (Jaguar) or newer, Allegro will automatically         detect the number of buttons of your mouse at driver initialization.         If the 1-button Apple mouse is found, the library will activate an         emulation mode that mimics the way MacOS X itself deals with         1-button mice: depending on which key is pressed when the button is         clicked, Allegro will report a different mouse button click.         (Control + button) emulates a right click and (Option + button)         emulates a middle click.          On MacOS X 10.1.x, mouse autodetection is not possible, and Allegro         will assume an 1-button mouse to always be present, activating         buttons emulation accordingly.    =========================================================== ============ Notes on Threading and Cocoa GUIs ============ ===========================================================     It is possible to include a Cocoa GUI in an Allegro application.  If you    do this you should be aware that Allegro will run your application's    main() function in a different thread from the thread that    the main OS X event loop runs in.  See    http://developer.apple.com/mac/libra...roduction.html    for more information about threading on Mac OS X.   ===================================== ============ Final notes ============ =====================================     There is a known compatibility problem when using gcc 4 on MacOS X 10.4    that prevents binaries from working on older versions of MacOS X. While it    is anticipated that a future update from Apple will fix this problem, you    can use gcc 3 to work around it.     As a final note, when coding Allegro programs don't forget that you    need to use the END_OF_MAIN() macro right after your main() function!

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