1On Mac OS X, wxWidgets can be compiled using Apple's Carbon or Cocoa libraries.
2
3To compile using Carbon or Cocoa, see the instructions in docs/mac/install.txt
4
5wxCocoa is still a work in progress.
6
7To compile it, you will need Apple's Developer Tools.  However, please
8note that any work to make it suitable for GNUstep (which will require
9a GCC release with Objective-C++) will be much appreciated.
10
11Some users also report success with Metrowerks CodeWarrior IDE and I've even
12on occasion used the command-line MW compilers (see docs/metrowerks) with
13configure instead of GCC and Apple's LD.
14
15Like most UNIX ports, the standard configure/make method works.  You should
16be able to build the library as static or shared.  I usually build static.
17
18On my system I have the following:
19
20Checked out CVS source is in:
21/Users/dfe/devel/wxHEADcommit/wxWidgets
22Debug build directory is:
23/Users/dfe/devel/wxHEADcommit/BUILD_COCOAd
24
25From the debug build directory:
26$ ../wxWidgets/configure --with-cocoa --enable-debug --disable-shared
27$ make
28$ cd samples/minimal
29$ make
30$ ./minimal.app/Contents/MacOS/minimal
31
32Like wxMac applications, wxCocoa applications are "bundled".  For development
33purposes all this means is that an executable named "foo" needs to be
34inside a "foo.app/Contents/MacOS" directory.  For deployment you will need
35an appropriate Info.plist and PkgInfo inside the foo.app/Contents directory.
36
37wxCocoa (and Cocoa in general) has no need for Mac OS resources.  It
38certainly has no need for resource forks as no Mach-O applications should
39_ever_ have resource forks (note: Bakefile violates this right now).
40Please see the wxWiki and/or discuss this with wx-users before shipping
41any wxCocoa apps if you are new to the OS X platform.
42