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