Re: How to get an SDL game on the Mac AppStore

Jonathan Dearborn <[email protected]>
Newsgroups gmane.comp.lib.sdl
Message-ID <CA+DSiHZVnoTZEA60JQX5o9f=s+e9poc+brPMYdzJQdJqBECoZg@mail.gmail.com>
I guess it starts with your build tools.  Are you using Xcode?  If so,
packaging, signing, and submitting is all done there.

Assets should be copied into the app bundle (e.g. in a Copy Bundle
Resources build phase).  Frameworks and loose libraries (OS X uses .dylib
instead of .dll) that do not come with OS X can be copied in a separate
build phase, though you may need to attend to the rpath/Runpath Search
Paths.

Jonny D


On Tue, Sep 13, 2016 at 9:22 AM, SeanOConnor <[email protected]>
wrote:

> It took me just a couple of hours to get my Windows C++ SDL game (
> https://youtu.be/ysRtdalURDw) up and running on MacOS. But, I'm stumped
> as to how to package it up and get it on the Mac AppStore. I've Googled
> everywhere and can't find anything helpful.
>
> All of my PNGs, WAVs and MP3s are stored as separate files so that SDL can
> load them. But I can't see how you combine all of them and the executable
> file to make a package for the AppStore? Or is there a way of building
> those resource files into the executable file itself?
>
> I guess you don't need to include any SDL Mac equivalent 'DLL' files? Do
> those all get built into the executable file via the Frameworks?
>
> Does anyone know of a good tutorial or got any advice? Help!
>
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