Linking pre-compiled Mac OS X binaries to MiniB3D
BlitzMax Forums/MiniB3D Module/Linking pre-compiled Mac OS X binaries to MiniB3D
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Just curious if any Mac users out there have had success linking pre-compiled libraries (like Newton libnewton64.a) into MiniB3D/BlitzMax apps. I know how to do it in Xcode / gcc, but I'm still a bit shakey on how BlitzMax goes about linking these for Mac. For example, I can get klepto's extended MiniB3D to compile easily on my PC, but I'm not sure where to begin on the Mac. • Do I use the "Import" keyword? • Do I have to specify an absolute path to the library? • Does it matter where the library/.a file is? • What about headers? Should I be referencing the Frameworks directory on Mac OS X? Thanks |
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Take a look at Brucy's mods, he does a lot of library linking. I think you'll need to make a blitzmax wrapper for the lib, or possibly a blitz wrapper for a C file that does the library access... depends on what's easier, I think both are possible... brucy's magic is the key :0) |
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One way:?MacOS Import "-framework Quicktime" '' ...or... ModuleInfo "LD_OPTS: -framework QuickTime" ? you could try substituting in some linker commands to see which ones work, just make sure you Import the header.h file ModuleInfo "LD_OPTS: -lmylib.a" |
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Doesn't warner's engine link newton on mac and linux? Cheers Charlie |
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I believe so. My Newton module, https://github.com/kfprimm/prime.mod/tree/master/newton.mod, builds directly from source for Linux (and presumably OSX, though it's untested), but links to a DLL ('Import "newton.a"') for Windows. As for using Import, the path given is relative to the original source file, and the lib file. Last edited 2011 |
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Doesn't warner's engine link newton on mac and linux? Yup, uses just "Import 'newton.a'" |