voxelotl-engine/Frameworks/SDL3.xcframework/tvos-arm64/SDL3.framework
2024-08-04 19:03:42 -07:00
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CMake initial commit 2024-08-04 17:42:03 -07:00
Headers initial commit 2024-08-04 17:42:03 -07:00
default.metallib initial commit 2024-08-04 17:42:03 -07:00
Info.plist initial commit 2024-08-04 17:42:03 -07:00
License.txt initial commit 2024-08-04 17:42:03 -07:00
ReadMe.txt initial commit 2024-08-04 17:42:03 -07:00
SDL3 remove code signature from SDL3 xcframework to allow for library validation 2024-08-04 19:03:42 -07:00

The Simple DirectMedia Layer (SDL for short) is a cross-platform
library designed to make it easy to write multi-media software,
such as games and emulators.

The Simple DirectMedia Layer library source code is available from:
http://www.libsdl.org/

This library is distributed under the terms of the zlib license:
http://zlib.net/zlib_license.html


This packages contains the SDL framework for macOS.
Conforming with Apple guidelines, this framework
contains both the SDL runtime component and development header files.


To Install:
Copy "SDL3.xcframework" and "share" to /Library/Frameworks

You may alternatively install it in <Your home directory>/Library/Frameworks
if your access privileges are not high enough.


Use in CMake projects:
SDL3.xcframework can be used in CMake projects using the following pattern:
```cmake
find_package(SDL3 REQUIRED COMPONENTS SDL3)
add_executable(my_game ${MY_SOURCES})
target_link_libraries(my_game PRIVATE SDL3::SDL3)
```
If SDL3.framework is installed in a non-standard location,
please refer to the following link for ways to configure CMake:
https://cmake.org/cmake/help/latest/command/find_package.html#config-mode-search-procedure


Additional References:

 - Screencast tutorials for getting started with OpenSceneGraph/macOS are
 	available at:
	http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/MacOSXTips
	Though these are OpenSceneGraph centric, the same exact concepts apply to
	SDL, thus the videos are recommended for everybody getting started with
	developing on macOS. (You can skim over the PlugIns stuff since SDL
	doesn't have any PlugIns to worry about.)