So here's the thing.... to get it to run on Mac OS X, I have to build
a "SilkwormGame.app" directory, with a "Resources" directory inside,
along with a lot of other rubbish, just so that GLFW can create a Mac
OS window that accepts mouse and keyboard input. This is the purpose
of the Makefile--it uses a script borrowed from wxWindows to assemble
all the parts.
Obviously, this rigamarole is not necessary in Unix. But am I correct
in assuming that there is no facility in Cabal that prepares a Mac OS
"app" in this way? Any suggestions so that a cabal install will work
for both Unix and Mac users?
Here is what I get (using Don's Silkworm.cabal):
~/Documents/Duane/BYU Semesters/2009-Winter/Graphics/
Silkworm(master) $ cabal install
Resolving dependencies...
Configuring Silkworm-0.2...
Preprocessing executables for Silkworm-0.2...
Building Silkworm-0.2...
[ 1 of 16] Compiling Silkworm.Action ( Silkworm/Action.hs, dist/
build/SilkwormGame/SilkwormGame-tmp/Silkworm/Action.o )
... <snip>...
[16 of 16] Compiling Main ( main.hs, dist/build/
SilkwormGame/SilkwormGame-tmp/Main.o )
Linking dist/build/SilkwormGame/SilkwormGame ...
Installing executable(s) in /Users/duane/.cabal/bin
~/Silkworm(master) $ SilkwormGame
Working in unbundled mode. You should build a .app wrapper for your
Mac OS X applications.
SilkwormGame: ~/Silkworm/background.png: openBinaryFile: does not
exist (No such file or directory)
Putting the binary files in the place it expects produces the same
"working in unbundled mode" along with a window that will not capture
ANY input from the mouse or keyboard. In fact, it won't even rise to
the top of the window stack--it remains behind the terminal window.
Thanks for you help,
-- Duane
On May 2, 2009, at 6:07 PM, Don Stewart wrote:
Yes, it is quite fun.
I think it should be using cabal's datadir from Paths_silkworm.hs to
install (and find) the resources.
Yell if you can't figure out how to do that. (xmonad has an example)
-- Don
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