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Mention macOS version requirement; see #1179.
100 lines
3.8 KiB
Markdown
100 lines
3.8 KiB
Markdown
![Clock Signal Application Icon](READMEImages/Icon.png)
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# Building Clock Signal
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Clock Signal is available as [a macOS native application using
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Metal](#macos-app) or as [a cross-platform command-line-driven SDL executable
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using OpenGL](#sdl-app).
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## macOS app
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The macOS native application requires a Metal-capable Mac running macOS 10.13 or
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later and has no prerequisites beyond the normal system libraries. It can be
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built [using Xcode](#building-the-macos-app-using-xcode) or on the command line
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[using `xcodebuild`](#building-the-macos-app-using-xcodebuild).
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Machine ROMs are intended to be built into the application bundle; populate the
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dummy folders below ROMImages before building.
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The Xcode project is configured to sign the application using the developer's
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certificate, but if you are not the developer then you will get a "No signing
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certificate" error. To avoid this, you'll specify that you want to sign the
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application to run locally.
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### Building the macOS app using Xcode
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Open the Clock Signal Xcode project in OSBindings/Mac.
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To avoid signing errors, edit the project, select the Signing & Capabilities
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tab, and change the Signing Certificate drop-down menu from "Development" to
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"Sign to Run Locally".
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To avoid crashes when running Clock Signal via Xcode on older Macs due to
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"unrecognized selector sent to instance" errors, edit the scheme, and in the Run
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section, scroll down to the Metal heading and uncheck the "API Validation"
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checkbox.
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To build, choose "Build" from Xcode's Product menu or press
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<kbd>Command</kbd> + <kbd>B</kbd>.
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To build and run, choose "Run" from the Product menu or press
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<kbd>Command</kbd> + <kbd>R</kbd>.
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To see the folder where the Clock Signal application was built, choose "Show
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Build Folder in Finder" from the Product menu. Look in the "Products" folder for
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a folder named after the configuration (e.g. "Debug" or "Release").
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### Building the macOS app using `xcodebuild`
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To build, change to the OSBindings/Mac directory in the Terminal, then run
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`xcodebuild`, specifying `-` as the code sign identity to sign the application
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to run locally to avoid signing errors:
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cd OSBindings/Mac
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xcodebuild CODE_SIGN_IDENTITY=-
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`xcodebuild` will create a "build" folder in this directory which is where you
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can find the Clock Signal application after it's compiled, in a directory named
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after the configuration (e.g. "Debug" or "Release").
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## SDL app
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The SDL app can be built on Linux, BSD, macOS, and other Unix-like operating
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systems. Prerequisites are SDL 2, ZLib and OpenGL (or Mesa). OpenGL 3.2 or
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better is required at runtime. It can be built [using
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SCons](#building-the-sdl-app-using-scons).
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### Building the SDL app using SCons
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To build, change to the OSBindings/SDL directory and run `scons`. You can add a
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`-j` flag to build in parallel. For example, if you have 8 processor cores:
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cd OSBindings/SDL
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scons -j8
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The `clksignal` executable will be created in this directory. You can run it
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from here or install it by copying it where you want it, for example:
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cp clksignal /usr/local/bin
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To start an emulator with a particular disk image `file`, if you've installed
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`clksignal` to a directory in your `PATH`, run:
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clksignal file
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Or if you're running it from the current directory:
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./clksignal file
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Other options are availble. Run `clksignal` or `./clksignal` with no arguments
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to learn more.
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Setting up `clksignal` as the associated program for supported file types in
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your favoured filesystem browser is recommended; it has no file navigation
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abilities of its own.
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Some emulated systems require the provision of original machine ROMs. These are
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not included and may be located in either /usr/local/share/CLK/ or
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/usr/share/CLK/. You will be prompted for them if they are found to be missing.
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The structure should mirror that under OSBindings in the source archive; see the
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readme.txt in each folder to determine the proper files and names ahead of time.
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