Creating macOS bundles - liballeg/allegro_wiki GitHub Wiki
In this tutorial we will show you how to manually bundle your Allegro macOS app for distribution to other people.
We will use this simple program to illustrate the main points:
#include <allegro5/allegro.h>
#include <allegro5/allegro_image.h>
#include <allegro5/allegro_native_dialog.h>
int main()
{
if (!al_init()) {
al_show_native_message_box(NULL, "Error", "Error", "Could not init Allegro!", NULL, 0);
}
al_init_image_addon();
ALLEGRO_DISPLAY* disp = al_create_display(800, 600);
if (!disp) {
al_show_native_message_box(NULL, "Error", "Error", "Could not create display!", NULL, 0);
}
ALLEGRO_BITMAP* bmp = al_load_bitmap("mysha.pcx");
if (!bmp) {
al_show_native_message_box(NULL, "Error", "Error", "Could not load bitmap!", NULL, 0);
}
al_clear_to_color(al_map_rgb(0, 0, 0));
al_draw_bitmap(bmp, 0, 0, 0);
al_flip_display();
al_rest(5.0);
return 0;
}Save that to app.c and grab a copy of mysha.pcx from Allegro's repository (its in examples/data directory).
Grab Allegro via homebrew:
brew install allegroAnd compile and run the program above. It should display Mysha for a few seconds.
gcc -o app app.c -lallegro -lallegro_image -lallegro_dialog -lallegro_main
./appIf you try distributing this app to other computers you will most likely discover that it will not work because it depends on Allegro dylibs that are only installed on your computer. Of course you could get people to use homebrew to install them, but we can do better. We will create a macOS bundle which will encompass your binary, its data and all the shared libraries it uses.
Now, create a directory called App.app with the following structure:
App.app
└── Contents
├── Info.plist
├── MacOS
│ └── app
└── Resources
└── mysha.pcx
Where app is your compiled binary, mysha.pcx is the image from before and Info.plist is a text file with these contents:
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleGetInfoString</key>
<string>Test Allegro APP</string>
<key>CFBundleExecutable</key>
<string>app</string>
<key>CFBundleIdentifier</key>
<string>org.liballeg</string>
<key>CFBundleName</key>
<string>App</string>
<key>CFBundleShortVersionString</key>
<string>0.01</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>IFMajorVersion</key>
<integer>0</integer>
<key>IFMinorVersion</key>
<integer>1</integer>
<key>NSHighResolutionCapable</key>
<true/>
</dict>
</plist>This configuration file describes your app, specifies various metadata etc. It's pretty self-explanatory. The last setting (NSHighResolutionCapable) enables Allegro to gracefully handle high-DPI display. You can also specify an icon for your bundle in this file, but that's beyond the scope of this tutorial.
At this point you should be able to run your from the finder, but we're not done yet! We still need to figure out how to deal with the dylibs.
To bundle the dylibs we will use a 3rd party application macdylibbundler. You can install it via homebrew:
brew install dylibbundler
brew link dylibbundler
Now, go back to the directory that contains App.app and issue these commands:
On Intel Macs:
export DYLD_LIBRARY_PATH=/usr/local/opt/allegro/libOn Apple silicon:
export DYLD_LIBRARY_PATH=/opt/homebrew/libAnd then:
dylibbundler -x App.app/Contents/MacOS/app -b -d App.app/Contents/MacOS -p @executable_path -s $DYLD_LIBRARY_PATHAfter it is done, App.app should look something like this:
App.app
└── Contents
├── Info.plist
├── MacOS
│ ├── app
│ ├── liballegro.5.2.4.dylib
│ ├── liballegro.5.2.dylib
│ ├── liballegro_dialog.5.2.4.dylib
│ ├── liballegro_image.5.2.4.dylib
│ ├── liballegro_main.5.2.4.dylib
│ └── libwebp.7.dylib
└── Resources
└── mysha.pcx
As you can see, dylibbundler copied the dylibs your app uses, but more importantly it adjusted their internal search paths to be able to find each other (otherwise we'd just manually copy things over... it's just not that easy on macOS!).
In some cases, dylibbundler will stop with an error when any files contain "extended attributes". Extended attributes are metadata that could potentially include user info, like when a file was previewed last, etc. These are added by macOS even when viewing the folder in Finder.
Luckily, you can easily clean out any extended attributes with xattr.
To just view all the extended attributes that are present in your app package, use the following command:
xattr -lr App.app
(Where App.app is the name of your app.)
To remove extended attributes from all of the files in one swoop, you can use the following command:
xattr -cr App.app
And that's it! For more info about using xattr to remove extended attributes, you can view the documentation here.
As you saw, data is not be placed next to your executable in the bundle, but the bitmap is still loaded. How is this done? Allegro will automatically detect that it is running inside a bundle, and change the working directory to the Resource directory. There's nothing that needs to be done here, but it is something to keep in mind.
That's it! Now you should be able to send your App.app to your friends and it should work.