
This directory contains the MacOS-specific code for building a Cocoa
version of xscreensaver without using X11.

To build it, just type "make", or use the included XCode project.  The
executables will show up in the "build/Release/" and/or "build/Debug/"
directories.

To build these programs, XCode 2.4 or later is required.
To run them, MacOS 10.4.0 or later is required.


This is how you add a new screen saver to the Xcode project. It's a
ridiculously long list of steps!

  1: Duplicate a target (Dangerball for GL, or Attraction for X11).
  2: Rename it, and drag it to the right spot in the list.
  3: Delete the dangerball.c and dangerball.xml files from the new target.
  4: Delete the "DangerBall copy-Info.plist" file that got created.
  5: Delete the "DangerBall copy-Info.plist" from the Build Settings too.
  6: Change PRODUCT_NAME in Build Settings.
  7: Manage Schemes, rename "DangerBall Copy".
  8: Move to the right place in the list.
  9: Scheme / Run: set SELECTED_SAVER environment variable.
 10: Scheme / Run / Info: Executable: SaverTester.app.
 11: File / Add Files / the new .c and .xml.
     Add to targets: the new target, and also "XScreenSaver-iOS".
 12: Re-order them in the file list.
 13: In target "All Savers (OpenGL)" add the new target as a dependency.
 14: In target "XScreenSaver-iOS", reorder new files in "Copy" and "Compile".
 15: In target "XScreenSaver-iOS", add "-DUSE_GL" to the new file's options.
 16: Put a 200x150 screen shot in ~/www/xscreensaver/screenshots/
 17: ln -s ../../src/xscreensaver/OSX/build/Debug/NEW.saver \
           ~/Library/Screen\ Savers/
 18: Build "XScreenSaver-iOS" once. then:
     cd ~/src/xscreensaver/OSX ; make ios-function-table.m
     and build it again.
 19: cvs add xscreensaver.xcodeproj/xcuserdata/*/xcschemes/*.xcscheme
 20: Don't forget to create a man page from the XML with xml2man.pl,
     and update Makefile.in.
