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Creating macOS bundles

SiegeLord edited this page Sep 16, 2024 · 10 revisions

Initial set up

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 allegro

And 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
./app

If 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.

Setting up the bundle directory structure and Info.plist.

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.

Bundling 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/lib

On Apple silicon:

export DYLD_LIBRARY_PATH=/opt/homebrew/lib

And then:

dylibbundler -x App.app/Contents/MacOS/app -b -d App.app/Contents/MacOS -p @executable_path -s $DYLD_LIBRARY_PATH

After 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!).

Removing extended attributes

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.

A note on the working directory

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.

Conclusion

That's it! Now you should be able to send your App.app to your friends and it should work.

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