Difference between revisions of "App Not Getting Input When Run"
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=== When run, your wxMac application doesnt accept mouse or keyboard input.=== | === When run, your wxMac application doesnt accept mouse or keyboard input.=== | ||
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So, I created the *.app/Contents/MacOS directory, and changed my -o target to that directory. wxMac application now runs fine. | So, I created the *.app/Contents/MacOS directory, and changed my -o target to that directory. wxMac application now runs fine. | ||
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+ | For a Makefile that automates this, see [http://wxforum.shadonet.com/viewtopic.php?p=30345#30345 This discussion at the wxWidgets web forum] |
Latest revision as of 14:22, 28 December 2006
When run, your wxMac application doesnt accept mouse or keyboard input.
I'm no Mac developer, I come from wxWin. So I've been searching the Wiki, and asking pretty basic questions on the list.
Today I was stumped. I had a valid executable, but when I ran it, I got a wxMessageDialog I was looking for, but I could not hit the OK button, nor could I bring the window to the front.
A quick question on the list got me this reply:
-= paste =-
You _must_ create a bundle for Carbon and Cocoa apps on OS X.
If your binary is named "foo" then this works for testing purposes (don't ship like this): mkdir -p foo.app/Contents/MacOS mv foo foo.app/Contents/MacOS
When you get things working you can eventually tweak your build system to make the bundle before the final link step and pass -o foo.app/Contents/MacOS/foo to the linker rather than plain -o foo.
-= /paste =-
So, I created the *.app/Contents/MacOS directory, and changed my -o target to that directory. wxMac application now runs fine.
For a Makefile that automates this, see This discussion at the wxWidgets web forum