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@ -37,6 +37,37 @@ version 3.0 (i.e., a version before compute shaders are available). |
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See also @ref Platform::Sdl2Application for more information. Some of the |
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See also @ref Platform::Sdl2Application for more information. Some of the |
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@ref platforms-macos "macOS platform-specific info" applies here as well. |
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@ref platforms-macos "macOS platform-specific info" applies here as well. |
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@section platforms-ios-deploying Deploying iOS apps |
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@subsection platform-ios-deploying-signing Application signing |
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Apps have to be signed in order to run on iPhone. After generating the CMake |
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project, you'll have no code signing set up. In the Xcode go to the *General* |
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properties for given app target and enable automatic signing. First time you do |
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this for an account, you'll need to set up a certificate. Also note that in |
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case of free developer accounts, you have only a low limit of different bundle |
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IDs to install & launch in a day (usually just 10). Once you reach the limit |
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(for example when running a lot of test executables), you'll be prevented from |
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using new ones. A possible workaround is to reuse a bundle ID from an existing |
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app. |
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@subsection platform-ios-deploying-certificate Certificate trusting |
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When deploying with a developer account for given device for a first time, |
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you'll be prompted to verify your Developer Account. In the iPhone Settings, |
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go to *General* -> *Profiles & Device Management* and *trust* your certificate |
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there. |
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@subsection platform-ios-deploying-target Deplyoyment target |
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Generated Xcode projects by default require the iOS version to be matching the |
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iPhone SDK version. If you need to make the app running on older devices, set |
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the `CMAKE_OSX_DEPLOYMENT_TARGET` to desired version: |
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@code{.sh} |
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cmake . -DCMAKE_OSX_DEPLOYMENT_TARGET=10.1 # iOS 10.1 at least |
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@endcode |
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@section platforms-ios-best-practices Best practices |
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@section platforms-ios-best-practices Best practices |
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Official Apple documentation: |
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Official Apple documentation: |
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