mirror of https://github.com/mosra/magnum.git
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
191 lines
8.2 KiB
191 lines
8.2 KiB
/* |
|
This file is part of Magnum. |
|
|
|
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, |
|
2020, 2021, 2022, 2023 Vladimír Vondruš <mosra@centrum.cz> |
|
|
|
Permission is hereby granted, free of charge, to any person obtaining a |
|
copy of this software and associated documentation files (the "Software"), |
|
to deal in the Software without restriction, including without limitation |
|
the rights to use, copy, modify, merge, publish, distribute, sublicense, |
|
and/or sell copies of the Software, and to permit persons to whom the |
|
Software is furnished to do so, subject to the following conditions: |
|
|
|
The above copyright notice and this permission notice shall be included |
|
in all copies or substantial portions of the Software. |
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
|
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
|
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
|
DEALINGS IN THE SOFTWARE. |
|
*/ |
|
|
|
namespace Magnum { |
|
|
|
/** @page platforms-ios iOS |
|
@brief Building, testing and deploying apps for Apple iOS platforms |
|
|
|
@tableofcontents |
|
@m_footernavigation |
|
|
|
@m_keyword{Apple iOS,,} |
|
|
|
With Apple decision to focus on Metal, iOS OpenGL ES support is stuck on |
|
version 3.0 (i.e., a version before compute shaders are available). Moreover, |
|
OpenGL ES is deprecated since iOS 12. |
|
|
|
See also @ref Platform::Sdl2Application for more information, majority of the |
|
@ref platforms-macos "macOS platform-specific info" applies here as well. |
|
|
|
@section platforms-ios-bundle Bundle creation |
|
|
|
Unlike on macOS, where applications can also run directly from a compiled |
|
executable, on iOS you are required to create a bundle. The bundle setup is |
|
similar to macOS, see the @ref platforms-macos-bundle "macOS platform guide" |
|
for details. Compared to macOS, the `*.plist` file controls many more options |
|
(such as HiDPI/Retina support, supported display orientation, icons, splash |
|
screen...). CMake uses its own template that can be configured using various |
|
`MACOSX_BUNDLE_*` variables, but the builtin file is tailored for macOS and you |
|
are much better off rolling your own template and passing **abosolute** path to |
|
it to CMake using the `MACOSX_BUNDLE_INFO_PLIST` property: |
|
|
|
@code{.cmake} |
|
if(CORRADE_TARGET_IOS) |
|
set_target_properties(my-application PROPERTIES |
|
MACOSX_BUNDLE ON |
|
MACOSX_BUNDLE_INFO_PLIST ${CMAKE_CURRENT_SOURCE_DIR}/MacOSXBundleInfo.plist.in) |
|
endif() |
|
@endcode |
|
|
|
Below are contents of the `*.plist` file as is used in the |
|
@ref Platform-Sdl2Application-bootstrap-ios "SDL2 bootstrap application", |
|
requesting OpenGL ES 2.0 and advertising Retina support: |
|
|
|
@code{.xml} |
|
<?xml version="1.0" encoding="UTF-8"?> |
|
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> |
|
<plist version="1.0"> |
|
<dict> |
|
<key>CFBundleDevelopmentRegion</key> |
|
<string>en-US</string> |
|
<key>CFBundleExecutable</key> |
|
<string>${MACOSX_BUNDLE_EXECUTABLE_NAME}</string> |
|
<key>CFBundleIdentifier</key> |
|
<string>cz.mosra.magnum.MyApplication</string> |
|
<key>CFBundleInfoDictionaryVersion</key> |
|
<string>6.0</string> |
|
<key>CFBundleName</key> |
|
<string>My Application</string> |
|
<key>CFBundlePackageType</key> |
|
<string>APPL</string> |
|
|
|
<key>UIRequiredDeviceCapabilities</key> |
|
<array> |
|
<string>opengles-2</string> |
|
</array> |
|
<key>NSHighResolutionCapable</key> |
|
<true/> |
|
</dict> |
|
</plist> |
|
@endcode |
|
|
|
Again, see [the official Apple Property List file documentation](https://developer.apple.com/library/content/documentation/General/Reference/InfoPlistKeyReference/Articles/AboutInformationPropertyListFiles.html) |
|
for information about all options. |
|
|
|
@section platforms-ios-native-resolution Running at native resolution |
|
|
|
In order to run at a native resolution on iOS, you need to add a Launch Screen |
|
Storyboard. A `LaunchScreen.storyboard` file can be generated from Xcode as |
|
shown in [Apple documentation](https://developer.apple.com/documentation/xcode/specifying-your-apps-launch-screen), |
|
you also can find a sample file [here](https://gist.github.com/hsdk123/ee940c1dd21a2055e7d1df5111dbedaa) |
|
or [here](https://github.com/Microsoft/appcenter-sampleapp-xamarin/blob/master/iOS/LaunchScreen.storyboard). |
|
Then, do the following in CMake: |
|
|
|
@todoc figure out what the heck is all the cruft in the file, check if it's possible to trim it down and then paste it here verbatim |
|
|
|
@code{.cmake} |
|
target_sources(my-application PRIVATE path/to/LaunchScreen.storyboard) |
|
set_property(SOURCE path/to/LaunchScreen.storyboard |
|
PROPERTY MACOSX_PACKAGE_LOCATION "Resources/LaunchScreen.storyboard") |
|
@endcode |
|
|
|
You may also want to add this to your `*.plist` file: |
|
|
|
@code{.xml} |
|
<key>UILaunchStoryboardName</key> |
|
<string>LaunchScreen</string> |
|
@endcode |
|
|
|
@section platforms-ios-xcode Xcode |
|
|
|
@subsection platforms-ios-xcode-cmake CMake can't find a compiler |
|
|
|
Right after installing Xcode for the first time, CMake might fail with a |
|
message saying |
|
|
|
> No CMAKE_CXX_COMPILER could be found. |
|
|
|
In order to fix this, you need to run this command: |
|
|
|
@code{.sh} |
|
sudo xcode-select -s /Applications/Xcode.app/Contents/Developer |
|
@endcode |
|
|
|
@section platforms-ios-deploying Deploying iOS apps |
|
|
|
@subsection platform-ios-deploying-signing Application signing |
|
|
|
Apps have to be signed in order to run on iPhone. After generating the CMake |
|
project, you'll have no code signing set up. In the Xcode go to the *General* |
|
properties for given app target and enable automatic signing. First time you do |
|
this for an account, you'll need to set up a certificate. Also note that in |
|
case of free developer accounts, you have only a low limit of different bundle |
|
IDs to install & launch in a day (usually just 10). Once you reach the limit |
|
(for example when running a lot of test executables), you'll be prevented from |
|
using new ones. A possible workaround is to reuse a bundle ID from an existing |
|
app. |
|
|
|
@subsection platform-ios-deploying-certificate Certificate trusting |
|
|
|
When deploying with a developer account for given device for a first time, |
|
you'll be prompted to verify your Developer Account. In the iPhone Settings, |
|
go to *General* -> *Profiles & Device Management* and *trust* your certificate |
|
there. |
|
|
|
@subsection platform-ios-deploying-target Deployment target |
|
|
|
Generated Xcode projects by default require the iOS version to be matching the |
|
iPhone SDK version. If you need to make the app running on older devices, set |
|
the `CMAKE_OSX_DEPLOYMENT_TARGET` to desired version: |
|
|
|
@code{.sh} |
|
cmake . -DCMAKE_OSX_DEPLOYMENT_TARGET=10.1 # iOS 10.1 at least |
|
@endcode |
|
|
|
@section platforms-ios-best-practices Best practices |
|
|
|
Official Apple documentation: |
|
|
|
- [Best Practices for Working with Vertex Data](http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TechniquesforWorkingwithVertexData/TechniquesforWorkingwithVertexData.html) |
|
- [Best Practices for Working with Texture Data](http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TechniquesForWorkingWithTextureData/TechniquesForWorkingWithTextureData.html) |
|
- [Best Practices for Shaders](http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/BestPracticesforShaders/BestPracticesforShaders.html#//apple_ref/doc/uid/TP40008793-CH7-SW3) |
|
|
|
@section platforms-ios-troubleshooting Troubleshooting |
|
|
|
- GLSL @glsl texelFetch() @ce returns zero results if you have a texture with |
|
integer type and the filtering is not @ref SamplerFilter::Nearest. Yes, it |
|
shouldn't matter, but it does. |
|
|
|
@todoc https://cmake.org/cmake/help/v3.8/prop_gbl/XCODE_EMIT_EFFECTIVE_PLATFORM_NAME.html and `$<TARGET_FILE>` property and https://gitlab.kitware.com/cmake/cmake/merge_requests/404, doesn't work for me on 3.10 and xcode 9.2 on Travis :/ |
|
@todoc CMake -G Xcode, testsuite integration, bundling, controlling xcode properties from cmake |
|
@todoc CORRADE_TESTSUITE_BUNDLE_IDENTIFIER_PREFIX |
|
@todoc alternatives - including *.a files manually in your xcode project |
|
@todoc move stuff from Sdl2App |
|
@todoc static plugins |
|
@todoc ci setup |
|
*/ |
|
|
|
}
|
|
|