subsurface/packaging/ios
Dirk Hohndel a529381af2 iOS: fix build script
The code for building libxml2 and libxslt was broken.

Signed-off-by: Dirk Hohndel <dirk@hohndel.org>
2018-04-13 17:07:43 -07:00
..
storeIcon.xcassets iOS build: add iTunes artwork 2017-11-29 21:49:01 -08:00
Subsurface-mobile Cleanup: Move *_loc formatting functions into new format.cpp file 2018-04-09 11:29:43 -07:00
build.sh iOS: fix build script 2018-04-13 17:07:43 -07:00
deployment.pri iOS build: add various support files 2016-03-06 11:02:48 -08:00
Info.plist.in A few more updates to Copyright notices 2017-12-30 08:25:13 -08:00
ios_build_instructions Build instructions to deplay on you own iOS device 2016-04-11 12:42:59 -07:00
iPhoneDeviceCMakeToolchain iOS build: add various support files 2016-03-06 11:02:48 -08:00
iPhoneSimulatorCMakeToolchain iOS build: add various support files 2016-03-06 11:02:48 -08:00
README Update the README for building the iOS version 2016-09-04 11:17:44 -07:00
SubsurfaceMobileLaunch.xib iOS build: clean up the launch screen 2017-12-02 12:30:54 -08:00

Tool repo to crosscompile subsurface for iOS
--------------------------------------------

The interaction between the different tools seems quite fragile.

Dependencies:

- This only works on a Mac
- XCode with iOS SDK and Qt5.6 or later
- cmake

Steps to install:

Step 1.
Install current XCode with the iOS SDK
And QT for android from: http://qt-project.org/downloads, including the iOS bits

Step 2.
Extract and install these into known directories.
Have a look in the top of build.sh for where the cross build tool expects
them. Create a symbolic link named Qt in this directory to point to the top
of the Qt installation, e.g.
ln -s ~/Qt5.7.1 Qt

Step 3.
Run bash build.sh in the terminal.
The script will download and build the whole dependency chain, but not the actual
Subsurface-mobile binary

Step 4.
Launch the version of QtCreator that was installed in Step 2 above and open
Subsurface-mobile/Subsurface-mobile.pro
Build Subsurface-mobile in QtCreator - you can build for the simulator and for
a device and even deploy to a connected device.

Everything up to here you can do without paying for an Apple Developer account.

In order to create a bundle that can be distributed things get even more
complex and an Apple Developer account definitely is necessary in order for you
to be able to sign the bundle.

The easiest way to do that appears to be to open the Subsurface-mobile.xcodeproj
in the build directory that QtCreator used in Xcode and to create an archive there.


WARNING:
========

The version number used in the Subsurface-mobile app is created in step 3.
So whenever you pull the latest git or commit a change, you need to re-run the
build.sh script so that the Info.plist used by QtCreator (well, by Xcode under
the hood) gets updated. Otherwise you will continue to see the old version
number, even though the sources have been recompiled which can be very
confusing.