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This still isn't quite straight forward, but at least now the README matches the process that I use again. Signed-off-by: Dirk Hohndel <dirk@hohndel.org>
55 lines
1.9 KiB
Text
55 lines
1.9 KiB
Text
Tool repo to crosscompile subsurface for iOS
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The interaction between the different tools seems quite fragile.
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Dependencies:
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- This only works on a Mac
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- XCode with iOS SDK and Qt5.6 or later
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- cmake
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Steps to install:
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Step 1.
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Install current XCode with the iOS SDK
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And QT for android from: http://qt-project.org/downloads, including the iOS bits
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Step 2.
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Extract and install these into known directories.
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Have a look in the top of build.sh for where the cross build tool expects
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them. Create a symbolic link named Qt in this directory to point to the top
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of the Qt installation, e.g.
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ln -s ~/Qt5.7.1 Qt
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Step 3.
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Run bash build.sh in the terminal.
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The script will download and build the whole dependency chain, but not the actual
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Subsurface-mobile binary
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Step 4.
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Launch the version of QtCreator that was installed in Step 2 above and open
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Subsurface-mobile/Subsurface-mobile.pro
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Build Subsurface-mobile in QtCreator - you can build for the simulator and for
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a device and even deploy to a connected device.
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Everything up to here you can do without paying for an Apple Developer account.
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In order to create a bundle that can be distributed things get even more
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complex and an Apple Developer account definitely is necessary in order for you
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to be able to sign the bundle.
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The easiest way to do that appears to be to open the Subsurface-mobile.xcodeproj
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in the build directory that QtCreator used in Xcode and to create an archive there.
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WARNING:
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========
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The version number used in the Subsurface-mobile app is created in step 3.
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So whenever you pull the latest git or commit a change, you need to re-run the
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build.sh script so that the Info.plist used by QtCreator (well, by Xcode under
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the hood) gets updated. Otherwise you will continue to see the old version
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number, even though the sources have been recompiled which can be very
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confusing.
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