1 # This file is part of NIT ( http://www.nitlanguage.org )
3 # Licensed under the Apache License, Version 2.0 (the "License");
4 # you may not use this file except in compliance with the License.
5 # You may obtain a copy of the License at
7 # http://www.apache.org/licenses/LICENSE-2.0
9 # Unless required by applicable law or agreed to in writing, software
10 # distributed under the License is distributed on an "AS IS" BASIS,
11 # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 # See the License for the specific language governing permissions and
13 # limitations under the License.
15 # Compile programs for the iOS platform
19 import compiler
::abstract_compiler
20 import xcode_templates
21 import app_annotations
23 redef class ToolContext
24 redef fun platform_from_name
(name
)
26 if name
== "ios" then return new IOSPlatform
31 private class IOSPlatform
34 redef fun supports_libunwind
do return false
35 redef fun supports_libgc
do return false
36 redef fun toolchain
(toolcontext
, compiler
) do return new IOSToolchain(toolcontext
, compiler
)
39 private class IosProject
42 redef fun namespace
do return super.to_camel_case
45 private class IOSToolchain
46 super MakefileToolchain
48 # Root of the iOS project, usually `nit_compile/ios/`
49 var ios_project_root
: String is noinit
51 # `app.nit` project for the current compilation target
52 var app_project
= new IosProject(compiler
.modelbuilder
, compiler
.mainmodule
) is lazy
54 redef fun default_outname
do return "{super}.app"
56 # Compile C files in `ios_project_root/app_project.name`
59 ios_project_root
= root_compile_dir
/"ios"
60 return ios_project_root
/app_project
.short_name
63 redef fun write_files
(compile_dir
, cfiles
)
65 # Clear the project directory before writing anything
66 if ios_project_root
.file_exists
then ios_project_root
.rmdir
72 redef fun write_makefile
(compile_dir
, cfiles
)
74 var project_name
= app_project
.short_name
77 # project_folder (source code)
79 # Create the plist in the same directory as the generated C code
80 if not compile_dir
.file_exists
then compile_dir
.mkdir
81 var plist
= new PlistTemplate(app_project
.name
, app_project
.namespace
,
82 app_project
.version
, app_project
.version_code
.to_s
)
83 plist
.write_to_file compile_dir
/"Info.plist"
85 # Copy the folder `ios/AppIcon.appiconset` from the root of the project
86 var project_root
= "."
87 var mpackage
= compiler
.mainmodule
.first_real_mmodule
.mpackage
88 if mpackage
!= null then
89 var root
= mpackage
.root
91 var filepath
= root
.filepath
92 if filepath
!= null then
93 project_root
= filepath
99 var app_files
= [project_root
]
100 app_files
.add_all app_project
.files
102 var icons_found
= false
104 for path
in app_files
do
105 var icon_dir
= path
/ "ios" / "AppIcon.appiconset"
106 if icon_dir
.file_exists
then
109 # Prepare the `Assets.xcassets` folder
110 var target_assets_dir
= compile_dir
/ "Assets.xcassets"
111 if not target_assets_dir
.file_exists
then target_assets_dir
.mkdir
119 }""".write_to_file target_assets_dir
/ "Contents.json"
121 # copy the res folder to the compile dir
122 icon_dir
= icon_dir
.realpath
123 toolcontext
.exec_and_check
(["cp", "-R", icon_dir
, target_assets_dir
], "iOS project error")
127 # TODO Register asset files
130 # project_folder.xcodeproj (projet meta data)
132 # Create an XCode project directory
133 var dir
= ios_project_root
/project_name
+".xcodeproj"
134 if not dir
.file_exists
then dir
.mkdir
136 # Create a PBX project file
137 var pbx
= new PbxprojectTemplate(project_name
)
139 ## Register all source files
140 for file
in cfiles
do pbx
.add_file
new PbxFile(file
)
141 for file
in compiler
.extern_bodies
do
142 pbx
.add_file
new PbxFile(file
.filename
.basename
)
145 # Basic storyboard, mainly to have the right screen size
146 var launch_screen_storyboard
= new LaunchScreenStoryboardTemplate
147 launch_screen_storyboard
.title
= app_project
.name
148 launch_screen_storyboard
.subtitle
= "app.nit"
149 launch_screen_storyboard
.write_to_file ios_project_root
/ "LaunchScreen.storyboard"
151 # Register the Assets.xcassets folder in the project description
153 var xcassets
= new PbxFile("Assets.xcassets")
154 pbx
.add_file xcassets
157 pbx
.write_to_file dir
/ "project.pbxproj"
160 redef fun compile_c_code
(compile_dir
)
162 var project_name
= app_project
.short_name
163 var release
= toolcontext
.opt_release
.value
164 var outfile
= outfile
(compiler
.mainmodule
)
166 # Compile with `xcodebuild`
168 # TODO support more than the iPhone and the simulator.
169 var args
= ["sh", "-c", "cd {ios_project_root}; " +
170 "xcodebuild -target '{project_name}' " +
171 "-destination 'platform=iOS Simulator,name=iPhone' " +
172 "-configuration {if release then "Release" else "Debug"} " +
173 "ONLY_ACTIVE_ARCH=NO "+
174 "-sdk iphonesimulator build"]
175 toolcontext
.exec_and_check
(args
, "iOS project error")
177 # Move compiled app to destination
178 if outfile
.file_exists
then outfile
.rmdir
179 args
= ["mv", "{ios_project_root}/build/Debug-iphonesimulator/{project_name}.app", outfile
]
180 toolcontext
.exec_and_check
(args
, "iOS project error")