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 true
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 private var bdwgc_dir
: nullable String = null
58 # Compile C files in `ios_project_root/app_project.name`
61 ios_project_root
= root_compile_dir
/"ios"
62 return ios_project_root
/app_project
.short_name
65 redef fun write_files
(compile_dir
, cfiles
)
67 # Clear the project directory before writing anything
68 if ios_project_root
.file_exists
then ios_project_root
.rmdir
71 # Download the libgc/bdwgc sources
72 var nit_dir
= toolcontext
.nit_dir
or else "."
73 var share_dir
= (nit_dir
/"share").realpath
74 if not share_dir
.file_exists
then
75 print
"iOS project error: Nit share directory not found, please use the environment variable NIT_DIR"
79 var bdwgc_dir
= "{share_dir}/android-bdwgc/bdwgc"
80 self.bdwgc_dir
= bdwgc_dir
81 if not bdwgc_dir
.file_exists
then
82 toolcontext
.exec_and_check
(["{share_dir}/android-bdwgc/setup.sh"], "iOS project error")
88 redef fun write_makefile
(compile_dir
, cfiles
)
90 var project_name
= app_project
.short_name
93 # project_folder (source code)
95 # Create the plist in the same directory as the generated C code
96 if not compile_dir
.file_exists
then compile_dir
.mkdir
97 var plist
= new PlistTemplate(app_project
.name
, app_project
.namespace
,
98 app_project
.version
, app_project
.version_code
.to_s
)
99 plist
.write_to_file compile_dir
/"Info.plist"
101 # Copy the folder `ios/AppIcon.appiconset` from the root of the project
102 var project_root
= "."
103 var mpackage
= compiler
.mainmodule
.first_real_mmodule
.mpackage
104 if mpackage
!= null then
105 var root
= mpackage
.root
107 var filepath
= root
.filepath
108 if filepath
!= null then
109 project_root
= filepath
115 var app_files
= [project_root
]
116 app_files
.add_all app_project
.files
118 var icons_found
= false
120 # Prepare the `Assets.xcassets` folder
121 var target_assets_dir
= compile_dir
/ "Assets.xcassets"
122 if not target_assets_dir
.file_exists
then target_assets_dir
.mkdir
129 }""".write_to_file target_assets_dir
/ "Contents.json"
131 (compile_dir
/ "assets").mkdir
133 for path
in app_files
do
136 var icon_dir
= path
/ "ios" / "AppIcon.appiconset"
137 if icon_dir
.file_exists
then
141 # copy the res folder to the compile dir
142 icon_dir
= icon_dir
.realpath
143 toolcontext
.exec_and_check
(["cp", "-R", icon_dir
, target_assets_dir
], "iOS project error")
147 var assets_dir
= path
/ "assets"
148 if assets_dir
.file_exists
then
149 assets_dir
= assets_dir
.realpath
150 toolcontext
.exec_and_check
(["cp", "-r", assets_dir
, compile_dir
], "iOS project error")
155 # project_folder.xcodeproj (projet meta data)
157 # Create an XCode project directory
158 var dir
= ios_project_root
/project_name
+".xcodeproj"
159 if not dir
.file_exists
then dir
.mkdir
161 # Create a PBX project file
162 var pbx
= new PbxprojectTemplate(project_name
)
164 ## Register all source files
165 for file
in cfiles
do pbx
.add_file
new PbxFile(file
)
166 for file
in compiler
.extern_bodies
do
167 pbx
.add_file
new PbxFile(file
.filename
.basename
)
171 if compiler
.target_platform
.supports_libgc
then
172 var bdwgc_dir
= bdwgc_dir
173 assert bdwgc_dir
!= null
175 pbx
.cflags
= "-I '{bdwgc_dir}/include/' -I '{bdwgc_dir}/libatomic_ops/src' -fno-strict-aliasing " +
176 "-DWITH_LIBGC -DNO_EXECUTE_PERMISSION -DALL_INTERIOR_POINTERS -DGC_NO_THREADS_DISCOVERY -DNO_DYLD_BIND_FULLY_IMAGE " +
177 "-DGC_DISABLE_INCREMENTAL -DGC_THREADS -DUSE_MMAP -DUSE_MUNMAP -DGC_GCJ_SUPPORT -DJAVA_FINALIZATION "
179 var gc_file
= new PbxFile("{bdwgc_dir}/extra/gc.c")
180 gc_file
.cflags
= "-Wno-tautological-pointer-compare"
184 # Basic storyboard, mainly to have the right screen size
185 var launch_screen_storyboard
= new LaunchScreenStoryboardTemplate
186 launch_screen_storyboard
.title
= app_project
.name
187 launch_screen_storyboard
.subtitle
= "app.nit"
188 launch_screen_storyboard
.write_to_file ios_project_root
/ "LaunchScreen.storyboard"
190 # Register the Assets.xcassets folder in the project description
192 var xcassets
= new PbxFile("Assets.xcassets")
193 pbx
.add_file xcassets
196 pbx
.write_to_file dir
/ "project.pbxproj"
199 redef fun compile_c_code
(compile_dir
)
201 var project_name
= app_project
.short_name
202 var release
= toolcontext
.opt_release
.value
203 var outfile
= outfile
(compiler
.mainmodule
)
205 # Compile with `xcodebuild`
207 # TODO support more than the iPhone and the simulator.
208 var compile_mode
= if release
then "Release" else "Debug"
209 var args
= ["sh", "-c", "cd {ios_project_root}; " +
210 "xcodebuild -quiet -target '{project_name}' " +
211 "-destination 'platform=iOS Simulator,name=iPhone' " +
212 "-configuration {compile_mode} " +
213 "ONLY_ACTIVE_ARCH=NO "+
214 "-sdk iphonesimulator build"]
215 toolcontext
.exec_and_check
(args
, "iOS project error")
217 # Move compiled app to destination
218 if outfile
.file_exists
then
219 var error
= outfile
.rmdir
220 if error
!= null then
226 args
= ["mv", "{ios_project_root}/build/{compile_mode}-iphonesimulator/{project_name}.app", outfile
]
227 toolcontext
.exec_and_check
(args
, "iOS project error")