Merge: doc: fixed some typos and other misc. corrections
[nit.git] / src / platform / ios.nit
index 9972ea6..27979b0 100644 (file)
@@ -32,7 +32,7 @@ private class IOSPlatform
        super Platform
 
        redef fun supports_libunwind do return false
-       redef fun supports_libgc do return false
+       redef fun supports_libgc do return true
        redef fun toolchain(toolcontext, compiler) do return new IOSToolchain(toolcontext, compiler)
 end
 
@@ -53,6 +53,8 @@ private class IOSToolchain
 
        redef fun default_outname do return "{super}.app"
 
+       private var bdwgc_dir: nullable String = null
+
        # Compile C files in `ios_project_root/app_project.name`
        redef fun compile_dir
        do
@@ -66,6 +68,20 @@ private class IOSToolchain
                if ios_project_root.file_exists then ios_project_root.rmdir
                compile_dir.mkdir
 
+               # Download the libgc/bdwgc sources
+               var nit_dir = toolcontext.nit_dir or else "."
+               var share_dir = (nit_dir/"share").realpath
+               if not share_dir.file_exists then
+                       print "iOS project error: Nit share directory not found, please use the environment variable NIT_DIR"
+                       exit 1
+               end
+
+               var bdwgc_dir = "{share_dir}/android-bdwgc/bdwgc"
+               self.bdwgc_dir = bdwgc_dir
+               if not bdwgc_dir.file_exists then
+                       toolcontext.exec_and_check(["{share_dir}/android-bdwgc/setup.sh"], "iOS project error")
+               end
+
                super
        end
 
@@ -73,6 +89,71 @@ private class IOSToolchain
        do
                var project_name = app_project.short_name
 
+               # ---
+               # project_folder (source code)
+
+               # Create the plist in the same directory as the generated C code
+               if not compile_dir.file_exists then compile_dir.mkdir
+               var plist = new PlistTemplate(app_project.name, app_project.namespace,
+                       app_project.version, app_project.version_code.to_s)
+               plist.write_to_file compile_dir/"Info.plist"
+
+               # Copy the folder `ios/AppIcon.appiconset` from the root of the project
+               var project_root = "."
+               var mpackage = compiler.mainmodule.first_real_mmodule.mpackage
+               if mpackage != null then
+                       var root = mpackage.root
+                       if root != null then
+                               var filepath = root.filepath
+                               if filepath != null then
+                                       project_root = filepath
+                               end
+                       end
+               end
+
+               # Copy all resources
+               var app_files = [project_root]
+               app_files.add_all app_project.files
+
+               var icons_found = false
+
+               # Prepare the `Assets.xcassets` folder
+               var target_assets_dir = compile_dir / "Assets.xcassets"
+               if not target_assets_dir.file_exists then target_assets_dir.mkdir
+               """
+{
+  "info" : {
+       "version" : 1,
+       "author" : "nitc"
+  }
+}""".write_to_file target_assets_dir / "Contents.json"
+
+               (compile_dir / "assets").mkdir
+
+               for path in app_files do
+
+                       # Icon
+                       var icon_dir = path / "ios" / "AppIcon.appiconset"
+                       if icon_dir.file_exists then
+                               icons_found = true
+
+
+                               # copy the res folder to the compile dir
+                               icon_dir = icon_dir.realpath
+                               toolcontext.exec_and_check(["cp", "-R", icon_dir, target_assets_dir], "iOS project error")
+                       end
+
+                       # Assets
+                       var assets_dir = path / "assets"
+                       if assets_dir.file_exists then
+                               assets_dir = assets_dir.realpath
+                               toolcontext.exec_and_check(["cp", "-r", assets_dir, compile_dir], "iOS project error")
+                       end
+               end
+
+               # ---
+               # project_folder.xcodeproj (projet meta data)
+
                # Create an XCode project directory
                var dir = ios_project_root/project_name+".xcodeproj"
                if not dir.file_exists then dir.mkdir
@@ -86,15 +167,33 @@ private class IOSToolchain
                        pbx.add_file new PbxFile(file.filename.basename)
                end
 
-               ## TODO Register asset files
+               # GC
+               if compiler.target_platform.supports_libgc then
+                       var bdwgc_dir = bdwgc_dir
+                       assert bdwgc_dir != null
 
-               pbx.write_to_file dir/"project.pbxproj"
+                       pbx.cflags = "-I '{bdwgc_dir}/include/' -I '{bdwgc_dir}/libatomic_ops/src' -fno-strict-aliasing " +
+                       "-DWITH_LIBGC -DNO_EXECUTE_PERMISSION -DALL_INTERIOR_POINTERS -DGC_NO_THREADS_DISCOVERY -DNO_DYLD_BIND_FULLY_IMAGE " +
+                       "-DGC_DISABLE_INCREMENTAL -DGC_THREADS -DUSE_MMAP -DUSE_MUNMAP -DGC_GCJ_SUPPORT -DJAVA_FINALIZATION "
 
-               # Create the plist in the same directory as the generated C code
-               if not compile_dir.file_exists then compile_dir.mkdir
-               var plist = new PlistTemplate(app_project.name, app_project.namespace,
-                       app_project.version, app_project.version_code.to_s)
-               plist.write_to_file compile_dir/"Info.plist"
+                       var gc_file = new PbxFile("{bdwgc_dir}/extra/gc.c")
+                       gc_file.cflags = "-Wno-tautological-pointer-compare"
+                       pbx.add_file gc_file
+               end
+
+               # Basic storyboard, mainly to have the right screen size
+               var launch_screen_storyboard = new LaunchScreenStoryboardTemplate
+               launch_screen_storyboard.title = app_project.name
+               launch_screen_storyboard.subtitle = "app.nit"
+               launch_screen_storyboard.write_to_file ios_project_root / "LaunchScreen.storyboard"
+
+               # Register the Assets.xcassets folder in the project description
+               if icons_found then
+                       var xcassets = new PbxFile("Assets.xcassets")
+                       pbx.add_file xcassets
+               end
+
+               pbx.write_to_file dir / "project.pbxproj"
        end
 
        redef fun compile_c_code(compile_dir)
@@ -106,16 +205,25 @@ private class IOSToolchain
                # Compile with `xcodebuild`
                #
                # TODO support more than the iPhone and the simulator.
+               var compile_mode = if release then "Release" else "Debug"
                var args = ["sh", "-c", "cd {ios_project_root}; " +
-                       "xcodebuild -target '{project_name}' " +
+                       "xcodebuild -quiet -target '{project_name}' " +
                        "-destination 'platform=iOS Simulator,name=iPhone' " +
-                       "-configuration {if release then "Release" else "Debug"} " +
+                       "-configuration {compile_mode} " +
+                        "ONLY_ACTIVE_ARCH=NO "+
                        "-sdk iphonesimulator build"]
                toolcontext.exec_and_check(args, "iOS project error")
 
                # Move compiled app to destination
-               if outfile.file_exists then outfile.rmdir
-               args = ["mv", "{ios_project_root}/build/Debug-iphonesimulator/{project_name}.app", outfile]
+               if outfile.file_exists then
+                       var error = outfile.rmdir
+                       if error != null then
+                               print_error error
+                               exit 1
+                       end
+               end
+
+               args = ["mv", "{ios_project_root}/build/{compile_mode}-iphonesimulator/{project_name}.app", outfile]
                toolcontext.exec_and_check(args, "iOS project error")
        end
 end