import platform
import compiler::abstract_compiler
import xcode_templates
-private import annotation
+import app_annotations
redef class ToolContext
redef fun platform_from_name(name)
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
+private class IosProject
+ super AppProject
+
+ redef fun namespace do return super.to_camel_case
+end
+
private class IOSToolchain
super MakefileToolchain
- # Root of the iOS project, usually `.nit_compile/ios/`
+ # Root of the iOS project, usually `nit_compile/ios/`
var ios_project_root: String is noinit
+ # `app.nit` project for the current compilation target
+ var app_project = new IosProject(compiler.modelbuilder, compiler.mainmodule) is lazy
+
redef fun default_outname do return "{super}.app"
- # Name of the current project of `compiler`
- fun project_name: String
- do
- var project_name = null
- # TODO unite the app_name annotation from Android with iOS
- var annot = compiler.modelbuilder.lookup_annotation_on_modules("app_name", compiler.mainmodule)
- if annot != null then project_name = annot.arg_as_string(compiler.modelbuilder)
- if project_name == null then project_name = compiler.mainmodule.name
- return project_name
- end
+ private var bdwgc_dir: nullable String = null
- # Compile C files in `ios_project_root/project_name`
+ # Compile C files in `ios_project_root/app_project.name`
redef fun compile_dir
do
- ios_project_root = super/"ios"
- return ios_project_root/project_name
+ ios_project_root = root_compile_dir/"ios"
+ return ios_project_root/app_project.short_name
end
redef fun write_files(compile_dir, cfiles)
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
redef fun write_makefile(compile_dir, cfiles)
do
- var project_name = project_name
+ 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"
## Register all source files
for file in cfiles do pbx.add_file new PbxFile(file)
for file in compiler.extern_bodies do
- pbx.add_file new PbxFile(file.filename.basename(""))
+ 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("org.nitlanguage") # TODO customize using an annotation
- 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)
do
- var project_name = project_name
+ var project_name = app_project.short_name
var release = toolcontext.opt_release.value
var outfile = outfile(compiler.mainmodule)
# 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