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 AppProject(compiler.modelbuilder, compiler.mainmodule) is lazy
+ var app_project = new IosProject(compiler.modelbuilder, compiler.mainmodule) is lazy
redef fun default_outname do return "{super}.app"
# Compile C files in `ios_project_root/app_project.name`
redef fun compile_dir
do
- ios_project_root = super/"ios"
+ ios_project_root = root_compile_dir/"ios"
return ios_project_root/app_project.short_name
end
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
+
+ var icon_dir = project_root / "ios" / "AppIcon.appiconset"
+ var icons_found = icon_dir.file_exists
+ if icons_found then
+
+ # 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"
+
+ # 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
+
+ # TODO Register asset files
+
+ # ---
+ # 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
## 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
+ # 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"
- pbx.write_to_file dir/"project.pbxproj"
+ # Register the Assets.xcassets folder in the project description
+ if icons_found then
+ var xcassets = new PbxFile("Assets.xcassets")
+ pbx.add_file xcassets
+ end
- # 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"
+ pbx.write_to_file dir / "project.pbxproj"
end
redef fun compile_c_code(compile_dir)
"xcodebuild -target '{project_name}' " +
"-destination 'platform=iOS Simulator,name=iPhone' " +
"-configuration {if release then "Release" else "Debug"} " +
+ "ONLY_ACTIVE_ARCH=NO "+
"-sdk iphonesimulator build"]
toolcontext.exec_and_check(args, "iOS project error")