28f5d79316
There's no reason for this to be separated, regardless of the support status of i386 macOS builds. Additional architectures may appear in the future (and currently there's actually 3 - i386, x86_64, and x86_64h for Haswell CPUs). So this feature could be used to get combined generic x86_64 and Haswell builds. Some system libraries appear to have an x86_64h slice in Sierra. [ChangeLog][Build System] Support for universal binaries on macOS has been re-introduced. Change-Id: I1c89904addf024431fdb3ad03ea8ab85da7240ad Reviewed-by: Oswald Buddenhagen <oswald.buddenhagen@theqtcompany.com> Reviewed-by: Jake Petroules <jake.petroules@qt.io>
70 lines
3.3 KiB
Plaintext
70 lines
3.3 KiB
Plaintext
equals(TEMPLATE, app):qt {
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# If the application uses Qt, it needs to be an application bundle
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# to be able to deploy and run on iOS. The only exception to this
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# is if you're working with a jailbroken device and can run the
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# resulting binary from the console/over SSH, but that's not a
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# use-case we care about, so no need to complicate the logic.
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CONFIG *= app_bundle
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# For Qt applications we want Xcode project files as the generated output,
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# but since qmake doesn't handle the transition between makefiles and Xcode
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# project files (which happens when using subdirs), we can't just override
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# MAKEFILE_GENERATOR. Instead, we generate the Xcode project by spawning a
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# child qmake process with -spec macx-xcode and let the top level qmake
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# process generate a wrapper makefile that forwards everything to xcodebuild.
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equals(MAKEFILE_GENERATOR, UNIX): \
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CONFIG = xcodebuild $$CONFIG
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}
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load(default_post)
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macx-xcode {
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ios:isEmpty(QMAKE_APPLE_TARGETED_DEVICE_FAMILY):!isEmpty(QMAKE_IOS_TARGETED_DEVICE_FAMILY) {
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warning("QMAKE_IOS_TARGETED_DEVICE_FAMILY is deprecated; use QMAKE_APPLE_TARGETED_DEVICE_FAMILY")
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QMAKE_APPLE_TARGETED_DEVICE_FAMILY = $$QMAKE_IOS_TARGETED_DEVICE_FAMILY
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}
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device_family.name = TARGETED_DEVICE_FAMILY
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device_family.value = $$QMAKE_APPLE_TARGETED_DEVICE_FAMILY
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QMAKE_MAC_XCODE_SETTINGS += device_family
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ios {
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# If QMAKE_BUNDLE_DATA contains an asset catalog that includes an
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# AppIcon.appiconset, we configure Xcode to use it for app icons.
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for(bundle_data, QMAKE_BUNDLE_DATA) {
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for(bundle_file, $${bundle_data}.files) {
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!contains(bundle_file, .*\.xcassets$): next()
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!exists($$absolute_path($$bundle_file/AppIcon.appiconset, $$_PRO_FILE_PWD_)): next()
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asset_catalog_appicon.name = "ASSETCATALOG_COMPILER_APPICON_NAME"
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asset_catalog_appicon.value = "AppIcon"
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QMAKE_MAC_XCODE_SETTINGS += asset_catalog_appicon
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break()
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}
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!isEmpty(asset_catalog_appicon.name): break()
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}
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# Set up default 4-inch iPhone/iPod launch image so that our apps
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# support the full screen resolution of those devices.
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qmake_launch_image = Default-568h@2x.png
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qmake_copy_image.input = $$QMAKESPEC/$$qmake_launch_image
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qmake_copy_image.output = $$OUT_PWD/$${TARGET}.xcodeproj/$$qmake_launch_image
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qmake_copy_image.CONFIG = verbatim
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QMAKE_SUBSTITUTES += qmake_copy_image
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qmake_launch_images.files = $$qmake_copy_image.output
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QMAKE_BUNDLE_DATA += qmake_launch_images
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lessThan(QMAKE_XCODE_VERSION, "6.0") {
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warning("You need to update Xcode to version 6 or newer to fully support iPhone6/6+")
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} else {
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# Set up default LaunchScreen to support iPhone6/6+
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qmake_launch_screen = LaunchScreen.xib
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qmake_copy_launch_screen.input = $$QMAKESPEC/$$qmake_launch_screen
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qmake_copy_launch_screen.output = $$OUT_PWD/$${TARGET}.xcodeproj/$$qmake_launch_screen
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QMAKE_SUBSTITUTES += qmake_copy_launch_screen
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qmake_launch_screens.files = $$qmake_copy_launch_screen.output
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QMAKE_BUNDLE_DATA += qmake_launch_screens
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}
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}
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}
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