cf3535fdf2
Includes: - setting a custom Info.plist - Bundling non-image assets - Bundling image assets using asset catalogs - Bundling app icons - Bundling a launch screen Projects added for both qmake and CMake. The executable uses testlib to check that non-image assets, icons and asset catalogs were successfully bundled upon deployment to a device. Task-number: QTBUG-104519 Change-Id: Iaab6112e31e1098dcd2548e18b58bed5b64e6f83 Reviewed-by: Jörg Bornemann <joerg.bornemann@qt.io>
49 lines
1.3 KiB
Prolog
49 lines
1.3 KiB
Prolog
TEMPLATE = app
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SOURCES += main.cpp
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QT += core gui testlib
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CONFIG += app_bundle
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TARGET = tst_manual_ios_assets
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# Custom Info.plist
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ios {
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QMAKE_INFO_PLIST = Info.ios.qmake.plist
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}
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# Custom resources
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textFiles.files = $$files(*.txt)
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# On iOS no 'Resources' prefix is needed because iOS app bundles are shallow,
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# so the final location of the text file will be
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# tst_manual_ios_assets.app/textFiles/foo.txt
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# Specifying a Resources prefix actually causes code signing error for some reason.
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# On macOS the location will be
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# tst_manual_ios_assets.app/Contents/Resources/textFiles/foo.txt
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ios {
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textFiles.path = textFiles
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}
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macos {
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textFiles.path = Contents/Resources/textFiles
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}
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QMAKE_BUNDLE_DATA += textFiles
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# App icons
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ios {
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ios_icon.files = $$files($$PWD/appicon/AppIcon*.png)
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QMAKE_BUNDLE_DATA += ios_icon
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}
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# Asset catalog with images
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ios {
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# The asset catalog needs to have an empty AppIcon.appiconset, otherwise Xcode refuses
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# to compile the asset catalog.
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QMAKE_ASSET_CATALOGS += Assets.xcassets
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SOURCES += utils.mm
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LIBS += -framework UIKit
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}
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# Set custom launch screen
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ios {
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# Underneath, this uses QMAKE_BUNDLE_DATA, prevents the default launch screen from being set
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# and bundles the custom one.
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QMAKE_IOS_LAUNCH_SCREEN = $$PWD/CustomLaunchScreen.storyboard
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}
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