5d511039f7
The logic was lumped together in one big file. Now that things are more stable and the logic has proven to work over time we can split it out into the more appropriate sub-prfs. Change-Id: I9a40ad72ad9d7550b609e7f50fade1049dfa3ac1 Reviewed-by: Tor Arne Vestbø <tor.arne.vestbo@theqtcompany.com>
99 lines
4.0 KiB
Plaintext
99 lines
4.0 KiB
Plaintext
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equals(TEMPLATE, app):contains(CONFIG, 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 $$CONFIG
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}
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load(default_post)
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macx-xcode {
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ios_device_family.name = TARGETED_DEVICE_FAMILY
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ios_device_family.value = $$QMAKE_IOS_TARGETED_DEVICE_FAMILY
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QMAKE_MAC_XCODE_SETTINGS += ios_device_family
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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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launch_image = Default-568h@2x.png
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copy_image.input = $$QMAKESPEC/$$launch_image
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copy_image.output = $$OUT_PWD/$${TARGET}.xcodeproj/$$launch_image
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copy_image.CONFIG = verbatim
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QMAKE_SUBSTITUTES += copy_image
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launch_images.files = $$copy_image.output
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QMAKE_BUNDLE_DATA += 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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launch_screen = LaunchScreen.xib
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copy_launch_screen.input = $$QMAKESPEC/$$launch_screen
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copy_launch_screen.output = $$OUT_PWD/$${TARGET}.xcodeproj/$$launch_screen
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QMAKE_SUBSTITUTES += copy_launch_screen
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launch_screens.files = $$copy_launch_screen.output
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QMAKE_BUNDLE_DATA += launch_screens
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}
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}
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macx-xcode {
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arch_iphoneos.name = "ARCHS[sdk=iphoneos*]"
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arch_iphoneos.value = $$QMAKE_IOS_DEVICE_ARCHS
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arch_iphonesimulator.name = "ARCHS[sdk=iphonesimulator*]"
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arch_iphonesimulator.value = $$QMAKE_IOS_SIMULATOR_ARCHS
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QMAKE_MAC_XCODE_SETTINGS += arch_iphoneos arch_iphonesimulator
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QMAKE_XCODE_ARCHS = $$QMAKE_IOS_DEVICE_ARCHS $$QMAKE_IOS_SIMULATOR_ARCHS
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only_active_arch.name = ONLY_ACTIVE_ARCH
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only_active_arch.value = YES
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only_active_arch.build = debug
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QMAKE_MAC_XCODE_SETTINGS += only_active_arch
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} else {
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# Be more specific about which architecture we're targeting
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contains(QT_ARCH, arm.*): \
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VALID_ARCHS = $$QMAKE_IOS_DEVICE_ARCHS
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else: \
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VALID_ARCHS = $$QMAKE_IOS_SIMULATOR_ARCHS
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single_arch: VALID_ARCHS = $$first(VALID_ARCHS)
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ACTIVE_ARCHS = $(filter $(EXPORT_VALID_ARCHS), $(ARCHS))
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ARCH_ARGS = $(foreach arch, $(if $(EXPORT_ACTIVE_ARCHS), $(EXPORT_ACTIVE_ARCHS), $(EXPORT_VALID_ARCHS)), -arch $(arch))
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QMAKE_EXTRA_VARIABLES += VALID_ARCHS ACTIVE_ARCHS ARCH_ARGS
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arch_flags = $(EXPORT_ARCH_ARGS)
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QMAKE_CFLAGS += $$arch_flags
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QMAKE_CXXFLAGS += $$arch_flags
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QMAKE_OBJECTIVE_CFLAGS += $$arch_flags
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QMAKE_LFLAGS += $$arch_flags
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}
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