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xcode - How to set up CMake to build an app for the iPhone

This is closely related to my previous question, which was about using CMake to build a static library on the iPhone. I got that to work setting the CMAKE_OSX_SYSROOT.

However, this doesn't work to build an app. My CMakeLists.txt looks like:

project(TEST)

set(CMAKE_OSX_SYSROOT iphoneos2.2.1)
set(CMAKE_OSX_ARCHITECTURES "$(ARCHS_STANDARD_32_BIT)")
set(CMAKE_EXE_LINKER_FLAGS
"-framework Foundation -framework OpenGLES -framework AudioToolbox -framework CoreGraphics -framework QuartzCore -framework UIKit -framework OpenAL"
)

set(SRC --my files--)

add_executable(iphone-test MACOSX_BUNDLE ${SRC})

A few notes:

  • I'm explicitly giving the -framework linking option because find_library didn't work for all of the frameworks (it found most of them, but not OpenGLES). I don't understand why, since they're all in the same folder ${SDK}/System/Library/Frameworks. This leads me to believe that I was doing something wrong, but I don't know what.
  • I added MACOSX_BUNDLE to the add_executable command so that the product type generated would be com.apple.product-type.application instead of com.apple.product-type.tool, which apparently doesn't exist on the iPhone.

In any case, the app compiles and links correctly, but when I run it in the simulator, I get the dreaded

Failed to launch simulated application: Unknown error.

There are lots of reported instances of this problem on google and stackoverflow, but all of the solutions involve cleaning up or creating a new project and moving files; but I'm compiling a fresh copy after CMake does its work, so none of that applies.

I found this thread on the CMake mailing list, but it only reports a success in building a library, and then peters out.

See Question&Answers more detail:os

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1 Answer

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I finally figured out how to do this. Here's what my CMakeLists.txt file looks like:

project(test)
set(NAME test)

file(GLOB headers *.h)
file(GLOB sources *.cpp)

set(CMAKE_OSX_SYSROOT iphoneos2.2.1)
set(CMAKE_OSX_ARCHITECTURES $(ARCHS_STANDARD_32_BIT))
set(CMAKE_CXX_FLAGS "-x objective-c++")
set(CMAKE_EXE_LINKER_FLAGS
    "-framework AudioToolbox -framework CoreGraphics -framework QuartzCore -framework UIKit"
)
link_directories(${HOME}/${SDKROOT}/lib)

set(MACOSX_BUNDLE_GUI_IDENTIFIER "com.mycompany.${PRODUCT_NAME:identifier}")
set(APP_TYPE MACOSX_BUNDLE)

add_executable(${NAME}
    ${APP_TYPE}
    ${headers}
    ${sources}
)

target_link_libraries(${NAME}
    # other libraries to link
)

# code signing
set_target_properties(${NAME} PROPERTIES XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY "iPhone Developer: My Name")

Obviously, change mycompany to your company name, and change My Name to your name. I found it's very useful to add the link directory ${HOME}/${SDKROOT}/lib as above, so that if your app links to a static library (especially a generic (non-iPhone) library), you can build separate iPhoneOS and iPhoneSimulator libraries and easily link to the right one, instead of worrying about a universal binary.

Also, Xcode doesn't seem to properly add resources when you build the project using CMake, so I added this piece to the CMakeLists.txt file. It copies the entire folder /data into my resources folder (as if I had added a "blue" folder link in Xcode).

# copy resource phase

set(APP_NAME ${TARGET_BUILD_DIR}/${FULL_PRODUCT_NAME})
set(RES_DIR ${test_SOURCE_DIR}/data)
add_custom_command(
    TARGET ${NAME}
    POST_BUILD
    COMMAND /Developer/Library/PrivateFrameworks/DevToolsCore.framework/Resources/pbxcp -exclude .DS_Store -exclude CVS -exclude .svn -resolve-src-symlinks ${RES_DIR} ${APP_NAME}
)

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