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path: root/misc/dist/ios_xcode/godot_ios.xcodeproj
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2022-09-23SCons: Cleanup `DEBUG`, `_DEBUG` and `NDEBUG` definesRémi Verschelde
- `_DEBUG` is MSVC specific so it didn't make much sense to define for Android and iOS builds. - iOS was the only platform to define `DEBUG`. We don't use it anywhere outside thirdparty code, which we usually don't intend to debug, so it seems better to be consistent with other platforms. - Consistently define `NDEBUG` to disable assert behavior in both `release` and `release_debug` targets. This used to be set for `release` for all platforms, and `release_debug` for Android and iOS only. - Due to the above, I removed the only use we made of `assert()` in Godot code, which was only implemented for Unix anyway, should have been `DEV_ENABLED`, and is in PoolAllocator which we don't actually use. - The denoise and recast modules keep defining `NDEBUG` even for the `debug` target as we don't want OIDN and Embree asserting all over the place.
2022-08-09[iOS] Extend iOS plugins to support Swift runtimeSergey Minakov
2022-03-04[macOS and iOS export] Add localized application name to the translation ↵bruvzg
.plist files.
2022-02-08Remove support for ARMv7 (32-bit) on iOSHugo Locurcio
All iOS devices since the iPhone 5S support ARMv8 (64-bit). The last iOS version supported on ARMv7 devices is 10.x, which is too old to run Godot 4.0 projects since the minimum supported iOS version is 11.0.
2022-01-25[iOS] Fix iOS export with manually specified signing/provisioning data.bruvzg
2021-05-31Merge pull request #49137 from RandomShaper/ios_targeted_familyRémi Verschelde
Add iOS export option for device family
2021-05-27Add iOS export option for device familyPedro J. Estébanez
2021-05-25Set schemes' build config to debug/release in iOS Xcode exportPedro J. Estébanez
2021-01-18[WIP] Add separate `simulator` flag for iOS build, change main library to ↵bruvzg
`xcframework` format.
2020-11-10iOS Export: export modification to support pluginsSergey Minakov
Added plugin configuration. Export options now use plugins that could be enabled/disabled. Plugin changes are observed at runtime.
2020-11-10iOS Modules: separate main platform code from modulesSergey Minakov
Moved previously builtin modules 'GameCenter', 'AppStore', 'iCloud' to separate modules to be represented as plugin. Modified 'ARKit' and 'Camera' to not be builtin into engine and work as plugin. Changed platform code so it's not affected by the move. Modified Xcode project file to remove parameters that doesn't make any effect. Added basic '.gdip' plugin config file.
2020-10-02iOS: RefactoringSergey Minakov
Enabled ARC for iOS. Weakify/Strongify macros for objc blocks. Removed old version checks. Specific types for ObjC++ modules to exclude unneeded bridging. Separate DeviceMetrics class for device specific data. Replaced old/deprecated functionality.
2020-07-25iOS SCons: static Vulkan binary usageSergey Minakov
Add VMA to iphone platform Use linkflag for iphone building to enforce static linking. Works fine with dynamic '.framework' library Updated xcode project to use '.a' static library
2020-07-25iOS Vulkan: copy icd to appSergey Minakov
2020-07-25iOS Export: MoltenVK framework for Vulkan supportSergey Minakov
2020-07-07iOS Export: add option to use storyboard for launch screenSergey Minakov
2020-07-02iOS Export: Updated Info.plist. Framework embedding. Fixes for search pathsSergey Minakov
2020-06-23Export: Remove system frameworks from xcode templateSergey Minakov
2020-06-19Rename "Identifier" to "Bundle Identifier" in macOS/iOS export presetsHugo Locurcio
"Bundle Identifier" is more well-understood among macOS and iOS developers and is less ambiguous. This is a slight breaking change as export presets will need to be updated to account for this change. See https://github.com/godotengine/godot-docs/pull/3295.
2020-03-31Fix exporting corrupted Xcode pbxproj if project name has spacesIgnacio Etcheverry
2019-12-01iOS modular build and export implementation.bruvzg
2019-05-14Make Xcode recursive search frameworks in project dirVasiliy Makarov
2019-02-16New export options iOSBastiaan Olij
2018-04-11iPhone X support and iOS-related fixesRuslan Mustakov
Starting from April 2018 Apple no longer accepts apps that do not support iPhone X. For games this mainly means respecting the safe area, unobstructed by notch and virtual home button. UI controls must be placed within the safe area so that users can interact with them. This commit: - Adds OS::get_window_safe_area method that returns unobscured area of the window, where interactive controls should be rendered. - Reorganizes how launch screens are exported - the previous way was incorrect and modern iPhones did not pick up the correct screens and because of that used a non-native resolution to render the game. - Adds launch screen options for iPhone X. - Makes launch screens optional in the export template. If not specified, a white screen will be used. - Adds App Store icon (1024x1024) export option as it now has to be bundled with the app instead of being provided in iTunes Connect. - Fixes crash when launching games in iOS Simulator. It happened because controllerWasConnected callback came before the engine was initialized. Now in such case the controllers will be queued up and registered after initialization is done. - Fixes issue with the virtual keyboard where for some reason autocorrection panel would intersect with the keyboard itself and not allow you to use the top row of the keyboard. This is fixed by disabling autocorrection altogether. Closes #17358. Fixes #17428. Fixes #17331.
2017-11-21Allow configuring iOS exportRuslan Mustakov
- EditorExportPlugin's _export_begin accepts all the arguments related to the current export (is_debug, path, flags). - EditorExportPlugin API is extended with methods allowing to configure iOS export: add_ios_framework, add_ios_plist_content, add_ios_linker_flags, add_ios_bundle_file. - iOS export template now contains Godot as a static library so that it can be linked with third-party Frameworks and GDNative static libraries. - Adds method to DirAccess for recursive copying of a directory. - Fixes iOS export to work with Xcode 9 (released recently).
2017-10-16Sign iOS dylibs before packagingRuslan Mustakov
These changes allow to open the exported project in XCode and Run it immediately to begin debugging. Before these changes you'd have to sign GDNative libs and change Build Configuration manually.
2017-09-26Enhance iOS exportRuslan Mustakov
- The export process now builds complete .ipa on macOS, instead of just creating XCode project. - The project includes Capabilities games usually require: Game Center, Push Notifications, In-App Purchase. - Icons and launch screens can be specified in export preset.
2017-03-26Remove redundant subfolder in iOS templateRémi Verschelde