4.0 KiB
Requirements
- macOS
- Xcode: https://developer.apple.com/xcode/
- CMake 3.21+:
brew install --cask cmake
or get from https://cmake.org/download/
Obtaining source code
Clone https://github.com/vcmi/vcmi with submodules. Example for command line:
git clone --recurse-submodules https://github.com/vcmi/vcmi.git
Obtaining dependencies
There're 2 ways to get prebuilt dependencies:
- Conan package
manager -
recommended. Note that the link points to the cutting-edge state in
develop
branch, for the latest release check the same document in the master branch. - legacy manually built libraries - can be used if you have Xcode 11/12 or to build for simulator / armv7 device
Configuring project
Only Xcode generator (-G Xcode
) is supported!
As a minimum, you must pass the following variables to CMake:
BUNDLE_IDENTIFIER_PREFIX
: unique bundle identifier prefix, something likecom.MY-NAME
- (if using legacy dependencies)
CMAKE_PREFIX_PATH
: path to the downloaded dependencies, e.g.~/Downloads/vcmi-ios-depends/build/iphoneos
There're a few CMake
presets:
for device (Conan and legacy dependencies) and for simulator, named
ios-device-conan
, ios-device
and ios-simulator
respectively. You
can also create your local "user preset" to avoid typing variables each
time, see example
here.
Open terminal and cd
to the directory with source code. Configuration
example for device with Conan:
cmake --preset ios-device-conan \
-D BUNDLE_IDENTIFIER_PREFIX=com.MY-NAME
By default build directory containing Xcode project will appear at
../build-ios-device-conan
, but you can change it with -B
option.
Building for device
To be able to build for iOS device, you must also specify codesigning
settings. If you don't know your development team ID, open the generated
Xcode project, open project settings (click VCMI with blue icon on
the very top in the left panel with files), select vcmiclient
target, open Signing & Capabilities tab and select yout team. Now
you can copy the value from Build Settings tab - DEVELOPMENT_TEAM
variable (paste it in the Filter field on the right) - click the
greenish value - Other... - copy. Now you can pass it in
CMAKE_XCODE_ATTRIBUTE_DEVELOPMENT_TEAM
variable when configuring the
project to avoid selecting the team manually every time CMake
re-generates the project.
Advanced users who know exact private key and provisioning profile to
sign with, can use CMAKE_XCODE_ATTRIBUTE_CODE_SIGN_IDENTITY
and
CMAKE_XCODE_ATTRIBUTE_PROVISIONING_PROFILE_SPECIFIER
variables
instead. In this case you must also pass
-D CMAKE_XCODE_ATTRIBUTE_CODE_SIGN_STYLE=Manual
.
Building project
From Xcode IDE
Open VCMI.xcodeproj
from the build directory, select vcmiclient
scheme (the only one with nice icon) with your destination
device/simulator and hit Run (Cmd+R).
You must also install game files, see Installation on
iOS. But this is not necessary if you
are going to run on simulator, as it is able to use game data from your
Mac located at ~/Library/Application Support/vcmi
.
From command line
cmake --build
--target vcmiclient -- -quiet
You can pass additional xcodebuild options after the --
. Here -quiet
is passed to reduce amount of output.
Alternatively, you can invoke xcodebuild
directly.
There's also ios-release-conan
configure and build preset that is used
to create release build on CI.
Creating ipa file for distribution
Invoke cpack
after building:
cpack -C Release
This will generate file with extension ipa if you use CMake 3.25+ and zip otherwise (simply change extension to ipa).