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/*!
\page ios.html
\title Qt for iOS
\brief Provides insight into Qt's iOS port and how to use it.
\ingroup supportedplatform
Qt's iOS port allows you to run Qt applications on iOS devices,
such as iPhones, iPads, and iPod Touches.
\target ios-supported-configurations
\section1 Supported Configurations
The following configurations are supported.
\include supported-platforms.qdocinc ios
\include apple-getting-started.qdocinc getting started
\section1 Examples for iOS
In Qt Creator, tested examples on iOS can be looked up. Use the \c ios
keyword to search for examples in the Qt Creator Welcome mode. Note that
some examples may have limited functionality.
For a list of examples known to work on iOS devices, visit
\l{Qt for iOS Examples}.
\section1 Related Topics
The following topics provide more details about Qt for iOS:
\list
\li \l {Porting to iOS}{Porting a Qt Quick Application}
\li \l {Platform Notes - iOS}{Platform Notes}
\li \l {Qt for iOS - Building from Source}
\endlist
*/
/*!
\page ios-building-from-source.html
\title Qt for iOS - Building from Source
\brief Provides instructions to build Qt from source for iOS platform.
Building \l {Qt for iOS} from sources requires \l Xcode with
command-line tools installed. This can be done within Xcode from
\gui Preferences > \gui Downloads > \gui Components >
\gui {Command Line Tools}.
Qt 5 sources can be obtained either by cloning the repositories or
downloading the source package(s).
We can then configure and build Qt. This is done from the Qt 5 top
directory:
\badcode
> ./configure -xplatform macx-ios-clang -release
\endcode
For other configure options, see \l{Qt Configure Options}.
Then, simply run \c{make}.
\note A default build will include both simulator and device
libraries. If you want to build for a single target, use the \c
-sdk argument with either \c iphoneos or \c iphonesimulator.
*/
/*!
\page porting-to-ios.html
\title Porting to iOS
\brief Provides instructions to port your existing Qt application to iOS.
In this section, we are going to port an existing Qt application to
\l{Qt for iOS}{iOS} and deploy it to the device.
Most Qt applications should be portable to iOS with ease, unless they
depend on a specific hardware or software feature not supported on iOS.
A major part of the porting effort consists of ensuring that all the
application's assets (for example, QML files, images, and icons) are
deployed correctly to the device.
\include porting-notes.qdocinc using resources
The following step-by-step instructions guide you to port an existing Qt Quick
application to iOS using the qrc approach:
\list 1
\li Open the existing project in Qt Creator and configure it with
\e {iOS} or \e {iOS Simulator} kit. For more information, see
\l{Qt Creator: Configuring Projects}.
\li Update all local directory imports in the \c{qml} files to use a local
namespace. For example, to import the QML documents in the "contents"
directory relative to \c{main.qml}, use the following import statement:
\code
import "contents" as Contents
\endcode
\li Identify all the resources used by your application and add them to one
or more qrc files.
Qt Creator updates your qmake project file with the \c RESOURCES
variable, listing the qrc files you added.
\li To load or refer to the resources in the qrc file from a C++ file,
use the "\c{qrc:}" prefix for the URL. For example:
\code
QQuickView viewer;
viewer.setSource(QUrl("qrc:qml/main.qml"));
viewer.show();
\endcode
\note QML documents can refer to files in the resources simply by
using the relative path to the document. Such references do not
require the "\c{qrc:}" or "\c{:/}" prefix.
\li Update the "Run" settings for your project as described in the
\l{Qt Creator: Specifying Run Settings}
\li If your application uses imports or plugins which depend on special Qt
modules, these Qt modules should be added to the .pro file. For example, if
your application uses the \l{Qt Multimedia} import in QML, you should add
the following to your .pro file:
\badcode
QT += multimedia
\endcode
In Qt for iOS, everything is compiled statically and placed into the application
bundle. The applications are "sandboxed" inside their bundles and cannot make use
of shared object files. Because of this, also the plugins used by the Qt modules
need to be statically linked. To do this, define the required plugins using the
\l QTPLUGIN variable. For example, to use the camera APIs from Qt Multimedia:
\badcode
QTPLUGIN += qavfcamera
\endcode
See \l {http://wiki.qt.io/QtMultimedia_iOS}{Qt Multimedia on iOS}
for information on other Qt Multimedia plugins. If your project uses APIs
from \l {Qt Sensors}, use the following:
\badcode
QT += sensors
QTPLUGIN += qtsensors_ios
\endcode
\li Save the changes to your project and run the application.
\endlist
Qt Creator deploys your application on the iOS device, if the
device is detected and configured correctly in Xcode. It is also possible to
test the application in iOS Simulator. For more information, see
\l {http://doc.qt.io/qtcreator/creator-developing-ios.html}{Connecting iOS Devices}.
\sa {Platform Notes - iOS}
*/
/*!
\page ios-platform-notes.html
\title Platform Notes - iOS
\brief This page contains information about building Qt applications for and running them on the iOS platform.
\section1 Deployment
Developing, building, running, and debugging a Qt for iOS application can all be done
with Qt Creator on \macos. The toolchain is provided by Apple's Xcode,
and running qmake on a project targeted for iOS will also generate an
Xcode project file (.xcodeproj), with initial application settings. As Qt
Creator does not provide an interface for managing all of the settings specific
to iOS platform, it is sometimes necessary to adjust them in Xcode directly.
Checking that the application is configured correctly is especially important
before submitting an application for publishing in Apple's App Store.
\target Info.plist
\section2 Information Property List Files
Information property list file (Info.plist) on iOS and \macos is used for configuring
an application bundle. These configuration settings include:
\list
\li Application display name and identifier
\li Required device capabilities
\li Supported user interface orientations
\li Icons and launch images
\endlist
See the documentation on \l {https://developer.apple.com/library/ios/documentation/General/Reference/InfoPlistKeyReference/Introduction/Introduction.html}
{Information Property List File} in iOS Developer Library for details.
When qmake is run, an \c Info.plist file is generated with appropriate default values.
It is advisable to replace the generated Info.plist with your own copy, to prevent
it from being overwritten the next time qmake is run. You can define a custom information
property list with \l QMAKE_INFO_PLIST variable in your .pro file.
\badcode
ios {
QMAKE_INFO_PLIST = ios/Info.plist
}
\endcode
\section2 Application Assets
For files that cannot be bundled into Qt resources, \l QMAKE_BUNDLE_DATA qmake variable
provides a way to specify a set of files to be copied into the application bundle. For
example:
\badcode
ios {
fontFiles.files = $$files(fonts/*.ttf)
fontFiles.path = fonts
QMAKE_BUNDLE_DATA += fontFiles
}
\endcode
For image resources, an alternative way is to make use of \l {Create asset catalogs and sets}
{asset catalogs} in Xcode, which can be added in a similar way:
\badcode
ios {
QMAKE_ASSET_CATALOGS += ios/Assets.xcassets
}
\endcode
\section2 Icons
Icons need to be set in the Info.plist and copied to the application bundle.
Xcode has special support for icons, but when using Qt, it is usually better
to set them in the .pro file.
To support all resolutions and devices, several images should be created.
A detailed list of what is required is available at \l {App Icons on iPhone, iPad and Apple Watch}{Icon files}.
The filename is not important, but the actual pixel size is.
Just a few icons are required.
However, to support both iPhone and iPad, the following images
are required:
\list
\li AppIcon29x29.png: 29 x 29
\li AppIcon29x29@2x.png: 58 x 58
\li AppIcon29x29@2x~ipad.png: 58 x 58
\li AppIcon29x29~ipad.png: 29 x 29
\li AppIcon40x40@2x.png: 80 x 80
\li AppIcon40x40@2x~ipad.png: 80 x 80
\li AppIcon40x40~ipad.png: 40 x 40
\li AppIcon50x50@2x~ipad.png: 100 x 100
\li AppIcon50x50~ipad.png: 50 x 50
\li AppIcon57x57.png: 57 x 57
\li AppIcon57x57@2x.png: 114 x 114
\li AppIcon60x60@2x.png: 120 x 120
\li AppIcon72x72@2x~ipad.png: 144 x 144
\li AppIcon72x72~ipad.png: 72 x 72
\li AppIcon76x76@2x~ipad.png: 152 x 152
\li AppIcon76x76~ipad.png: 76 x 76
\endlist
These files should be copied to the application bundle by adding something
like the following code snippet to the .pro file:
\badcode
ios {
ios_icon.files = $$files($$PWD/ios/AppIcon*.png)
QMAKE_BUNDLE_DATA += ios_icon
}
\endcode
For the icons to be used, the filenames also have to be listed in the Info.plist. The best way is to list all icon files
using the \c CFBundleIconFiles key.
The iPad specific version can be given using the \c CFBundleIcons~ipad key, by adding something
like the following code snippet to Info.plist:
\badcode
<key>CFBundleIcons</key>
<dict>
<key>CFBundlePrimaryIcon</key>
<dict>
<key>CFBundleIconFiles</key>
<array>
<string>AppIcon29x29.png</string>
<string>AppIcon29x29@2x.png</string>
<string>AppIcon40x40@2x.png</string>
<string>AppIcon57x57.png</string>
<string>AppIcon57x57@2x.png</string>
<string>AppIcon60x60@2x.png</string>
</array>
</dict>
</dict>
<key>CFBundleIcons~ipad</key>
<dict>
<key>CFBundlePrimaryIcon</key>
<dict>
<key>CFBundleIconFiles</key>
<array>
<string>AppIcon29x29.png</string>
<string>AppIcon29x29@2x.png</string>
<string>AppIcon40x40@2x.png</string>
<string>AppIcon57x57.png</string>
<string>AppIcon57x57@2x.png</string>
<string>AppIcon60x60@2x.png</string>
<string>AppIcon29x29~ipad.png</string>
<string>AppIcon29x29@2x~ipad.png</string>
<string>AppIcon40x40~ipad.png</string>
<string>AppIcon40x40@2x~ipad.png</string>
<string>AppIcon50x50~ipad.png</string>
<string>AppIcon50x50@2x~ipad.png</string>
<string>AppIcon72x72~ipad.png</string>
<string>AppIcon72x72@2x~ipad.png</string>
<string>AppIcon76x76~ipad.png</string>
<string>AppIcon76x76@2x~ipad.png</string>
</array>
</dict>
</dict>
\endcode
This ensures that the appropriate files are copied to the right place and the correct icons are
used as required by the Apple App Store.
Ad-hoc distributions should also include the following filenames in the application bundle
to visualize the application in iTunes:
\list
\li iTunesArtwork 512x512
\li iTunesArtwork@2x 1024x1024
\endlist
\section2 Launch Images
Like icons, launch images consist of images that need to be copied to the application bundle
and keys that have to be set in the Info.plist.
To support the iPhone 6, a launch file (an interface builder .xib file or a storyboard file) should be provided.
For more information, see \l{https://developer.apple.com/design/human-interface-guidelines/ios/icons-and-images/launch-screen/}{Launch Screen}.
Assuming that you called the launch file Launch.xib, it can be added to the Info.plist as follows:
\badcode
<key>UILaunchStoryboardName</key>
<string>Launch</string>
\endcode
It is possible to use launch images (PNG files), as described below, to support the iPhone 6, but it is not recommended.
Qmake generates a default LaunchScreen.xib, so it is better to use another name for a custom launch screen to avoid clashes.
Starting with iOS 7, the launch images are defined using the \c UILaunchImages key.
To support these devices, you need to prepare the following images:
\list
\li LaunchImage-iOS7-568h@2x.png: 640 x 1136
\li LaunchImage-iOS7-Landscape.png: 1024 x 768
\li LaunchImage-iOS7-Landscape@2x.png: 2048 x 1536
\li LaunchImage-iOS7-Portrait.png: 768 x 1024
\li LaunchImage-iOS7-Portrait@2x.png: 1536 x 2048
\li LaunchImage-iOS7@2x.png: 640 x 960
\endlist
The images can be added to the Info.plist as follows:
\badcode
<key>UILaunchImages</key>
<array>
<dict>
<key>UILaunchImageMinimumOSVersion</key>
<string>7.0</string>
<key>UILaunchImageName</key>
<string>LaunchImage-iOS7</string>
<key>UILaunchImageOrientation</key>
<string>Portrait</string>
<key>UILaunchImageSize</key>
<string>{320, 568}</string>
</dict>
<dict>
<key>UILaunchImageMinimumOSVersion</key>
<string>7.0</string>
<key>UILaunchImageName</key>
<string>LaunchImage-iOS7</string>
<key>UILaunchImageOrientation</key>
<string>Portrait</string>
<key>UILaunchImageSize</key>
<string>{320, 480}</string>
</dict>
</array>
<key>UILaunchImages~ipad</key>
<array>
<dict>
<key>UILaunchImageMinimumOSVersion</key>
<string>7.0</string>
<key>UILaunchImageName</key>
<string>LaunchImage-iOS7-Landscape</string>
<key>UILaunchImageOrientation</key>
<string>Landscape</string>
<key>UILaunchImageSize</key>
<string>{768, 1024}</string>
</dict>
<dict>
<key>UILaunchImageMinimumOSVersion</key>
<string>7.0</string>
<key>UILaunchImageName</key>
<string>LaunchImage-iOS7-Portrait</string>
<key>UILaunchImageOrientation</key>
<string>Portrait</string>
<key>UILaunchImageSize</key>
<string>{768, 1024}</string>
</dict>
<dict>
<key>UILaunchImageMinimumOSVersion</key>
<string>7.0</string>
<key>UILaunchImageName</key>
<string>LaunchImage-iOS7</string>
<key>UILaunchImageOrientation</key>
<string>Portrait</string>
<key>UILaunchImageSize</key>
<string>{320, 568}</string>
</dict>
<dict>
<key>UILaunchImageMinimumOSVersion</key>
<string>7.0</string>
<key>UILaunchImageName</key>
<string>LaunchImage-iOS7</string>
<key>UILaunchImageOrientation</key>
<string>Portrait</string>
<key>UILaunchImageSize</key>
<string>{320, 480}</string>
</dict>
</array>
\endcode
To support earlier iOS versions, one can use the \c UILaunchImageFile string in the Info.plist:
\badcode
<key>UILaunchImageFile</key>
<string>LaunchImage</string>
\endcode
The name defaults to \c Default, but qmake generates some of the images, so it is easier to use another name (for example LaunchImage as we did) to avoid clashes.
\list
\li LaunchImage.png: 320 x 480
\li LaunchImage@2x.png: 640 x 960
\li LaunchImage-568h@2x.png: 640 x 1136
\li LaunchImage-Landscape.png: 1024 x 748
\li LaunchImage-Landscape@2x.png: 2048 x 1496
\li LaunchImage-Portrait.png: 768 x 1004
\li LaunchImage-Portrait@2x.png: 1536 x 2008
\endlist
You can change the filenames as long as the Info.plist and filenames stay in sync.
Finally, all these files have to be copied to the application bundle by adding something
like the following code snippet to the .pro file:
\badcode
ios {
app_launch_images.files = $$PWD/ios/Launch.xib $$files($$PWD/ios/LaunchImage*.png)
QMAKE_BUNDLE_DATA += app_launch_images
}
\endcode
This allows you to produce universal applications with valid LaunchImages as required by the Apple App Store.
\important \c "launch_images" is used internally by Qt, so it will be overwritten if used in your .pro file.
\section2 Native Image Picker
If your \c Info.plist file contains an entry for \c NSPhotoLibraryUsageDescription, qmake will
automatically include an extra plugin which enables access to the native image picker. If the directory
in your QFileDialog is set to:
\badcode
QStandardPaths::standardLocations(QStandardPaths::PicturesLocation).last();
\endcode
or alternatively the folder in a FileDialog in QML to:
\badcode
shortcuts.pictures
\endcode
then the native image picker is shown to allow access to the user's photo album.
\section2 Expressing Supported iOS Versions
\include expressing-apple-os-versions.qdocinc expressing os versions
\section1 Publishing to Apple App Store
Verifying that your Qt for iOS application is ready for publishing to App Store can be done
as described in \l {https://developer.apple.com/Library/ios/documentation/LanguagesUtilities/Conceptual/iTunesConnect_Guide/Chapters/SubmittingTheApp.html} {Submitting the Application}.
To submit the application, you can use Xcode, or the Application Loader (installed with Xcode).
Qt Creator does not provide an interface for managing all of the settings in an Xcode project configuration.
The application should be tested on the iOS versions and devices that it is
targeted to support. The minimum deployment target for Qt applications
varies by Qt version. For more information, see
\l{ios-supported-configurations}{supported configurations}.
The actual publishing process involves creating a distribution certificate and a provision profile,
creating a signed archive of your application, and running a set of validation tests on it.
See the \l {https://developer.apple.com/library/ios/documentation/IDEs/Conceptual/AppDistributionGuide/SubmittingYourApp/SubmittingYourApp.html}
{App Distribution Guide} in iOS Developer Library for more information.
*/