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-rw-r--r--mkspecs/features/uikit/default_post.prf35
1 files changed, 18 insertions, 17 deletions
diff --git a/mkspecs/features/uikit/default_post.prf b/mkspecs/features/uikit/default_post.prf
index c1b6f38a6c..a731cd0cbe 100644
--- a/mkspecs/features/uikit/default_post.prf
+++ b/mkspecs/features/uikit/default_post.prf
@@ -28,29 +28,30 @@ macx-xcode {
device_family.value = $$QMAKE_APPLE_TARGETED_DEVICE_FAMILY
QMAKE_MAC_XCODE_SETTINGS += device_family
- ios {
- # Set up default 4-inch iPhone/iPod launch image so that our apps
- # support the full screen resolution of those devices.
- qmake_launch_image = Default-568h@2x.png
- qmake_copy_image.input = $$QMAKESPEC/$$qmake_launch_image
- qmake_copy_image.output = $$OUT_PWD/$${TARGET}.xcodeproj/$$qmake_launch_image
- qmake_copy_image.CONFIG = verbatim
- QMAKE_SUBSTITUTES += qmake_copy_image
- qmake_launch_images.files = $$qmake_copy_image.output
- QMAKE_BUNDLE_DATA += qmake_launch_images
-
- !versionAtLeast(QMAKE_XCODE_VERSION, 6.0) {
- warning("You need to update Xcode to version 6 or newer to fully support iPhone6/6+")
- } else {
- # Set up default LaunchScreen to support iPhone6/6+
- qmake_launch_screen = LaunchScreen.xib
+ equals(TEMPLATE, app):ios {
+ isEmpty(QMAKE_IOS_LAUNCH_SCREEN) {
+ qmake_launch_screen = LaunchScreen.storyboard
qmake_copy_launch_screen.input = $$QMAKESPEC/$$qmake_launch_screen
qmake_copy_launch_screen.output = $$OUT_PWD/$${TARGET}.xcodeproj/$$qmake_launch_screen
QMAKE_SUBSTITUTES += qmake_copy_launch_screen
qmake_launch_screens.files = $$qmake_copy_launch_screen.output
- QMAKE_BUNDLE_DATA += qmake_launch_screens
+ } else {
+ qmake_launch_screens.files = $$QMAKE_IOS_LAUNCH_SCREEN
}
+ QMAKE_BUNDLE_DATA += qmake_launch_screens
}
+
+ !qtConfig(simulator_and_device) {
+ # Single SDK builds only support the target we built
+ supported_platforms.name = SUPPORTED_PLATFORMS
+ supported_platforms.value = $$QMAKE_MAC_SDK
+ QMAKE_MAC_XCODE_SETTINGS += supported_platforms
+ }
+
+ # In a simulator specific build the device config will set the SDK
+ # to the simulator SDK, but for Xcode we always want the SDKROOT
+ # to be the device SDK.
+ QMAKE_MAC_SDK = $$device.sdk
}
!xcodebuild:equals(TEMPLATE, app):!isEmpty(QMAKE_INFO_PLIST) {