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TEMPLATE = app
SOURCES += main.cpp
QT += core gui testlib
CONFIG += app_bundle
TARGET = tst_manual_ios_assets
# Custom Info.plist
ios {
versionAtLeast(QMAKE_XCODE_VERSION, 14.0) {
plist_path = Info.ios.qmake.xcode.14.3.plist
} else {
plist_path = Info.ios.qmake.xcode.13.0.plist
}
QMAKE_INFO_PLIST = $$plist_path
}
# Custom resources
textFiles.files = $$files(*.txt)
# On iOS no 'Resources' prefix is needed because iOS app bundles are shallow,
# so the final location of the text file will be
# tst_manual_ios_assets.app/textFiles/foo.txt
# Specifying a Resources prefix actually causes code signing error for some reason.
# On macOS the location will be
# tst_manual_ios_assets.app/Contents/Resources/textFiles/foo.txt
ios {
textFiles.path = textFiles
}
macos {
textFiles.path = Contents/Resources/textFiles
}
textFiles.files -= CMakeLists.txt
QMAKE_BUNDLE_DATA += textFiles
# Asset catalog with images and app icons
ios {
# The asset catalog needs to have at least an empty AppIcon.appiconset, otherwise Xcode refuses
# to compile the asset catalog.
versionAtLeast(QMAKE_XCODE_VERSION, 14.0) {
QMAKE_ASSET_CATALOGS += AssetsXcode14.3.xcassets
} else {
QMAKE_ASSET_CATALOGS += AssetsXcode13.0.xcassets
}
SOURCES += utils.mm
LIBS += -framework UIKit
}
# Set custom launch screen
ios {
# Underneath, this uses QMAKE_BUNDLE_DATA, prevents the default launch screen from being set
# and bundles the custom one.
QMAKE_IOS_LAUNCH_SCREEN = $$PWD/CustomLaunchScreen.storyboard
}
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