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/****************************************************************************
**
** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the documentation of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:FDL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and Digia.  For licensing terms and
** conditions see http://qt.digia.com/licensing.  For further information
** use the contact form at http://qt.digia.com/contact-us.
**
** GNU Free Documentation License Usage
** Alternatively, this file may be used under the terms of the GNU Free
** Documentation License version 1.3 as published by the Free Software
** Foundation and appearing in the file included in the packaging of
** this file.  Please review the following information to ensure
** the GNU Free Documentation License version 1.3 requirements
** will be met: http://www.gnu.org/copyleft/fdl.html.
** $QT_END_LICENSE$
**
****************************************************************************/

/*!
    \page ios_support.html
    \title Qt for iOS
    \brief Provides insight into Qt's iOS port and how to use it.

    Qt's iOS port allows you to run Qt applications on iOS devices,
    such as iPhones and iPads.

    \section1 Getting Started

    Development and deployment is done using Xcode. The supported
    workflow is to maintain a \c .pro file based project, export it to
    Xcode (and re-export when the project setup changes), and then
    build and deploy using Xcode. We will look at that in more
    detail in the next section.

    The minimum deployment target for Qt applications is iOS 5.0. Qt
    then supports the following devices (iOS might need to be upgraded
    on some devices).

    \list
        \li iPhone 3GS and later
        \li iPod Touch third and later generations
        \li iPad 2 and later
        \li iPad Mini
    \endlist

    \section2 Setting Up the Development Environment

    You have two options to set up the Qt development environment:

    \list
        \li \l{Qt Installation Program}{Use an installer}
        \li \l{Building Qt Sources}{Build from source}
    \endlist

    \note Qt Enterprise packages are available from the \l{Try Qt Enterprise}
    page. Qt for iOS is also available as part of the Qt Mobile Edition,
    see \l{Qt Enterprise}{qt.digia.com} for details.

    Regardless of which approach you choose, you first need to install
    Xcode. You will find it in the App Store \l{Xcode}{here}. For
    running Qt applications in the simulator that comes with Xcode,
    this is all you need. However, for running applications on a
    device and publishing your applications in the App Store, you must
    join the iOS Developer Program (see
    \l{https://developer.apple.com/programs/ios/}), and set up
    developer certificates and provisioning profiles. The easiest
    solution is to use a profile that takes any App ID (a \c *).

    Before building Qt or any Qt applications, you should test that Xcode
    is set up correctly, for example, by running one of the standard
    Xcode application templates on your device.

    \section3 Building From Source

    We assume that you have cloned the Qt 5 repositories (or obtained
    the Qt sources elsewhere) and followed the platform independent
    requirements for building Qt. The requirements are described
    \l{General Qt Requirements}{here}.

    We can then build Qt. This is done from the Qt 5 top directory,
    like so:

    \code
        > ./configure -xplatform macx-ios-clang -developer-build -release
    \endcode

    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.

    \section2 Building Applications From the Command Line

    As mentioned previously, the development workflow on iOS consists
    of maintaining a normal \c .pro file project and export it to
    Xcode.

    Here is how to build a project:

    \list
        \li run qmake (if you have not done so previously)
        \li open the resulting \c .xcodeproject file in Xcode
        \li build the application in Xcode
    \endlist

    Note that you must re-import the project if its setup changes, for
    example, when adding or removing source files.

    \section1 Building Applications with Qt Creator

    You can find information on how to set up and run iOS applications
    in Qt Creator's manual:

    \list
        \li \l{Qt Creator: Connecting iOS devices}{Connecting iOS Devices}.
    \endlist

    As mentioned previously, you must have Xcode installed.

    \section2 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.

    \section1 Using Objective-C Code in Qt Applications

    Clang, the compiler used for iOS applications, allows mixing C++
    and Objective-C code. To enable this mode, suffix your source
    files with \.c mm, and add them to \c OBJECTIVE_SOURCES instead of
    \c SOURCES in the \c .pro file. This makes it possible to use
    frameworks from Apple's iOS Developer Library in Qt applications.
    Most useful is perhaps the possibility for adding In-App
    Purchasing with the StoreKit framework.

    We currently have one example mixing Objective-C and C++ code. You
    find it
    \l{https://qt-project.org/wiki/Mixing_C_and_ObjectiveC_Code}{here}.

*/