113 lines
2.5 KiB
Markdown
113 lines
2.5 KiB
Markdown
Build and deploy for IOS {#lutin_ios}
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========================
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@tableofcontents
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Deploy on IOs is a little complicated, due to the fact Apple demand a developper licence.
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To deploy you need to buy a [developper licence](https://developer.apple.com/account) nearly 99€ / year
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Step 1: deploy your application with Xcode {#lutin_ios_xcode}
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==========================================
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it can be conplicated to do the first deploy (register tablette:watch ... or user ...)
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Then the best way is now to create your first game sample application with XCode and deploy it on your device ...
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when all your problem are solved, I can help you...
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**Note:**
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```
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To add a device, in xcode select your top project, and in the section "signing" select "automatic manage signing", select your team and activate your device ...
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```
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step 2: Build for IOs {#lutin_ios_build}
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=====================
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This step is simpliest... All is integrated:
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Select the target IOs
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```{.sh}
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lutin -C -D -tIOs yourApplication?build
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```
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This is done .... now deploy ...
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step 3: Deploy {#lutin_ios_deploy}
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==============
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Do it ... it does not work ...
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```{.sh}
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lutin -C -D -tIOs yourApplication?install
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```
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Appliocation ID
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---------------
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It miss some things to do:
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create a reference of you application in [apple interface](https://developer.apple.com/account/ios/identifier/bundle/create)
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your application id is:
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```{.py}
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get_compagny_type() + "." + get_compagny_name() + "." + module.get_name()
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```
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For example if you module is named: ```lutin_application.py```
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And you set description:
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```{.py}
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def get_compagny_type():
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return "com"
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def get_compagny_name():
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return "compagny NAME"
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```
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your id is: ```com.compagnyname.application```
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When you have create the application, it will generate for you a unique ID, you can see it on the webpage, it is like: ```DFGDSFGSDFGS.com.compagnyname.application```
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In your module definition you need to add:
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```{.py}
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my_module.set_pkg("APPLE_APPLICATION_IOS_ID", "DFGDSFGSDFGS");
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```
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Team signing ID
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---------------
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the second point to do is creating the file: ```.iosKey.txt``` in you root path of your workspace (where you execute lutin)
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it will contain sothing like:
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```
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'iPhone Developer: Francis DUGENOUX (YRRQE5KGTH)'
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```
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you can optain it with executing:
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```{.sh}
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certtool y | grep "Developer"
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```
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Install:
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--------
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Now it works ...
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```{.sh}
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lutin -C -D -tIOs yourApplication?build
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```
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