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README.iOS.md

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iOS build guide

This guide has been tested with macOS 10.13.4()17E199 High Sierra and Xcode 9.3(9E145). It is meant to cross-compile Kodi for iOS using Kodi's unified depends build system. Please read it in full before you proceed to familiarize yourself with the build procedure.

Table of Contents

  1. Document conventions
  2. Prerequisites
  3. Get the source code
  4. Configure and build tools and dependencies
  5. Build binary add-ons
  6. Build Kodi
    6.1. Build with Xcode
    6.2. Build with xcodebuild
    6.3. Build with make
  7. Package
  8. Install
  9. Gesture Handling

1. Document conventions

This guide assumes you are using terminal, also known as console, command-line or simply cli. Commands need to be run at the terminal, one at a time and in the provided order.

This is a comment that provides context:

this is a command
this is another command
and yet another one

Example: Clone Kodi's current master branch:

git clone https://github.com/xbmc/xbmc kodi

Commands that contain strings enclosed in angle brackets denote something you need to change to suit your needs.

git clone -b <branch-name> https://github.com/xbmc/xbmc kodi

Example: Clone Kodi's current Krypton branch:

git clone -b Krypton https://github.com/xbmc/xbmc kodi

Several different strategies are used to draw your attention to certain pieces of information. In order of how critical the information is, these items are marked as a note, tip, or warning. For example:

NOTE: Linux is user friendly... It's just very particular about who its friends are.
TIP: Algorithm is what developers call code they do not want to explain.
WARNING: Developers don't change light bulbs. It's a hardware problem.

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2. Prerequisites

Building for iOS should work with the following constellations of Xcode and macOS versions:

  • Xcode 8.x against iOS SDK 10.x on 10.11.x (El Capitan)(recommended)
  • Xcode 8.x against iOS SDK 10.x on 10.12.x (Sierra)(recommended)
  • Xcode 9.x against iOS SDK 11.x on 10.12.x (Sierra)
  • Xcode 9.x against iOS SDK 11.x on 10.13.x (High Sierra)(recommended)

WARNING: Start Xcode after installation finishes. You need to accept the licenses and install missing components.

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3. Get the source code

Change to your home directory:

cd $HOME

Clone Kodi's current master branch:

git clone https://github.com/xbmc/xbmc kodi

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4. Configure and build tools and dependencies

Kodi can be built as either a 32bit or 64bit program. The dependencies are built in $HOME/kodi/tools/depends and installed into /Users/Shared/xbmc-depends.

TIP: Look for comments starting with Or ... and only execute the command(s) you need.

Configure build for 64bit (recommended):

cd $HOME/kodi/tools/depends
./bootstrap
./configure --host=arm-apple-darwin --with-cpu=arm64

Or configure build for 32bit:

cd $HOME/kodi/tools/depends
./bootstrap
./configure --host=arm-apple-darwin --with-sdk=9.3

WARNING: iOS SDK 11 no longer supports 32bit.

Build tools and dependencies:

make -j$(getconf _NPROCESSORS_ONLN)

TIP: By adding -j<number> to the make command, you can choose how many concurrent jobs will be used and expedite the build process. It is recommended to use -j$(getconf _NPROCESSORS_ONLN) to compile on all available processor cores. The build machine can also be configured to do this automatically by adding export MAKEFLAGS="-j$(getconf _NPROCESSORS_ONLN)" to your shell config (e.g. ~/.bashrc).

WARNING: Look for the Dependencies built successfully. success message. If in doubt run a single threaded make command until the message appears. If the single make fails, clean the specific library by issuing make -C target/<name_of_failed_lib> distclean and run makeagain.

NOTE: Advanced developers may want to specify an iOS SDK version (if multiple versions are installed) in the configure line(s) shown above. The example below would use the iOS SDK 9.0:

./configure --host=arm-apple-darwin --with-cpu=arm64 --with-sdk=9.0

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5. Build binary add-ons

You can find a complete list of available binary add-ons here.

Change to Kodi's source code directory:

cd $HOME/kodi

Build all add-ons:

make -C tools/depends/target/binary-addons

Build specific add-ons:

make -C tools/depends/target/binary-addons ADDONS="audioencoder.flac pvr.vdr.vnsi audiodecoder.snesapu"

Build a specific group of add-ons:

make -j$(getconf _NPROCESSORS_ONLN) -C tools/depends/target/binary-addons ADDONS="pvr.*"

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6. Build Kodi

Before you can use Xcode to build Kodi, the Xcode project has to be generated with CMake. CMake is built as part of the dependencies and doesn't have to be installed separately. A toolchain file is also generated and is used to configure CMake.

6.1. Build with Xcode

Create an out-of-source build directory:

mkdir $HOME/kodi-build

Change to build directory:

cd $HOME/kodi-build

Generate Xcode project for ARM 64bit (recommended):

/Users/Shared/xbmc-depends/x86_64-darwin17.5.0-native/bin/cmake -G Xcode -DCMAKE_TOOLCHAIN_FILE=/Users/Shared/xbmc-depends/iphoneos11.3_arm64-target-debug/share/Toolchain.cmake ../kodi

Or generate Xcode project for ARM 32bit:

/Users/Shared/xbmc-depends/x86_64-darwin15.6.0-native/bin/cmake -G Xcode -DCMAKE_TOOLCHAIN_FILE=/Users/Shared/xbmc-depends/iphoneos9.3_armv7-target/share/Toolchain.cmake ../kodi

WARNING: The toolchain file location differs depending on your iOS and SDK version. You have to replace x86_64-darwin15.6.0-native and iphoneos11.3_arm64-target-debug or iphoneos9.3_armv7-target in the paths above with the correct ones on your system.

You can check Users/Shared/xbmc-depends directory content with:

ls -l /Users/Shared/xbmc-depends

Start Xcode, open the Kodi project file (kodi.xcodeproj) located in $HOME/kodi-build and hit Build.

WARNING: If you have selected a specific iOS SDK Version in step 4 then you might need to adapt the active target to use the same iOS SDK version, otherwise build will fail. Be sure to select a device configuration. Building for simulator is not supported.

6.2. Build with xcodebuild

Alternatively, you can also build via Xcode from the command-line with xcodebuild, triggered by CMake:

Change to build directory:

cd $HOME/kodi-build

Build Kodi:

/Users/Shared/xbmc-depends/x86_64-darwin17.5.0-native/bin/cmake --build . --config "Debug" -- -verbose -jobs $(getconf _NPROCESSORS_ONLN)

TIP: You can specify Release instead of Debug as --config parameter.

6.3. Build with make

CMake is also able to generate makefiles that can be used to build with make.

Change to Kodi's source code directory:

cd $HOME/kodi

Generate makefiles:

make -C tools/depends/target/cmakebuildsys

Build Kodi:

make -j$(getconf _NPROCESSORS_ONLN) -C build

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7. Package

CMake generates a target called deb which will package Kodi ready for distribution. After Kodi has been built, the target can be triggered by selecting it in Xcode active scheme or manually running

cd $HOME/kodi-build/build
/Users/Shared/xbmc-depends/x86_64-darwin17.5.0-native/bin/cmake --build . --target "deb" --config "Debug"

Alternatively, if you built using makefiles issue:

cd $HOME/kodi/build
make deb

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8. Install

On jailbroken devices the resulting deb file can be copied to the iOS device via ssh/scp and installed manually. You need to SSH into the iOS device and issue:

dpkg -i <name of the deb file>

If you are a developer with an official Apple code signing identity you can deploy Kodi via Xcode to work on it on non-jailbroken devices. For this to work you need to alter the Xcode project by setting your codesign identity. Just select the iPhone Developer shortcut. It's also important that you select the signing on all 4 spots in the project settings. After the last buildstep, our support script will do a full sign of all binaries and bundle them with the given identity, including all the *.viz, *.pvr, *.so, etc. files Xcode doesn't know anything about. This should allow you to deploy Kodi to all non-jailbroken devices the same way you deploy normal apps to. In that case Kodi will be sandboxed like any other app. All Kodi files are then located in the sandboxed Documents folder and can be easily accessed via iTunes file sharing.

From Xcode7 on this approach is also available for non paying app developers (Apple allows self signing from now on).

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9. Gesture Handling

Gesture Action
Double finger swipe left Back
Double finger tap/single finger long tap Right mouse
Single finger tap Left mouse
Panning, and flicking For navigating in lists
Dragging For scrollbars and sliders
Zoom gesture In the picture viewer

Gestures can be adapted in system/keymaps/touchscreen.xml.

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