TOC 1. Introduction 2. Getting the source code 3. Install required libs 3.1. Install Xcode 3.2. Install Cross libs and runtime environment 4. How to compile and run 4.1 Using XCode 4.2 Using Command line 5. Packaging 6. Gesture Handling on iPad/iPhone/iPod touch 7. Remote control on ATV2 8. Usage/Development on un-jailbroken devices (only interesting for official apple developers!) ----------------------------------------------------------------------------- 1. Introduction ----------------------------------------------------------------------------- This is a platform port of XBMC for the Apple iOS operating system. The current build system supports Xcode 3.2.6 or Xcode 4.3.x with iOS SDK 4.2/4.3/5.1 There are two ways to build XBMC for Mac. 1) command-line or 2) Xcode. Generally, Xcode is the easiest as it presents the build system in a GUI environment. The command-line build is still under development. XBMC for iOS is composed of a main binary with numerous dynamic libraries and codecs that support a multitude of music and video formats. NOTE TO NEW OS X USERS: All lines that are prefixed with the '$' character are commands that need to be typed into a Terminal window. Note that the '$' character itself should NOT be typed as part of the command. ----------------------------------------------------------------------------- 2. Getting the source code ----------------------------------------------------------------------------- $ cd $HOME $ git clone git://github.com/xbmc/xbmc.git xbmc $ cd xbmc $ git submodule update --init addons/skin.touched ----------------------------------------------------------------------------- 3.0 Install Xcode ----------------------------------------------------------------------------- See point 3.0a below for an updated list of supported Xcode/osx constellations!!! Install latest Xcode (5.1.1 as of the writing). You can download it from 1. The MacOSX AppStore (Xcode). If you are using XCode 4.3.x you also need to install the "Command Line Tools". To do so after installing Xcode you have to go to "Xcode->Preferences->Downloads" and install the package "Command Line Tools". In later XCode versions as of 5.x those will be installed automatically once they are invoked from the cmdline. Xcode 3.2.6 only runs on 10.6.x (Snow Leopard). Xcode 4.3.x only runs on 10.7.x (Lion). Xcode 5.x.x only runs on 10.8.x and later. The preferred iOS SDK Version is 4.3 (when using Xcode 3.2.6) or 5.1 (when using Xcode 4.3.x) or 7.x (when using Xcode 5.x.x) ----------------------------------------------------------------------------- 3.0a Supported Xcode and OSX constellations ----------------------------------------------------------------------------- As far as we know the compilation for ios and atv2 should work with the following constellations of Xcode and osx versions (to be updated once we know more): 1. XCode 3.2.6 against iOS SDK 4.3 on 10.6.x (Snow Leopard) 2. XCode 4.3.x against iOS SDK 4.3 and 5.1 on 10.7.x (Lion) 3. XCode 4.6 against iOS SDK 4.3, 5.1 and 6.1 on 10.7.x (Lion) and 10.8.x (ML) 3.a Building against iOS SDK 6.0 will only allow to run on targets with iOS 5.1 and below. There is no support for devices running iOS 6.0 for now! 4. Xcode 5.1.1 against iOS SDK 7.0 and 7.1 on 10.9.x (Mavericks) ----------------------------------------------------------------------------- 3.1 Install Cross libs and runtime environment ----------------------------------------------------------------------------- The following commands will build using the latest iOS SDK found on your system. $ cd $HOME/XBMC $ cd tools/depends $ ./bootstrap $ ./configure --host=arm-apple-darwin $ make NOTE: You can speedup compilation on multicore systems by doing "make -j" instead of "make". For a dualcore this would read: "make -j2" ADVANCED developers only! If you want to specify an iOS SDK version (if multiple versions are installed) - then append it to the configure line above (example below would use iOS SDK 6.0): $ ./configure --host=arm-apple-darwin --with-sdk=6.0 Ensure that you also adapt the xcode project to use this SDK version or if building via cmdline the SDKROOT parameter of the xcodebuild command. ----------------------------------------------------------------------------- 4. How to compile ----------------------------------------------------------------------------- Both Xcode and Terminal compilation require that build environment be setup from the step 3.1. $ cd $HOME/XBMC $ make -C tools/depends/target/xbmc $ make clean $ make xcode_depends ----------------------------------------------------------------------------- 4.1 Using Xcode ----------------------------------------------------------------------------- Start XCode and open the XBMC project (XBMC.xcodeproj) located in $HOME/XBMC. There are two relevant build configurations : Release and Debug. Compile always for device end not simulator and select the wanted target (either XBMC-iOS or XBMC-ATV2) If you have selected a specific iOS SDK Version in step 3.1 then you might need to adapt the active target to use the same iOS SDK version. Else build will fail (you will see alot of errors with at least non-found boost/shared_ptr.hpp). On XCode5.x apple removed the gcc compiler. On those XCode versions you need to switch the compiler of the ATV2 project manually to "default/clang". ----------------------------------------------------------------------------- 4.2 Using Terminal (command-line) ----------------------------------------------------------------------------- $ cd $HOME/XBMC $ xcodebuild -project XBMC.xcodeproj -target XBMC-iOS -configuration Release build \ ONLY_ACTIVE_ARCH=YES ARCHS=armv7 VALID_ARCHS=armv7 IPHONEOS_DEPLOYMENT_TARGET=4.2 \ SDKROOT=iphoneos4.2 or $ xcodebuild -project XBMC.xcodeproj -target XBMC-ATV2 -configuration Release build \ ONLY_ACTIVE_ARCH=YES ARCHS=armv7 VALID_ARCHS=armv7 IPHONEOS_DEPLOYMENT_TARGET=4.2 \ SDKROOT=iphoneos4.2 Make sure to set SDKROOT to the iOS SDK you want to use. This should be the same you used on point 3.1! ----------------------------------------------------------------------------- 5. Packaging ----------------------------------------------------------------------------- This section describes how to package XBMC in a deb image for distribution. 1. build XBMC for iOS or ATV2 from XCode so that the application bundle is correctly updated. 2. $ cd tools/darwin/packaging/xbmc-atv2 or $ cd tools/darwin/packaging/xbmc-ios 3. $ chmod +x ./mkdeb-xbmc-atv2.sh && ./mkdeb-xbmc-atv2.sh release or $ chmod +x ./mkdeb-xbmc-ios.sh && ./mkdeb-xbmc-ios.sh release 4. Use release or debug - you have to be sure that you build the corresponding version before. 5. The resulting deb file can be copied to the iOS/ATV2 via ssh/scp and then be installed manually. For this you need to ssh into the iOS/ATV2 and do: $ dpkg -i ----------------------------------------------------------------------------- 6. Gesture Handling on iPad/iPhone/iPod touch ----------------------------------------------------------------------------- - 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 pictureviewer ----------------------------------------------------------------------------- 7. Remote control on ATV2 ----------------------------------------------------------------------------- - Select -> like enter/left click - OK button on other remotes (during playback its pause by defaul) - Select long press -> During playback show the overlay - Cursor keys -> for moving around and selecting controls - Menu -> back - Menu long press -> context menu ------------------------------------------------------------------------------ 8. Usage/Development on un-jailbroken devices (only interesting for official apple developers!) ------------------------------------------------------------------------------ If you are a developer with an official apple code signing identity you can deploy XBMC via xcode to work on it on non-jailbroken devices. For this to happen you just need to alter the Xcode project by setting your codesign identity. After that the last buildstep in our support script will do a full sign of all binaries and the bundle with the given identity (all *.viz, *.pvr, *.so files Xcode doesn't know anything about). This should allow you to deploy XBMC to all non-jailbroken devices which you can deploy normal apps to. In that case (XBMC will be sandboxed like any other app) - all XBMC files are then located in the sandboxed "Documents" folder and can be easily accessed via iTunes file sharing. Keep in mind that no hardware acceleration will be possible without jailbreaking!