1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
|
// Copyright (C) 2017 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GFDL-1.3-no-invariants-only
/*!
\page ios.html
\title Qt for iOS
\brief Provides insight into Qt's iOS port and how to use it.
\ingroup supportedplatform
Qt for iOS enables building applications for Apple's
\l{https://www.apple.com/iphone/}{iPhone} and
\l{https://www.apple.com/ipad/}{iPad} devices, as well as the
\l{https://www.apple.com/apple-vision-pro/}{Apple Vision Pro}.
To develop with Qt for iOS, follow the \l{Getting Started}
{getting started guide}; then explore \l{Examples for iOS}
{examples for iOS}, and \l{Related Topics}{related topics}.
\target ios-supported-configurations
\section1 Supported Configurations
The following versions of the \l{Build Environment}{build environment}
and runtime \l {Target Platforms}{target platform} are supported by Qt \qtver.
\include supported-platforms.qdocinc ios
\table 50%
\header \li {4,1} Target Devices used in Automated Testing
\header \li Device \li OS Version \li Architecture \li Form Factor
\row \li \l{iPhone 12}
\li iOS 17
\li armv8 (arm64)
\li Mobile
\row \li \l{iPhone 11}
\li iOS 17
\li armv8 (arm64)
\li Mobile
\row \li \l{iPad Pro, 3rd generation}
\li iOS 17
\li armv8 (arm64)
\li Tablet
\row \li \l{iPad, 6th generation}
\li iOS 17
\li armv8 (arm64)
\li Tablet
\endtable
\include apple-common.qdocinc {build-environment} {iOS}
\include apple-common.qdocinc {target-platforms} {iOS}
\section1 Getting Started
\include apple-common.qdocinc {installing-xcode} {iOS}
For testing Qt applications in the simulator that comes with Xcode,
this is all you need. However, for running applications on a physical
device and/or publishing your applications in the App Store, you must
join the \l{Apple Developer Program}, and set up developer certificates
and provisioning profiles.
Before building 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.
\section2 Installing or building Qt
To install or build Qt, follow the general \l{Getting Started with Qt}
{getting started with Qt} guide.
\section2 Building Applications from the Command Line
Use CMake or qmake to define how to build your iOS application. Both CMake
and qmake can generate an \c xcodeproj file, which can then be loaded and
built from the command line.
\section3 Using CMake
The \c qt-cmake convenience script located in \c <Qt-dir>/<version>/ios/bin/
will take care of setting up the toolchain and correct architectures for you.
Using \c qt-cmake convenience script:
\badcode
<Qt-dir>/<version>/ios/bin/qt-cmake <source-dir>
\endcode
Using the generated \c xcodeproj file, you can either use Xcode to build
your application or run \c xcodebuild from the command line. For a list of
available targets and schemes for your application, run the following
command:
\badcode
xcodebuild -list -project <your-app>.xcodeproj
\endcode
Then, run \c {xcodebuild build}, passing in your application details:
\badcode
xcodebuild build -allowProvisioningUpdates -project <your-app>.xcodeproj -scheme <your-scheme> -configuration Debug -destination "generic/platform=iOS" -destination-timeout 1 ENABLE_ONLY_ACTIVE_RESOURCES=NO
\endcode
\section3 Using qmake
First, define how to build the application using qmake. Then, use the
generated \c xcodeproj file to build the application, either in Xcode or
from the command line.
\badcode
qmake <your-app>.pro
\endcode
qmake creates a wrapper Makefile that in turns calls \c xcodebuild, so you
can run \c make to build your application:
\badcode
make -j8
\endcode
Note that you must re-import the project if its setup changes, for
example, when adding or removing source files.
\section4 Customizing Xcode project settings
The \c QMAKE_MAC_XCODE_SETTINGS qmake variable can be used to customize
Xcode settings, for example:
\badcode
development_team.name = DEVELOPMENT_TEAM
development_team.value = <your-team-id>
QMAKE_MAC_XCODE_SETTINGS += development_team
\endcode
Other qmake variables are also useful:
\badcode
QMAKE_TARGET_BUNDLE_PREFIX = com.<your-company>
QMAKE_BUNDLE = <your-app>
\endcode
\section2 Running Applications in Xcode
The Xcode projects generated by qmake and CMake support running
the application on both iOS devices and in the iOS simulator.
\note As the default architecture of the Qt for iOS simulator libraries
is \c x86_64, the application must run under Rosetta on Apple
Silicon Macs. If the Rosetta-based run destinations are not
listed in Xcode's run destination menu they can be enabled
via the \c {Product > Destination > Destination Architectures}
menu.
\section2 Building and Running Applications with \QC
You can find information on how to set up and run Qt for iOS
applications in the \QC documentation:
\list
\li \l{\QC: Connect iOS devices}.
\endlist
Note that this still requires a working Xcode installation.
\section1 Examples for iOS
In \QC, tested examples on iOS can be looked up. Use the \c ios
keyword to search for examples in the \QC Welcome mode. Note that
some examples may have limited functionality.
For a list of examples known to work on iOS devices, visit
\l{Qt for iOS Examples}.
\section1 Related Topics
The following topics provide more details about Qt for iOS:
\list
\li \l {Porting to iOS}{Porting a Qt Quick Application}
\li \l {Platform Notes - iOS}{Platform Notes}
\li \l {Qt for iOS - Building from Source}
\endlist
\include objective-c.qdocinc
*/
/*!
\page ios-building-from-source.html
\title Qt for iOS - Building from Source
\brief Provides instructions to build Qt from source for iOS platform.
Building \l {Qt for iOS} from sources requires \l Xcode with
Command Line Tools installed. You can install Xcode Command Line Tools
directly using \c {xcode-select –install} from you terminal or as a package
using \l {https://docs.brew.sh/Installation}{Homebrew}.
Qt sources can be obtained either by cloning the repositories or
downloading the source package(s).
To cross-build Qt, you need a host build of Qt first. See \l{Cross-compiling
Qt} for details.
You can then configure and build Qt. This is done from the Qt top
directory:
\badcode
> ./configure -platform macx-ios-clang -release -qt-host-path <path_to_host_qt_installation>
\endcode
\include use-ninja-note.qdocinc ninja-note
For other configure options, see \l{Qt Configure Options}.
Then, simply run \c{cmake --build . --parallel}.
\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.
*/
/*!
\page porting-to-ios.html
\title Porting to iOS
\brief Provides instructions to port your existing Qt application to iOS.
In this section, we are going to port an existing Qt application to
\l{Qt for iOS}{iOS} and deploy it to the device.
Most Qt applications should be portable to iOS with ease, unless they
depend on a specific hardware or software feature not supported on iOS.
A major part of the porting effort consists of ensuring that all the
application's assets (for example, QML files, images, and icons) are
deployed correctly to the device.
\include porting-notes.qdocinc using resources
The following step-by-step instructions guide you to port an existing Qt Quick
application to iOS using the qrc approach:
\list 1
\li Open the existing project in \QC and configure it with
\e {iOS} or \e {iOS Simulator} kit. For more information, see
\l{\QC: Configuring Projects}.
\li Update all local directory imports in the \c{qml} files to use a local
namespace. For example, to import the QML documents in the "contents"
directory relative to \c{main.qml}, use the following import statement:
\code
import "contents" as Contents
\endcode
\li Identify all the resources used by your application and add them to one
or more qrc files.
\QC updates your qmake project file with the \c RESOURCES
variable, listing the qrc files you added.
\li To load or refer to the resources in the qrc file from a C++ file,
use the "\c{qrc:}" prefix for the URL. For example:
\code
QQuickView viewer;
viewer.setSource(QUrl("qrc:qml/main.qml"));
viewer.show();
\endcode
\note QML documents can refer to files in the resources simply by
using the relative path to the document. Such references do not
require the "\c{qrc:}" or "\c{:/}" prefix.
\li Update the "Run" settings for your project as described in
\l{\QC: Configure projects for running}
\li If your application uses imports or plugins that depend on special Qt
modules, these Qt modules should be added to your build configuration file.
For example, if your application uses the Qt Multimedia import in QML, you
should add the following to your \c .pro or \c CMakeLists.txt file:
\br
\if defined(onlinedocs)
\tab {build-ios-app}{tab-cmake}{CMake}{checked}
\tab {build-ios-app}{tab-qmake}{qmake}{}
\tabcontent {tab-cmake}
\else
\section1 Using CMake
\endif
\badcode
find_package(Qt6 REQUIRED COMPONENTS Multimedia)
target_link_libraries(my_project PRIVATE Qt6::Multimedia)
\endcode
\if defined(onlinedocs)
\endtabcontent
\tabcontent {tab-qmake}
\else
\section1 Using qmake
\endif
\badcode
QT += multimedia
\endcode
\if defined(onlinedocs)
\endtabcontent
\endif
In Qt for iOS, everything is compiled statically and placed into the application
bundle. The applications are "sandboxed" inside their bundles and cannot make use
of shared object files. Because of this, also the plugins used by the Qt modules
need to be statically linked. To do this, define the required plugins using the
\l QTPLUGIN variable.
\omit
If your project uses APIs from \l {Qt Sensors}, use the following:
\badcode
QT += sensors
QTPLUGIN += qtsensors_ios
\endcode
\endomit
\li Save the changes to your project and run the application.
\endlist
\QC deploys your application on the iOS device, if the
device is detected and configured correctly in Xcode. It is also possible to
test the application in iOS Simulator. For more information, see
\l {http://doc.qt.io/qtcreator/creator-developing-ios.html}{Connecting iOS Devices}.
\sa {Platform Notes - iOS}
*/
/*!
\page ios-platform-notes.html
\title Platform Notes - iOS
\brief This page contains information about building Qt applications for and running them on the iOS platform.
\section1 Deployment
Developing, building, running, and debugging a Qt for iOS application can all be done
with \QC on \macos. The toolchain is provided by Apple's Xcode,
and running qmake or CMake on a project targeted for iOS will also generate an
Xcode project file (.xcodeproj), with initial application settings. As Qt
Creator does not provide an interface for managing all of the settings specific
to iOS platform, it is sometimes necessary to adjust them in Xcode directly.
Checking that the application is configured correctly is especially important
before submitting an application for publishing in Apple's App Store.
\section2 Application bundles
iOS applications are typically deployed as self-contained application
bundles. The application bundle contains the application's executable as well
as dependencies, such as the Qt libraries, plugins, translations, and other
resources the application may need.
\include {apple-app-bundle.qdocinc} {building an app bundle}
\target Info.plist
\section2 Information Property List Files
Information property list file (Info.plist) on iOS and \macos is used for
configuring an application bundle. These configuration settings include:
\list
\li Application display name and identifier
\li Required device capabilities
\li Supported user interface orientations
\li Icons and launch images
\endlist
See the documentation on
\l {https://developer.apple.com/documentation/bundleresources/information_property_list}
{Information Property List File} in iOS Developer Library for details.
\section3 Info.plist with CMake
CMake generates a default \c Info.plist file if a target has its \c{MACOSX_BUNDLE}
property set to \c TRUE. Unfortunately that file is not suitable for iOS projects.
Instead, projects can use \l qt_add_executable, which will automatically generate
an \c Info.plist file with default values suitable for iOS projects.
To specify a custom \c{Info.plist}, projects can set the \c{MACOSX_BUNDLE_INFO_PLIST}
target property as shown below. Doing that will disable the automatic file
generation provided by \l qt_add_executable and will instead use CMake's
native handling for the project-provided \c Info.plist file.
\badcode
qt_add_executable(app)
if(IOS)
set_target_properties(app
PROPERTIES MACOSX_BUNDLE_INFO_PLIST "${CMAKE_CURRENT_SOURCE_DIR}/ios/Info.plist")
endif()
\endcode
See the \l{CMake MACOSX_BUNDLE_INFO_PLIST documentation} for information
on which target properties and variables can be specified for the
template substitution performed by CMake.
\section3 Info.plist with QMake
When qmake is run, an \c Info.plist file is generated with appropriate default values.
It is advisable to replace the generated Info.plist with your own copy, to prevent
it from being overwritten the next time qmake is run. You can define a custom information
property list with \l QMAKE_INFO_PLIST variable in your .pro file.
\badcode
ios {
QMAKE_INFO_PLIST = ios/Info.plist
}
\endcode
\section2 Application Assets
For files that cannot be bundled into Qt resources, \l QMAKE_BUNDLE_DATA qmake variable
provides a way to specify a set of files to be copied into the application bundle. For
example:
\badcode
ios {
fontFiles.files = $$files(fonts/*.ttf)
fontFiles.path = fonts
QMAKE_BUNDLE_DATA += fontFiles
}
\endcode
With CMake, the same can be done in the following way:
\badcode
qt_add_executable(app)
file(GLOB_RECURSE font_files CONFIGURE_DEPENDS "fonts/*.ttf")
if(IOS AND font_files)
target_sources(app PRIVATE ${font_files})
set_source_files_properties(
${font_files}
PROPERTIES MACOSX_PACKAGE_LOCATION Resources/fonts)
endif()
\endcode
For image resources, an alternative way is to make use of
\l {Managing Assets with Asset Catalogs}{asset catalogs} in Xcode, which can be
added in the following way with qmake:
\badcode
ios {
QMAKE_ASSET_CATALOGS += ios/Assets.xcassets
}
\endcode
With CMake:
\badcode
qt_add_executable(app)
set(asset_catalog_path "ios/Assets.xcassets")
target_sources(app PRIVATE "${asset_catalog_path}")
set_source_files_properties(
${asset_catalog_path}
PROPERTIES MACOSX_PACKAGE_LOCATION Resources)
\endcode
\section2 Icons
Starting with Xcode 13, icons need to be added to an asset catalog's icon set, which is
usually called \c AppIcon.
Xcode will then take care of updating the \c Info.plist file with the correct keys and values,
as well as copy any necessary icon files directly into the application bundle.
Starting with Xcode 14, only one 1024x1024 pixel-sized image is required. Xcode takes care
of generating all the necessary icons from it. It is also possible to specify the images
manually in the asset catalog.
A detailed list of the icons that can be specified is available at
\l {App Icons on iPhone, iPad and Apple Watch}{Icon files}.
The filename is not important, but the actual pixel size is.
To support a universal iOS application, the following images
are required:
\list
\li \c {AppIcon60x60@2x.png}: 120 x 120 (for iPhone)
\li \c {AppIcon76x76@2x~ipad.png}: 152 x 152 (for iPad)
\li \c {AppIcon167x167.png}: 167x167 (for iPad Pro)
\li \c {AppIcon1024x1024.png}: 1024 x 1024 (for App Store)
\endlist
Ad-hoc distributions should also include the following filenames in the application bundle
to visualize the application in iTunes:
\list
\li \c iTunesArtwork 512x512
\li \c iTunesArtwork@2x 1024x1024
\endlist
The easiest way to add the icons is to follow Xcode's documentation at
\l {Create asset catalogs and sets}{Create asset catalogs and sets}.
When building a project with CMake, it should also specify the
following Xcode attribute to ensure app icons are generated by Xcode.
\badcode
set_target_properties(app_target_name PROPERTIES
XCODE_ATTRIBUTE_ASSETCATALOG_COMPILER_APPICON_NAME AppIcon)
\endcode
Below is an example of how an \c Assets.xcassets/AppIcon.appiconset/Contents.json file for
Xcode 14 might look like:
\quotefile ios/asset_catalog_icons.json
\section2 Launch Screens and Launch Images
\section3 Launch Screens
Every iOS app must provide a launch screen to be displayed while the app launches.
A launch screen is an interface builder \c{.xib} file, also called a storyboard file.
For more information, see \l{Specifying Your App's Launch Screen}.
Support for launch screens has been introduced in iOS 9.0.
Both qmake and CMake generate a default launch screen called \c{LaunchScreen.storyboard}.
To specify a custom launch screen, it must be copied to the application bundle, and the
\c UILaunchStoryboardName key must be set to the name of the launch screen in the
\c Info.plist file.
Qt supports custom launch screens with CMake since Qt 6.4, and with qmake since Qt 6.0.
Assuming that the launch file is called \c Launch.storyboard, it can be added to
\c Info.plist as follows:
\badcode
<key>UILaunchStoryboardName</key>
<string>Launch</string>
\endcode
To copy the launch screen into the application bundle with qmake, use the following code
snippet in your project .pro file:
\badcode
ios {
QMAKE_IOS_LAUNCH_SCREEN = $$PWD/Launch.storyboard
}
\endcode
With CMake:
\badcode
qt_add_executable(app)
if(IOS)
set_target_properties(app PROPERTIES
QT_IOS_LAUNCH_SCREEN "${CMAKE_CURRENT_SOURCE_DIR}/Launch.storyboard")
endif()
\endcode
\section3 Launch Images
It's also possible to specify launch images (PNG files) instead of launch screen.
\note Using launch images is not recommended, because support for them has been
deprecated since iOS 13.0. Consider switching to launch screens instead.
Launch images must be copied to the application bundle and their names must
be set in the \c Info.plist file using the \c UILaunchImages key.
The following images must be prepared:
\list
\li LaunchImage-iOS7-568h@2x.png: 640 x 1136
\li LaunchImage-iOS7-Landscape.png: 1024 x 768
\li LaunchImage-iOS7-Landscape@2x.png: 2048 x 1536
\li LaunchImage-iOS7-Portrait.png: 768 x 1024
\li LaunchImage-iOS7-Portrait@2x.png: 1536 x 2048
\li LaunchImage-iOS7@2x.png: 640 x 960
\endlist
The images can be added to \c Info.plist as follows:
\badcode
<key>UILaunchImages</key>
<array>
<dict>
<key>UILaunchImageMinimumOSVersion</key>
<string>7.0</string>
<key>UILaunchImageName</key>
<string>LaunchImage-iOS7</string>
<key>UILaunchImageOrientation</key>
<string>Portrait</string>
<key>UILaunchImageSize</key>
<string>{320, 568}</string>
</dict>
<dict>
<key>UILaunchImageMinimumOSVersion</key>
<string>7.0</string>
<key>UILaunchImageName</key>
<string>LaunchImage-iOS7</string>
<key>UILaunchImageOrientation</key>
<string>Portrait</string>
<key>UILaunchImageSize</key>
<string>{320, 480}</string>
</dict>
</array>
<key>UILaunchImages~ipad</key>
<array>
<dict>
<key>UILaunchImageMinimumOSVersion</key>
<string>7.0</string>
<key>UILaunchImageName</key>
<string>LaunchImage-iOS7-Landscape</string>
<key>UILaunchImageOrientation</key>
<string>Landscape</string>
<key>UILaunchImageSize</key>
<string>{768, 1024}</string>
</dict>
<dict>
<key>UILaunchImageMinimumOSVersion</key>
<string>7.0</string>
<key>UILaunchImageName</key>
<string>LaunchImage-iOS7-Portrait</string>
<key>UILaunchImageOrientation</key>
<string>Portrait</string>
<key>UILaunchImageSize</key>
<string>{768, 1024}</string>
</dict>
<dict>
<key>UILaunchImageMinimumOSVersion</key>
<string>7.0</string>
<key>UILaunchImageName</key>
<string>LaunchImage-iOS7</string>
<key>UILaunchImageOrientation</key>
<string>Portrait</string>
<key>UILaunchImageSize</key>
<string>{320, 568}</string>
</dict>
<dict>
<key>UILaunchImageMinimumOSVersion</key>
<string>7.0</string>
<key>UILaunchImageName</key>
<string>LaunchImage-iOS7</string>
<key>UILaunchImageOrientation</key>
<string>Portrait</string>
<key>UILaunchImageSize</key>
<string>{320, 480}</string>
</dict>
</array>
\endcode
To copy the launch images into the application bundle with qmake, use the following code
snippet in your project .pro file:
\badcode
ios {
app_launch_images.files = $$files($$PWD/ios/LaunchImage*.png)
QMAKE_BUNDLE_DATA += app_launch_images
}
\endcode
With CMake:
\badcode
qt_add_executable(app)
file(GLOB_RECURSE launch_images CONFIGURE_DEPENDS "ios/LaunchImage*.png")
if(IOS AND launch_images)
target_sources(app PRIVATE ${launch_images})
set_source_files_properties(
${launch_images}
PROPERTIES MACOSX_PACKAGE_LOCATION Resources)
endif()
\endcode
\note Earlier iOS versions supported specifying a single launch image using the
\c UILaunchImageFile key in \c Info.plist, but support for it has been deprecated since
iOS 10.0.
\section2 Native Image Picker
If your \c Info.plist file contains an entry for
\c NSPhotoLibraryUsageDescription, qmake will automatically include an extra
plugin which enables access to the native image picker.
For CMake, manually link the native image picker with the
\l {qt_import_plugins}:
\badcode
qt_import_plugins(app INCLUDE Qt6::QIosOptionalPlugin_NSPhotoLibraryPlugin)
\endcode
If the directory in your \l QFileDialog is set to:
\badcode
QStandardPaths::standardLocations(QStandardPaths::PicturesLocation).last();
\endcode
or alternatively the \l [QtQuickDialogs] {FileDialog::} {currentFolder} in a
\l [QtQuickDialogs] {FileDialog} in QML to:
\badcode
shortcuts.pictures
\endcode
then the native image picker is shown to allow access to the user's photo album.
\section2 Expressing Supported iOS Versions
\include expressing-apple-os-versions.qdocinc expressing os versions
\section1 Publishing to Apple App Store
Verifying that your Qt for iOS application is ready for publishing to App Store can be done
as described in \l {https://developer.apple.com/Library/ios/documentation/LanguagesUtilities/Conceptual/iTunesConnect_Guide/Chapters/SubmittingTheApp.html} {Submitting the Application}.
To submit the application, you can use Xcode, or the Application Loader (installed with Xcode).
\QC does not provide an interface for managing all of the settings in an Xcode project configuration.
The application should be tested on the iOS versions and devices that it is
targeted to support. The minimum deployment target for Qt applications
varies by Qt version. For more information, see
\l{ios-supported-configurations}{supported configurations}.
The actual publishing process involves creating a distribution certificate and a provision profile,
creating a signed archive of your application, and running a set of validation tests on it.
See the \l {https://developer.apple.com/library/ios/documentation/IDEs/Conceptual/AppDistributionGuide/SubmittingYourApp/SubmittingYourApp.html}
{App Distribution Guide} in iOS Developer Library for more information.
\section1 Symbol visibility warnings
\include apple-hidden-symbols.qdocinc
\section1 Product archiving issue with CMake
Due to an issue in \l{CMake iOS archiving failure issue}{CMake}, trying to create a product
archive with an iOS application may fail.
This can happen both when trying to create the archive in Xcode using the
Product -> Archive menu item, or from the command line using \c {xcodebuild -archivePath}.
The error message might reference undefined symbols or non-existent file paths.
To work around the issue, make sure to build a \c Release version of the project before trying
to create an archive.
\section1 dSYM bundle missing in xcarchive created by a CMake Xcode project
\include apple-xcode-dsym-archiving.qdocinc
*/
|