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README.md
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README.md
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@ -24,12 +24,10 @@ If you want to dig through Linphone code or report a bug, please read `CONTRIBUT
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## How to be a beta tester ?
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Enter the Beta :
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- Download TestFlight from the App Store and log in it with your apple-id
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- Send an email to linphone-iphone@belledonne-communications.com, with object : [Beta test - Request], where you precise your apple-id you logged in TestFlight with
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- You will receive an invitation code to the beta in the following days via your email associated to your apple-id
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- Enter the invitation code received into TestFlight
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- Download Linphone from TestFlight
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- And voilà ! TestFlight will send you a notification every time a new beta test is available.
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- Download TestFlight from the App Store and log in it with your apple-id
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-Tap the public link on your iOS device. The public link : https://testflight.apple.com/join/LUlmZWjH
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-Touch View in TestFlight or Start Testing. You can also touch Accept, Install, or Update for Linphone app.
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-And voilà ! You can update your beta version with the same public link when a new one is available
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Send a crash report :
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- It is done automatically by TestFlight
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@ -46,87 +44,31 @@ Report a bug :
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- Change the object to [Beta test - Bug report]
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- Send the mail
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# Building and customizing the SDK
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Linphone for iPhone depends on liblinphone SDK. This SDK is generated from makefiles and shell scripts.
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Steps to customize the liblinphone SDK options are:
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1. Install [HomeBrew, a package manager for OS X](http://brew.sh) (MacPorts is supported but deprecated).
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2. Install Linphone dependencies: open iTerm.app in the current directory and list dependencies to install using:
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`./prepare.py`
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3. Reorder your path so that brew tools are used instead of Apple's ones which are obsolete:
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`export PATH=/usr/local/bin:$PATH`
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4. Build SDK (see below for options and explanations):
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`./prepare.py -c && ./prepare.py && make`
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For instance to generate the liblinphone multi-arch SDK in GPL mode, simply invoke:
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./prepare.py [options] && make
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**The resulting SDK is located in `liblinphone-sdk/` root directory.**
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## Incorporating our SDK in your project
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After the SDK has been built, add all the `.framework` files located in `liblinphone-sdk/apple-darwin/Frameworks` to your XCode project Embedded Frameworks and linked binaries.
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Make sure that your project FRAMEWORK_SEARCH_PATHS contains "$(PROJECT_DIR)/liblinphone-sdk/apple-darwin/Frameworks"
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Make sure that your project LD_RUNPATH_SEARCH_PATHS contains "$(inherited) @executable_path/Frameworks";
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Add a Run Script step to your build steps, put it after your step to embed frameworks, set it to use our `deploy.sh` script located in the `Tools` folder of linphone-iphone root directory.
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## Licensing: GPL third parties versus non GPL third parties
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This SDK can be generated in 2 flavors:
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* GPL third parties enabled means that liblinphone includes GPL third parties like FFmpeg. If you choose this flavor, your final application **must comply with GPL in any case**. This is the default mode.
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* NO GPL third parties means that Linphone will only use non GPL code except for `liblinphone`, `mediastreamer2`, `oRTP` and `belle-sip`. If you choose this flavor, your final application is **still subject to GPL except if you have a [commercial license for the mentioned libraries](http://www.belledonne-communications.com/products.html)**.
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To generate the liblinphone multi arch SDK without GPL third parties, invoke:
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./prepare.py -DENABLE_GPL_THIRD_PARTIES=NO -DENABLE_FFMPEG=NO [other options] && make
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## Customizing features
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You can enable non-free codecs by using `-DENABLE_NON_FREE_CODECS=ON` and `-DENABLE_<codec>=ON`. To get a list of all features, the simplest way is to invoke `prepare.py` with `--list-features`:
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./prepare.py --list-features
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You can for instance enable X264 using:
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./prepare.py -DENABLE_NON_FREE_CODECS=ON -DENABLE_X264=ON [other options]
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## Built architectures
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4 architectures currently exists on iOS:
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- 64 bits ARM64 for iPhone 5s, iPad Air, iPad mini 2, iPhone 6, iPhone 6 Plus, iPad Air 2, iPad mini 3.
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- 32 bits ARMv7 for older devices.
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- 64 bits x86_64 for simulator for all ARM64 devices.
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- 32 bits i386 for simulator for all ARMv7 older devices.
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Note: We are not compiling for the 32 bits i386 simulator by default because Xcode default device (iPhone 6) runs in 64 bits. If you want to enable it, you should invoke `prepare.py` with `i386` argument: `./prepare.py i386 [other options]`.
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## Upgrading your iOS SDK
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Simply re-invoking `make` should update your SDK. If compilation fails, you may need to rebuilding everything by invoking:
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./prepare.py -c && ./prepare.py [options] && make
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# Building the application
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After the SDK is built, just open the Linphone Xcode project with Xcode, and press `Run`.
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## What's new
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## Note regarding third party components subject to license
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Now the default way of building linphone-iphone is to use CocoaPods.
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Compared to previous versions, this project no longer uses submodules developper has to build in order to get a working app.
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However, if you wish to use a locally compiled SDK see below how to proceed.
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The liblinphone SDK is compiled with third parties code that are subject to patent license, specially: AMR, SILK G729 and H264 codecs.
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Linphone controls the embedding of these codecs by generating dummy libraries when there are not available. You can enable them using `prepare.py`
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script (see `-DENABLE_NON_FREE_CODECS=OFF` option). Before embedding these 4 codecs in the final application, **make sure to have the right to do so**.
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## Building the app
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If you don't have CocoaPods, you can download it using :
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- sudo gem install cocoapods
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Build the linphone-iphone :
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- pod install
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It will download the linphone library from our gitlab repository so you don't have to build anything yourelf.
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Then open linphone.xcworkspace file (instead of linphone.xcodeproj) to install the app.
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# Testing the application
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We are using the KIF framework to test the UI of Linphone. It is used as a submodule (instead of CocoaPods) for ease.
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Simply press `⌘U` and the default simulator / device will launch and try to pass all the tests.
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We are using the Xcode test navigator to test the UI of Linphone.
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Change the Scheme to LinphoneTester. Press the test navigator button and all the tests will show.
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See: https://developer.apple.com/library/archive/documentation/DeveloperTools/Conceptual/testing_with_xcode/chapters/05-running_tests.html
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# Limitations and known bugs
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@ -134,20 +76,18 @@ Simply press `⌘U` and the default simulator / device will launch and try to pa
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# Debugging the SDK
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Sometime it can be useful to step into liblinphone SDK functions. To allow Xcode to enable breakpoint within liblinphone, SDK must be built with debug symbols by using option `--debug`:
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## Building a local SDK
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./prepare.py --debug [other options] && make
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-Clone the linphone-sdk repository from out gitlab:
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* git clone https://gitlab.linphone.org/BC/public/linphone-sdk.git --recursive
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## Debugging mediastreamer2
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-Follow the instructions in the linphone-sdk/README file to build the SDK.
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For iOS specific media development like audio video capture/playback it may be interesting to use `mediastream` test tool.
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You can build it using the following:
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-Edit in the Podfile, change the way to pod linphone-sdk.
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* For example, replace "pod 'linphone-sdk', '~> 4.1-221-g241bbf9'" by "pod 'linphone-sdk', :path => "<path to linphone-sdk-ios>"".
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./prepare.py -G Xcode -g && make
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# then open the project for a given architecture (here x86_64, to run on simulator):
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open WORK/ios-x86_64/Build/linphone_builder/EP_linphone_builder.xcodeproj
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Then you can select mediastream target and launch it on device. You can configure scheme to pass custom parameters.
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-Rebuild the project:
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* pod install
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# Quick UI reference
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