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110 lines
3.9 KiB
Text
110 lines
3.9 KiB
Text
# LINPHONE ON IPHONE
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## BUILD PREQUISITES
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Linphone for iPhone depends on liblinphone SDK. This SDK is generated from makefiles and shell scripts.
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You must first install both Xcode with iPhone OS SDK and [HomeBrew](brew.sh) or [MacPorts](www.macports.org) for these scripts to work.
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### Install dependencies
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* Using HomeBrew:
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```sh
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brew install automake intltool libtool pkg-config coreutils yasm nasm wget imagemagick
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```
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* Using MacPorts:
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```sh
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sudo port install coreutils automake autoconf libtool intltool wget pkgconfig cmake gmake yasm nasm grep doxygen ImageMagick optipng antlr3
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```
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### System linking
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* For this part, we assume that `LOCAL_BIN_DIR` is set as following depending on which tool you use:
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For MacPorts: `LOCAL_BIN_DIR=/opt/local/bin`
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For HomeBrew: `LOCAL_BIN_DIR=/usr/local/bin`
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* Modify your `PATH` so that the tools are taken in place of the versions brought by Apple in `/usr/bin`. Otherwise the build will fail with obscure errors:
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`export PATH=$LOCAL_BIN_DIR:$PATH`
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* Install [gas-preprosessor.pl](http://github.com/yuvi/gas-preprocessor/) (version above July 2013) into your `LOCAL_BIN_DIR` directory
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```sh
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wget --no-check-certificate https://raw.github.com/yuvi/gas-preprocessor/master/gas-preprocessor.pl
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chmod +x gas-preprocessor.pl
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sudo mv gas-preprocessor.pl $LOCAL_BIN_DIR
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```
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* Link `libtoolize` to `glibtoolize`
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`sudo ln -s $LOCAL_BIN_DIR/glibtoolize $LOCAL_BIN_DIR/libtoolize`
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* Link host's `strings` to simulator SDK
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`sudo ln -s /usr/bin/strings /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin/strings`
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## BUILDING THE SDK
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* GPL third parties versus non GPL third parties
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This SDK can be generated in 2 flavors. First is with GPL third parties, it means liblinphone includes GPL third parties like FFMPEG or X264.
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If you choose this flavor, your final application must comply with GPL in any case. This is the default mode.
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To generate the liblinphone multi arch sdk in GPL mode, do:
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`cd submodules/build && make all`
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ALTERNATIVELY, you can force liblinphone to use only non GPL code except for liblinphone, mediastreamer2, oRTP, belle-sip.
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If you choose this flavor, your final application is still subject to GPL except if you have a commercial license for liblinphone, mediastreamer2, oRTP, belle-sip.
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To generate the liblinphone multi arch sdk in non GPL mode, do:
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`cd submodules/build && make all enable_gpl_third_parties=no`
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* For Xcode prior to 4.5, use:
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`make -f Makefile.xcode4.4`
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* ZRTP support
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You can disable ZRTP support with:
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`make all enable_zrtp=no`
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* In case you upgrade your IOS SDK, you may force rebuilding everything, by doing
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`make veryclean && make all`
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**The resulting sdk is in `liblinphone-sdk/` root directory.**
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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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* Note regarding third party components subject to license:
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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 thanks to the preprocessor macros HAVE_SILK, HAVE_AMR, HAVE_G729 HAVE_OPENH264 positioned in Xcode project.
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Before embedding these 4 codecs in the final application, make sure to have the right to do so.
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## LIMITATIONS, KNOWN BUGS
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* Video capture does not work in simulator (not implemented by simulator?).
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## DEBUGING 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.
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To add debug symbol to liblinphone SDK, add make option `enable_debug=yes`:
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`make all enable_gpl_third_parties=no enable_debug=yes`
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## DEBUGING MEDIASTREAMER2
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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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The project `submodule/liblinphone.xcodeproj` can be used for this purpose.
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