An initial xcode setup for using xcode (#539)

An example of bevy using xcode
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simlay 2020-10-31 14:36:24 -07:00 committed by GitHub
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15 changed files with 652 additions and 2 deletions

36
.github/workflows/ios.yml vendored Normal file
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@ -0,0 +1,36 @@
name: iOS cron CI
on:
schedule:
- cron: '0 0 * * *'
env:
CARGO_TERM_COLOR: always
jobs:
build:
runs-on: macOS-latest
steps:
- uses: actions/checkout@v2
- uses: actions-rs/toolchain@v1
with:
toolchain: stable
override: true
- uses: actions/cache@v2
with:
path: |
target
key: ${{ runner.os }}-cargo-check-test-${{ matrix.toolchain }}-${{ hashFiles('**/Cargo.lock') }}
- uses: actions-rs/install@v0.1
with:
crate: cargo-lipo
version: latest
- name: Add iOS targets
run: rustup target add aarch64-apple-ios x86_64-apple-ios
- name: Build and install iOS app in iOS Simulator.
run: cd examples/ios && make install

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@ -51,7 +51,7 @@ wayland = ["bevy_winit/wayland"]
x11 = ["bevy_winit/x11"]
[workspace]
members = ["crates/*", "crates/bevy_ecs/hecs"]
members = ["crates/*", "crates/bevy_ecs/hecs", "examples/ios"]
exclude = ["benches"]
[dependencies]

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@ -4,6 +4,7 @@
[![license](https://img.shields.io/badge/license-MIT-blue.svg)](https://github.com/bevyengine/bevy/blob/master/LICENSE)
[![Crates.io](https://img.shields.io/crates/d/bevy.svg)](https://crates.io/crates/bevy)
[![Rust](https://github.com/bevyengine/bevy/workflows/CI/badge.svg)](https://github.com/bevyengine/bevy/actions)
![iOS cron CI](https://github.com/bevyengine/bevy/workflows/iOS%20cron%20CI/badge.svg)
## What is Bevy?

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@ -51,7 +51,7 @@ spirv-reflect = "0.2.3"
bevy-glsl-to-spirv = "0.1.7"
[target.'cfg(target_os = "ios")'.dependencies]
shaderc = "0.6.2"
shaderc = "0.6.3"
[features]
png = ["image/png"]

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@ -136,3 +136,36 @@ to point to the correct `.js` file.
Then serve `examples/wasm` dir to browser. i.e.
$ basic-http-server examples/wasm
## iOS
#### pre-req
$ rustup target add aarch64-apple-ios x86_64-apple-ios
$ cargo install cargo-lipo
#### build & run
Using bash:
$ cd examples/ios
$ make run
In an ideal world, this will boot up, install and run the app for the first
iOS simulator in your `xcrun simctl devices list`. If this fails, you can
specify the simulator device UUID via:
$ DEVICE_ID=${YOUR_DEVICE_ID} make run
If you'd like to see xcode do stuff, you can run
$ open bevy_ios_example.xcodeproj/
which will open xcode. You then must push the zoom zoom play button and wait
for the magic.
The Xcode build GUI will by default build the rust library for both
`x86_64-apple-ios`, and `aarch64-apple-ios` which may take a while. If you'd
like speed this up, you update the `IOS_TARGETS` User-Defined environment
variable in the "`cargo_ios` target" to be either `x86_64-apple-ios` or
`aarch64-applo-ios` depending on your goal.
Note: if you update this variable in Xcode, it will also change the default
used for the `Makefile`.

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examples/ios/.gitignore vendored Normal file
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@ -0,0 +1 @@
/build

14
examples/ios/Cargo.toml Normal file
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[package]
name = "bevy-ios-example"
version = "0.1.0"
authors = ["Sebastian Imlay <sebastian.imlay@gmail.com>"]
edition = "2018"
[lib]
name = "bevy_ios_example"
crate-type = ["staticlib"]
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
bevy = { path = "../../", features = [ "bevy_gilrs", "bevy_gltf", "bevy_wgpu", "bevy_winit", "render", "png", "hdr"], default-features = false}

25
examples/ios/Makefile Normal file
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.PHONY: xcodebuild run install boot-sim generate clean
DEVICE = ${DEVICE_ID}
ifndef DEVICE_ID
DEVICE=$(shell xcrun simctl list devices 'iOS' | grep -v 'unavailable' | grep -v '^--' | grep -v '==' | head -n 1 | cut -d ' ' -f 7 | sed 's/[()]//g')
endif
run: install
xcrun simctl launch --console $(DEVICE) com.rust.bevy-ios-example
boot-sim:
xcrun simctl boot $(DEVICE) || true
install: xcodebuild-simulator boot-sim
xcrun simctl install $(DEVICE) build/Build/Products/Debug-iphonesimulator/bevy_ios_example.app
xcodebuild-simulator:
IOS_TARGETS=x86_64-apple-ios xcodebuild -scheme bevy_ios_example -configuration Debug -derivedDataPath build -destination "id=$(DEVICE)"
xcodebuild-iphone:
IOS_TARGETS=aarch64-apple-ios xcodebuild -scheme bevy_ios_example -configuration Debug -derivedDataPath build -arch arm64
clean:
rm -r build
cargo clean

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@ -0,0 +1,2 @@
xcuserdata
project.xcworkspace

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examples/ios/build_rust_deps.sh Executable file
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#!/bin/sh
set -e
PATH=$PATH:$HOME/.cargo/bin
# If you want your build to run faster, add a "--targets x86_64-apple-ios" for just using the ios simulator.
if [ -n ${IOS_TARGETS} ]; then
cargo lipo --targets ${IOS_TARGETS}
else
cargo lipo
fi

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void main_rs(void);

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#import "bindings.h"
int main() {
main_rs();
return 0;
}

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use bevy::{
prelude::{
shape, AddDefaultPlugins, App, Assets, Camera3dComponents, Color, Commands,
IntoQuerySystem, LightComponents, Mesh, Msaa, PbrComponents, ResMut, StandardMaterial,
Transform, Vec3, WindowDescriptor,
},
window::WindowMode,
};
#[no_mangle]
extern "C" fn main_rs() {
App::build()
.add_resource(WindowDescriptor {
vsync: true,
resizable: false,
mode: WindowMode::BorderlessFullscreen,
..Default::default()
})
.add_resource(Msaa { samples: 4 })
.add_default_plugins()
.add_startup_system(setup.system())
.run();
}
/// set up a simple 3D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
// add entities to the world
commands
// plane
.spawn(PbrComponents {
mesh: meshes.add(Mesh::from(shape::Plane { size: 10.0 })),
material: materials.add(Color::rgb(0.1, 0.2, 0.1).into()),
..Default::default()
})
// cube
.spawn(PbrComponents {
mesh: meshes.add(Mesh::from(shape::Cube { size: 1.0 })),
material: materials.add(Color::rgb(0.5, 0.4, 0.3).into()),
transform: Transform::from_translation(Vec3::new(0.0, 1.0, 0.0)),
..Default::default()
})
// sphere
.spawn(PbrComponents {
mesh: meshes.add(Mesh::from(shape::Icosphere {
subdivisions: 4,
radius: 0.5,
})),
material: materials.add(Color::rgb(0.1, 0.4, 0.8).into()),
transform: Transform::from_translation(Vec3::new(1.5, 1.5, 1.5)),
..Default::default()
})
// light
.spawn(LightComponents {
transform: Transform::from_translation(Vec3::new(4.0, 8.0, 4.0)),
..Default::default()
})
// camera
.spawn(Camera3dComponents {
transform: Transform::from_translation(Vec3::new(-3.0, 5.0, 8.0))
.looking_at(Vec3::default(), Vec3::unit_y()),
..Default::default()
});
}