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1.9 KiB
1.9 KiB
Keyman for iOS
Prerequisites
- Xcode 9
- iOS 8+
- SwiftLint (
brew install swiftlint)
Compiling from Command line
To build Keyman for iOS, please run the build.sh build script within this folder.
You will need to run with the command-line argument -no-codesign or establish alternate code-signing permissions to complete the build for the final app.
To run the app within a simulator after build.sh is completed, "Run" the Keyman scheme/target within Xcode.
Running the app on a physical device
In order to test any code changes on a physical device, Apple requires that an app be code-signed. The quickest way to handle this for personal testing:
- Open Xcode and the settings for the Keyman target.
- Establish personal code-signing permissions.
- Go to the General tab and enable "Automatically manage signing" and select your "Personal Team."
- Change the "Bundle Identifier" for both the Keyman and SWKeyboard targets to something personal and unique.
- Afterward, swap to the Capabilities tab, remove the existing "App Groups", and define your own unique group for the Keyman target.
- Then, make the "App Group" settings of SWKeyboard match those of Keyman.
- Perform a find and replace for the group identifier "group.KM4I" and with your selected unique group name.
- Correct any further error messages Xcode presents you with.
- Note: All changes for this step (code-signing permissions, app groups, bundle identifier, etc) must be reverted to the original settings for submitted PRs.
- Under the Product > Destination Xcode menu, select the device you wish to use for testing.
- Attempt to "Run" Keyman on the device. The operation should fail, but this step is necessary to continue.
- Now, on the device itself, go to Settings > General > Profiles & Device Management and give your developer account trusted permissions.
You should then be freely able to test the app on your personal development device.