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Include/exclude resources depending on scheme

开发者 https://www.devze.com 2023-02-25 02:34 出处:网络
I have some large resources that I only need for my simulator runs—I\'d like to have 开发者_运维知识库them automatically excluded from all device builds. Is there any way to do this with Xcode 4 shor

I have some large resources that I only need for my simulator runs—I'd like to have 开发者_运维知识库them automatically excluded from all device builds. Is there any way to do this with Xcode 4 short of custom build scripts that copy the resources?


I went with a Run Script phase with the following:

if [ ${PLATFORM_NAME} != "iphonesimulator" ]; then 
    echo "device build -- removing resources..."
    rm "${TARGET_BUILD_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}/test_a.mp3"
    rm "${TARGET_BUILD_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}/test_b.mp3"
    # reveal the binary in the Finder
    /usr/bin/open --reveal "${TARGET_BUILD_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}"
else
    echo "simulator build..."
fi


Targets dictate what's included in a product. Duplicate your target and create a scheme for it. Modify that target's membership.


Art's answer works well.

I'm adding this alternative answer because I have certain requirements and I found a solution that addresses those.

In my case, I need some large resources to be only in some test builds, but I don't want them to be included in the project or checked in with project. I also want to avoid Xcode pointlessly copying a large file from one folder to another during the build.

My solution is as follows:

Create a new folder on disk under your Resources/ folder, titled FolderLinkedResources.

Add a folder reference to this folder in the Xcode project. This is a link to an actual folder on hard disk, rather than a project folder group. You do it via an option in the Add Files dialog:

Include/exclude resources depending on scheme

Then at build time I have a custom build phase script (placed earlier than compilation) that hard-links the required resource file into the referenced folder on disk:

# COPY_SPECIAL_RESOURCES is only defined in schemas where I require the special resource(s).
# SpecialResources folder is a sibling folder alongside my entire Xcode project folder

if [ ${COPY_SPECIAL_RESOURCES} == "1" ]; then
  ln ../SpecialResources/mySpecialResourceFile.bin Resources/FolderLinkedResources/
fi

Now the build will include your special resource.

Note that since the resource file is inside a folder reference in the project, the built app will actually contain the resource file in a folder, rather than at the top level. This means that the usual call to retrieve your resource will not work:

NSString *resourcePath = [[NSBundle mainBundle]
        pathForResource:@"mySpecialResourceFile"
                 ofType:@"bin"];

To fix this, you need to also provide the folder name containing the resource:

NSString *resourcePath = [[NSBundle mainBundle]
        pathForResource:@"mySpecialResourceFile"
                 ofType:@"bin"
            inDirectory:@"FolderLinkedResources"];

Note: this technique also works well for when you don't actually know what the resources are until build time! As long as your script step hard-links in the files, they will make it into the build.

In the interests of tidyness and sanity, I include a run script build phase that happens after the compilation, which clears out the hard link:

if [ ${COPY_SPECIAL_RESOURCES} == "1" ]; then
    rm -rf Resources/FolderLinkedResources/*.*
fi

Finally, in case anyone is interested in my actual use case for this: I have pre-recorded HTTP communications data for certain offline test builds of my app. This data is in no way a part of the core app, so I don't want it checked in with app itself, or part of the project by default.


Custom build scripts is your best friend in Xcode. Have the script delete the resource after the build and before the code sign.

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