arskrald/AR-2b/Assets/OpenCVForUnity/Editor/OpenCVForUnityIOSBuildPostprocessor.cs

127 lines
5.2 KiB
C#
Executable File

#if (UNITY_5 || UNITY_5_3_OR_NEWER) && UNITY_IOS
using UnityEngine;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEditor.iOS.Xcode;
using System.Diagnostics;
#if UNITY_2017_2_OR_NEWER
using UnityEditor.iOS.Xcode.Extensions;
#endif
using System;
using System.Collections;
using System.IO;
namespace OpenCVForUnity
{
public class OpenCVForUnityIOSBuildPostprocessor : MonoBehaviour
{
[PostProcessBuild]
public static void OnPostprocessBuild (BuildTarget buildTarget, string path)
{
if (buildTarget == BuildTarget.iOS) {
string[] guids = UnityEditor.AssetDatabase.FindAssets ("OpenCVForUnityIOSBuildPostprocessor");
if (guids.Length == 0) {
UnityEngine.Debug.LogWarning ("SetPluginImportSettings Faild : OpenCVForUnityIOSBuildPostprocessor.cs is missing.");
return;
}
string opencvForUnityFolderPath = AssetDatabase.GUIDToAssetPath (guids [0]).Substring ("Assets/".Length);
opencvForUnityFolderPath = opencvForUnityFolderPath.Substring (0, opencvForUnityFolderPath.LastIndexOf ("Editor/OpenCVForUnityIOSBuildPostprocessor.cs"));
if (PlayerSettings.iOS.sdkVersion == iOSSdkVersion.DeviceSDK) {
#if UNITY_2018_3_OR_NEWER
RemoveSimulatorArchitectures (path + "/Frameworks/", "opencv2.framework/opencv2");
#else
RemoveSimulatorArchitectures (path + "/Frameworks/"+opencvForUnityFolderPath+"Plugins/iOS/", "opencv2.framework/opencv2");
#endif
RemoveSimulatorArchitectures (path + "/Libraries/"+opencvForUnityFolderPath+"Plugins/iOS/", "libopencvforunity.a");
}
#if UNITY_5_0 || UNITY_5_1 || UNITY5_2
string projPath = path + "/Unity-iPhone.xcodeproj/project.pbxproj";
#else
string projPath = PBXProject.GetPBXProjectPath (path);
#endif
PBXProject proj = new PBXProject ();
proj.ReadFromString (System.IO.File.ReadAllText (projPath));
#if UNITY_5_0 || UNITY_5_1 || UNITY5_2
string target = proj.TargetGuidByName ("Unity-iPhone");
#else
string target = proj.TargetGuidByName (PBXProject.GetUnityTargetName ());
#endif
#if UNITY_2018_1_OR_NEWER
#elif UNITY_2017_2_OR_NEWER
string frameworkPath = "Frameworks/"+opencvForUnityFolderPath+"Plugins/iOS/opencv2.framework";
string fileGuid = proj.FindFileGuidByProjectPath(frameworkPath);
proj.AddFileToBuild(target, fileGuid);
proj.AddFileToEmbedFrameworks(target, fileGuid);
foreach (var configName in proj.BuildConfigNames()) {
var configGuid = proj.BuildConfigByName(target, configName);
proj.SetBuildPropertyForConfig(configGuid, "LD_RUNPATH_SEARCH_PATHS", "$(inherited) @executable_path/Frameworks");
}
#else
UnityEngine.Debug.LogError ("If the version of Unity is less than 2017.2, you have to set opencv2.framework to Embedded Binaries manually.");
#endif
File.WriteAllText (projPath, proj.WriteToString ());
#if UNITY_5_5_OR_NEWER
if ((int)Convert.ToDecimal (PlayerSettings.iOS.targetOSVersionString) < 8) {
#else
if ((int)PlayerSettings.iOS.targetOSVersion < (int)iOSTargetOSVersion.iOS_8_0) {
#endif
UnityEngine.Debug.LogError ("Please set Target minimum iOS Version to 8.0 or higher.");
}
}
}
/// <summary>
/// Removes the simulator architectures.
/// </summary>
/// <param name="WorkingDirectory">Working directory.</param>
/// <param name="filePath">File path.</param>
private static void RemoveSimulatorArchitectures (string WorkingDirectory, string filePath)
{
Process process = new Process ();
process.StartInfo.FileName = "/bin/bash";
process.StartInfo.WorkingDirectory = WorkingDirectory;
process.StartInfo.Arguments = "-c \" ";
process.StartInfo.Arguments += "lipo -remove i386 " + filePath + " -o " + filePath + ";";
process.StartInfo.Arguments += "lipo -remove x86_64 " + filePath + " -o " + filePath + ";";
process.StartInfo.Arguments += "lipo -info " + filePath + ";";
process.StartInfo.Arguments += " \"";
process.StartInfo.UseShellExecute = false;
process.StartInfo.RedirectStandardOutput = true;
process.StartInfo.RedirectStandardError = true;
process.Start ();
string output = process.StandardOutput.ReadToEnd ();
string error = process.StandardError.ReadToEnd ();
process.WaitForExit ();
process.Close ();
if (string.IsNullOrEmpty (error)) {
UnityEngine.Debug.Log ("success : " + output);
} else {
UnityEngine.Debug.LogWarning ("error : " + error);
}
}
}
}
#endif