- Introduction
- Getting the source code
- Install build dependencies
- How to compile Kodi
- Packaging
- Gesture Handling on iPad/iphone/iPod touch
- Usage on un-jailbroken devices
- References
This is a platform port of Kodi for the Apple iOS operating system. Starting with Kodi v18 the build system has been migrated from native Xcode to CMake (and generated project files).
There are 3 ways to build Kodi for iOS:
- Xcode IDE (easiest as it presents the build system in a GUI environment)
- command-line with xcodebuild
- command-line with make
Kodi for iOS is composed of a main binary with numerous dynamic libraries and codecs that support a multitude of music and video formats.
The minimum version of iOS you need to run(!) Kodi is 6.0 atm.
- On Mavericks (OSX 10.9.x) we recommend using Xcode 6.1.
- On Yosemite (OSX 10.10.x) we recommend using Xcode 6.4.
- On El Capitan (OSX 10.11.x) we recommend using Xcode 7.x or Xcode 8.x.
- On Sierra (macOS 10.12.x) we recomment using Xcode 8.x.
cd $HOME
git clone git://github.com/xbmc/xbmc.git Kodi
Install the Xcode version recommended for your macOS version. You can download it either from the macOS AppStore (Xcode) or from the Apple Developer Homepage.
As far as we know the compilation for iOS should work with the following constellations of Xcode and macOS versions (to be updated once we know more):
- XCode 6.0.1 against iOS SDK 8.0 on 10.9 (Mavericks)
- XCode 6.1.0 against iOS SDK 8.1 on 10.10 (Yosemite)
- XCode 6.3.0 against iOS SDK 8.3 on 10.10 (Yosemite)
- Xcode 6.4.0 against iOS SDK 8.4 on 10.10 (Yosemite)
- Xcode 7.x against iOS SDK 9.x on 10.10 (Yosemite)
- Xcode 7.x against iOS SDK 9.x on 10.11 (El Capitan)
- Xcode 7.x against iOS SDK 9.x on 10.12 (Sierra)
The preferred iOS SDK Version is 8.1.
Kodi requires a set of build dependencies to be built and installed before you will be able to build the Kodi main binary. These often just called depends are installed using the commands described below (with the latest iOS SDK found on your system).
In order to speedup compilation it is recommended to use make -j$(getconf _NPROCESSORS_ONLN)
instead of make
to compile on all available processor
cores. The build machine can also be configured to do this automatically by
adding export MAKEFLAGS="-j(getconf _NPROCESSORS_ONLN)"
to your shell config
(e.g. ~/.bashrc
).
cd $HOME/Kodi
cd tools/depends
./bootstrap
./configure --host=arm-apple-darwin
make
cd $HOME/Kodi
cd tools/depends
./bootstrap
./configure --host=arm-apple-darwin --with-cpu=arm64
make
The dependencies are built into tools/depends
and installed into
/Users/Shared/xbmc-depends
.
ADVANCED developers only: If you want to specify an iOS SDK version (if multiple versions are installed) - then append it to the configure line above. The example below would use the iOS SDK 8.0:
./configure --host=arm-apple-darwin --with-sdk=8.0
Kodi maintains a set of binary addons (PVR clients, Visualizations, Audio DSP plugins and more). They can be built as shown below:
cd $HOME/Kodi
cd tools/depends
make -C target/binary-addons
NOTE: If you only want to build specific addons you can specify like this:
cd $HOME/Kodi
cd tools/depends
make -C target/binary-addons ADDONS="pvr.hts pvr.dvblink"
Before you can use Xode to build Kodi, the Xcode project has to be generated with CMake. Note that CMake is compiled as parts of the depends doesn't have to be installed separately. Also a Toolchain-file has been generated with is used to configure CMake.
mkdir $HOME/Kodi/build
cd $HOME/Kodi/build
/Users/Shared/xbmc-depends/buildtools-native/bin/cmake -G Xcode -DCMAKE_TOOLCHAIN_FILE=/Users/Shared/xbmc-depends/iphoneos9.3_armv7-target/share/Toolchain.cmake ..
The toolchain file location differs depending on your iOS and SDK version and
you have to replace iphoneos9.3_armv7
in the filename above with the correct
file on your system. Check the directory content to get the filename.
Start Xcode and open the Kodi project (kodi.xcodeproj) located in
$HOME/Kodi/build
.
If you have selected a specific iOS SDK Version in step 3.2 then you might need to adapt the active target to use the same iOS SDK version. Else build will fail.
Be sure to select a device configuration. Building for simulator is not supported.
The build process will take a long time when building the first time. You can see the progress in "Build Results". There are a large number of static and dynamic libraries that will need to be built. Once these are built, subsequent builds will be faster.
After the build, you can run Kodi for iOS from Xcode.
Alternatively, you can also build via Xcode from the command-line with xcodebuild, triggered by CMake:
cd $HOME/Kodi/build
cmake --build . --config "Debug" -- -verbose -jobs $(getconf _NPROCESSORS_ONLN)
You can specify Release
instead of Debug
as a configuration.
CMake is also able to generate a Makefile based project that can be used to compile with make:
mkdir $HOME/Kodi/build
cd $HOME/Kodi/build
/Users/Shared/xbmc-depends/buildtools-native/bin/cmake -DCMAKE_TOOLCHAIN_FILE=/Users/Shared/xbmc-depends/iphoneos9.3_armv7-target/share/Toolchain.cmake ..
make
The -G
parameter defines the type of the generated project. Here it either
has to be omitted, or specifically set to -G "Unix Makefiles"
.
CMake generate a target called deb
which will package Kodi.app for
distribution.
After Kodi has been build, the target can be triggered with by selecting it in Xcode, or if using makefiles by issuing:
make deb
On jailbroken devices the resulting deb file can be copied to the iOS device via ssh/scp and then be installed manually. For this you need to SSH into the iOS device and issue
dpkg -i <name of the deb file>
Gesture | Action |
---|---|
Double finger swipe left | Back |
Double finger tap/single finger long tap | Right mouse |
Single finger tap | Left mouse |
Panning, and flicking | For navigating in lists |
Dragging | For scrollbars and sliders |
Zoom gesture | In the picture viewer |
Gestures can be adapted in system/keymaps/touchscreen.xml.
If you are a developer with an official apple code signing identity you can
deploy Kodi via xcode to work on it on non-jailbroken devices. For this to
happen you just need to alter the Xcode project by setting your codesign
identity. Just select the "iPhone Developer" shortcut. It'ss also important
that you select the signing on all 4 spots in the project settings. After that
the last buildstep in our support script will do a full sign of all binaries
and the bundle with the given identity (all *.viz
, *.pvr
, *.so
files
Xcode doesn't know anything about). This should allow you to deploy Kodi to all
non-jailbroken devices which you can deploy normal apps to. In that case (Kodi
will be sandboxed like any other app) - all Kodi files are then located in the
sandboxed Documents folder and can be easily accessed via iTunes file
sharing. Keep in mind that no hardware acceleration will be possible without
jailbreaking when using iOS < Version 8.
From Xcode7 on this approach is also available for non paying app developers (apple allows self signing from now on).