// Copyright (C) 2025 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GFDL-1.3-no-invariants-only

/*!
\page qtmultimedia-building-ffmpeg-ios.html
\title Building FFmpeg from source for iOS on macOS
\brief This document describes how to build FFmpeg from source code.

This page explains how to configure and build \l{FFmpeg} for iOS as frameworks.
Compilation for iOS is a cross-compilation and presumes using macOS as a host system.
The required steps are:

\list
\li Preparing build environment
\li Getting the FFmpeg source code
\li Configuring FFmpeg from the command line
\li Building dynamic libraries
\li Creating iOS frameworks from FFmpeg libraries
\li Creating XCFrameworks
\li Embedding frameworks
\endlist

\note The following documentation assumes that you work with FFmpeg libraries and code
under \c{~/ffmpeg}.

\section1 Preparing build environment

The build environment for iOS is provided by Apple's Xcode application, which includes
the toolchain (compiler, linker, and other tools), and the iOS platform-SDK (headers
and libraries) that you build and link against.

\section1 Getting the FFmpeg source code

You can get the FFmpeg source code in these ways:

\list
\li Download from the
\l{https://ffmpeg.org/download.html#get-sources}{FFmpeg download page}.
\li Clone from git. For example, these commands clone the version \ffmpegversion of the
FFmpeg sources to \c{~/ffmpeg/ffmpeg_src}.
\badcode
cd ~/ffmpeg/
git clone --branch n7.1.3 https://git.ffmpeg.org/ffmpeg.git ffmpeg_src
\endcode
\endlist

\note It is recommended to use the same FFmpeg version as documented in the
\l{Qt Multimedia}{Qt Multimedia main page}.

\section1 Configuring and building FFmpeg

Create a \c build and \c installed directories inside the \c{~/ffmpeg} directory and
navigate into \c build:

\badcode
mkdir ~/ffmpeg/build
mkdir ~/ffmpeg/installed
cd ~/ffmpeg/build
\endcode

To configure FFmpeg, run:

\badcode
../ffmpeg_src/configure --disable-programs --disable-doc --enable-network --enable-shared --disable-static \
    --sysroot="$(xcrun --sdk iphoneos --show-sdk-path)" \
    --enable-cross-compile \
    --arch=arm64 \
    --prefix=../installed \
    --cc="xcrun --sdk iphoneos clang -arch arm64" \
    --cxx="xcrun --sdk iphoneos clang++ -arch arm64" \
    --extra-cflags="-miphoneos-version-min=16.0" \
    --extra-cxxflags="-miphoneos-version-min=16.0" \
    --extra-objcflags="-miphoneos-version-min=16.0" \
    --extra-ldflags="-miphoneos-version-min=16.0" \
    --install-name-dir='@rpath' \
    --disable-audiotoolbox
\endcode

The command line programs and documentation are not needed; network features
should be enabled. We build shared libraries and don't need static libraries (omit
\c{--disable-static} to build static libraries). \c{--sysroot} specifies the root of cross-build
tree. The \c{--prefix} argument specifies a path where the FFmpeg libraries are installed
after building. We build on macOS host for iOS target so we enable cross compilation.
\c{--extra-ldflags} set the minimum version of iOS.
\c{--install-name-dir} is a string specifying the directory portion of the "install_name"
field of shared libraries on Apple platforms for installed targets.
AudioToolBox is disabled, since FFmpeg is using parts of AudioToolBox
framework which are not available on iOS.

\note In the example above, replacing 'iphoneos' with 'iphonesimulator',
and 'miphoneos-version' with 'mios-simulator-version-min', configures
FFmpeg to be built as libraries suitable for iOS simulator.

To get help on other configuration options, run:
\badcode
../ffmpeg_src/configure --help
\endcode

After configuration is complete, build FFmpeg libraries:

\badcode
make -j install
\endcode

\section1 Creating iOS frameworks from FFmpeg libraries

To work in iOS applications, FFmpeg dynamic libraries have to
be converted into frameworks and embedded into application bundles.
A framework is a hierarchical directory that encapsulates resources
such as a dynamic library, image files, localized strings, header files,
and reference documentation in a single package. In our case, FFmpeg frameworks
only contain dynamic libraries and corresponding Info.plist files.
For example, libavcodec converted to framework becomes \c libavcodec.framework
directory with these contents:

\list
\li Info.plist (containing the description of the framework)
\li libavcodec (dynamic library)
\endlist

Unlike dynamic libraries we built in the previous step, dynamic libraries
inside iOS frameworks are unversioned and have no 'dylib' extensions. This requires
fixing library identification names and dependencies in our dynamic libraries.
The \c otool utility helps us to find such names. For example:

\badcode
otool -L ../installed/lib/libavcodec.dylib
\endcode

gives us these names (we only show FFmpeg-related names):

\badcode
@rpath/libavcodec.61.dylib (compatibility version 61.0.0, current version 61.19.100)
@rpath/libswresample.5.dylib (compatibility version 5.0.0, current version 5.3.100)
@rpath/libavutil.59.dylib (compatibility version 59.0.0, current version 59.39.100)
\endcode

 To fix these names, use the \c install_name_tool utility. The utility options are:

 \list
 \li \c {-id} - allows changing the shared library identification name.
 \li \c {-change} - allows changing the dependent shared library install name.
 \endlist

This script converts the previously built dynamic libraries to frameworks. The code assumes
that you run it from the \c build directory and the frameworks are located in
\c{~/ffmpeg/installed/framework}:

\badcode
#!/usr/bin/env bash

# Creates an Info.plist file for a given framework:
build_info_plist() {
    local file_path="$1"
    local framework_name="$2"
    local framework_id="$3"

    # Minimum version must be the same we used when building FFmpeg.
    local minimum_version_key="MinimumOSVersion"
    local minimum_os_version="16.0"

    local supported_platforms="iPhoneOS"

    info_plist="<?xml version=\"1.0\" encoding=\"UTF-8\"?>
<!DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" \"http://www.apple.com/DTDs/PropertyList-1.0.dtd\">
<plist version=\"1.0\">
<dict>
    <key>CFBundleDevelopmentRegion</key>
    <string>en</string>
    <key>CFBundleExecutable</key>
    <string>${framework_name}</string>
    <key>CFBundleIdentifier</key>
    <string>${framework_id}</string>
    <key>CFBundleInfoDictionaryVersion</key>
    <string>6.0</string>
    <key>CFBundleName</key>
    <string>${framework_name}</string>
    <key>CFBundlePackageType</key>
    <string>FMWK</string>
    <key>CFBundleShortVersionString</key>
    <string>7.0.2</string>
    <key>CFBundleVersion</key>
    <string>7.0.2</string>
    <key>CFBundleSignature</key>
    <string>????</string>
    <key>${minimum_version_key}</key>
    <string>${minimum_os_version}</string>
    <key>CFBundleSupportedPlatforms</key>
    <array>
        <string>${supported_platforms}</string>
    </array>
    <key>NSPrincipalClass</key>
    <string></string>
</dict>
</plist>"
    echo $info_plist | tee ${file_path} 1>/dev/null
}

dylib_regex="^@rpath/.*\.dylib$"

# Creates framework from a dylib file:
create_framework() {
    local framework_name="$1"
    local ffmpeg_library_path="../installed"
    local framework_complete_path="${ffmpeg_library_path}/framework/${framework_name}.framework/${framework_name}"

    # Create framework directory and copy dylib file to this directory:
    mkdir -p "${ffmpeg_library_path}/framework/${framework_name}.framework"
    cp "${ffmpeg_library_path}/lib/${framework_name}.dylib" "${ffmpeg_library_path}/framework/${framework_name}.framework/${framework_name}"

    # Change the shared library identification name, removing version number and 'dylib' extension;
    # \c Frameworks part of the name is needed since this is where frameworks will be installed in
    # an application bundle:
    install_name_tool -id @rpath/Frameworks/${framework_name}.framework/${framework_name} "${framework_complete_path}"

    # Add Info.plist file into the framework directory:
    build_info_plist "${ffmpeg_library_path}/framework/${framework_name}.framework/Info.plist" "${framework_name}" "io.qt.ffmpegkit."${framework_name}
    otool -L "$framework_complete_path" | awk '/\t/ {print $1}' | egrep "$dylib_regex" | while read -r dependency_path; do
        found_name=$(tmp=${dependency_path/*\/}; echo ${tmp/\.*})
        if [ "$found_name" != "$framework_name" ]
        then
            # Change the dependent shared library install name to remove version number and 'dylib' extension:
            install_name_tool -change "$dependency_path" @rpath/Frameworks/${found_name}.framework/${found_name} "${framework_complete_path}"
        fi
    done
}

ffmpeg_libs="libavcodec libavformat libavutil libswresample libswscale"

for name in $ffmpeg_libs; do
    create_framework $name
done

\endcode

\section1 Creating a multiplatform binary framework bundle

An XCFramework bundle is a package that includes frameworks and libraries
necessary to build for multiple platforms, for example, iOS and iOS simulator.
To create such a framework, use the \c xcodebuild utility. For example, if
you have frameworks for iOS and simulator located in \c {~/ffmpeg/installed/arm64}
and \c {~/ffmpeg/installed/arm64-simulator} directories, the utility arguments look
like follows:

\badcode
xcodebuild -create-xcframework -framework ../installed/arm64/libavcodec.framework -framework ../installed/arm64-simulator/libavcodec.framework -output ../installed/framework/libavcodec.xcframework
\endcode

\section1 Embedding frameworks

Embed the FFmpeg frameworks into an application bundle. For information on how to
embed frameworks using XCode, refer to

\l{https://developer.apple.com/library/archive/technotes/tn2435/_index.html}{Embedding Frameworks In An App}.

*/
