The lowest hanging fruit would be to transition over to setting the
global variable CMAKE_MACOSX_BUNDLE which is used to initialize the
MACOSX_BUNDLE property on all the targets. CMake also supports
CMAKE_XCODE_ATTRIBUTE global variables to allow easy code signing etc.

Lastly have you looked at setting up different toolchains for the
simulator and device?

On Tue, Sep 23, 2014 at 4:26 AM, Florent Castelli
<florent.caste...@gmail.com> wrote:
> Hi!
>
> My company is organizing soon a hack week where each employee is able to
> work on any project he wants. So, I've decided to work with Cmake and
> improve support for iOS to help the product team getting rid of manual
> project files, constant merge conflicts and bad project file documentation,
> while improving our tooling possibilities (all that with Cmake!).
>
> I've had a quick look at the first issue that popped into my mind the other
> day and fixed try_compile by adding another variable to set the executable
> type in the generated project (it has to be MACOSX_BUNDLE) and fixing the
> search path for the resulting binary.
> So this is now working... Providing we are targeting the simulator.
> Due to the nature of Xcode projects that can easily target either the
> simulator or devices, thus using different compilation flags, the resulting
> projects aren't working in both case. There are conflicts between some
> options like the minimum iOS version target and the minimum iOS simulator
> target for example (which you need to build the try_compile binaries without
> signing them).
> Also, the Xcode support is very OSX focused and all variables have MACOSX in
> their name, which is confusing.
>
> So, has anyone worked on similar issues and can suggest a way to progress
> and improve support for iOS?
> In the end, I'd like to have a working Xcode project with separate settings
> for both simulator and device, Cmake compiler flag detection working, and
> possibly later Make/Ninja projects working too.
>
> Regards,
> /Orphis
>
>
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