Files
gen1recomp/mobile/ios
Myles Resnick 902f0d73d4 iOS: native document-picker + Apple Health bridges, working device builds
Makes the iOS build a first-class citizen: ROM/mod/save import through
the system document picker (the README's missing "UIDocumentPicker
handoff"), Files-app drop-in support, and an opt-in Apple Health
step-sync seam consumed by a new gallery mod (Pokewalker).

Native layer (mobile/ios/native/, wired by mobile/ios/patch_love_src.py
on every build, so the fetched love-src tree stays pristine + re-patchable):
- GRPickerBridge.swift: love.system.pickFile("rom"|"mod"|"sav") and
  love.system.createFile on iOS with the same contract as love-android's
  SAF picker (picked_rom.gb / picked_mod.zip / picked_save.sav /
  export_done.flag in the save dir). Reached from wrap_System.cpp via the
  ObjC runtime, so liblove needs no Swift interop.
- GRBootstrap.m: sweeps .gb/.gbc/.zip/.sav dropped in Documents (Files
  app / Finder sharing) into the save dir on every activation;
  UIFileSharingEnabled + LSSupportsOpeningDocumentsInPlace in the plist
  overlay. Drop a ROM, open the app, it imports with zero taps.
- GRHealthBridge.swift: love.system.syncHealthSteps() -> read-only
  HealthKit step query anchored to the last sync, delivered as
  steps_pending.json (merge-not-overwrite). HealthKit entitlement +
  usage description included.

Lua:
- RomImporter: iOS rides the Android mobile flows; a 0.5s poll consumes
  picker deliveries (iOS pickers are in-process modals, so the Android
  refocus rescan never fires); failed pick copies surface as an
  on-screen notice via pick_error.txt.
- main.lua: on iOS, stop forwarding touchpressed to the Importer - LOVE
  already synthesizes a mousepressed for the primary touch, and the
  resulting same-frame double-present made the document picker
  auto-dismiss with zero documents (silent import failure).
- mods/pokewalker: opt-in Pokewalker mod (manifest v2, MECHANIC,
  permissions declared, mod.card, CHANGELOG, headless test suite 9/9,
  modkit validate --base imported + lint clean). Fused into iOS
  game.love only; loads dormant anywhere without the bridge.

Build (scripts/build_ios.sh):
- Fix Xcode 26: the global PRODUCT_NAME override also renamed liblove.a
  and broke the app link; the app bundle is renamed after the build
  instead.
- Fix nondeterministic pack failures: grep -q + pipefail races SIGPIPE
  on the game.love content checks.
- Simulator builds sign ad-hoc so entitlements embed (HealthKit works in
  the simulator).
- Device builds: signing team auto-detected from the keychain,
  CODE_SIGN_STYLE=Automatic + -allowProvisioningUpdates for CLI-only
  provisioning, per-team derived bundle ID (explicit App IDs are
  globally unique, so third parties can't sign the project default),
  gitignored mobile/ios/bundle_id.local pin, and --install to push to a
  connected iPhone.
- docs/ios-install.md: a zero-knowledge walkthrough from bare Mac to
  playing on an iPhone.

Backward compatibility: no behavior change on desktop or Android. The
new love.system functions exist only under LOVE_IOS; RomImporter's
mobile flag simply includes iOS alongside Android; the main.lua change
is iOS-gated; the Pokewalker mod is packed only by the iOS build script
and its option defaults off.

Verified on an iPhone 17 Pro simulator and an iPhone 16 Pro device:
scripted ROM import to title screen, Files-drop zero-tap import,
picker-driven mod install and save import/export, HealthKit permission
sheet + step credit (4000 steps -> +200 EXP at the default rate through
the engine growth curve).
2026-07-30 09:46:48 -04:00
..

iOS build (LÖVE 11.5)

Native ROM/mod/save import. The iOS build ships a Swift document-picker bridge (native/GRPickerBridge.swift + GRBootstrap.m) that patch_love_src.py wires into the LÖVE tree on every build:

  • love.system.pickFile("rom"|"mod"|"sav") and love.system.createFile are exposed to Lua on iOS (same contract as love-android's SAF picker: picks land in the save dir as picked_rom.gb / picked_mod.zip / picked_save.sav; exports signal via export_done.flag).
  • The Info.plist overlay enables UIFileSharingEnabled + LSSupportsOpeningDocumentsInPlace, and GRBootstrap.m sweeps .gb/.gbc/.zip/.sav files dropped in Documents (Files app / Finder) into the LÖVE save dir on every activation — drop a ROM, open the app, and it imports with no taps.
  • src/import/RomImporter.lua treats iOS as a mobile platform and polls for picker results (iOS pickers are in-process modals, so Android's refocus rescan never fires).

The note below about a missing "UIDocumentPicker handoff" is resolved by this bridge.

macOS + Xcode only. Pins the official LÖVE 11.5 iOS Xcode tree (love-11.5-ios-source.zip from love2d/love releases), matching conf.lua's t.version = "11.5".

There is no separate love2d/love-ios GitHub repo for 11.5; the release zip is the vendored iOS project (Xcode project under love-src/platform/xcode/love.xcodeproj, target love-ios).

Pin file: LOVE_VERSION11.5.

Quick start (simulator)

# Fetch LÖVE 11.5 iOS sources (once) + build for Simulator
scripts/build_ios.sh --fetch

The embedded game.love contains no ROM or generated game data. The current first-boot importer has desktop file pickers only, so a production iOS release still needs a UIDocumentPicker handoff that passes the selected ROM to LÖVE.

Default output: an unsigned Simulator .app under mobile/ios/build/ (no Apple Developer account required). A convenience copy also lands under dist/ios/<Config>-<sdk>/.

Install on a booted simulator (example):

xcrun simctl install booted mobile/ios/build/Build/Products/Debug-iphonesimulator/PokemonRed.app
xcrun simctl launch booted com.theboisclub.pokemonred

Or open mobile/ios/love-src/platform/xcode/love.xcodeproj in Xcode, select the love-ios target, and Run on a Simulator after scripts/build_ios.sh --package-only (or a full build) has placed game.love.

Device / Release

scripts/build_ios.sh --device            # Debug, physical device SDK
scripts/build_ios.sh --device --release  # Release configuration

Device builds need a signing identity and provisioning profile configured in Xcode (or via DEVELOPMENT_TEAM / CODE_SIGN_IDENTITY env vars). This repo does not store certificates, profiles, or App Store Connect secrets.

Manual out-of-band steps:

  1. Apple Developer account + App ID for com.theboisclub.pokemonred
  2. Development or Distribution certificate + provisioning profile
  3. In Xcode: open love.xcodeproj → target love-ios → Signing & Capabilities → select your Team (or set DEVELOPMENT_TEAM=XXXXXXXXXX when invoking scripts/build_ios.sh --device)
  4. Archive / export an .ipa from Xcode Organizer for TestFlight / Ad Hoc

Layout

Path Role
LOVE_VERSION Engine pin (11.5)
overlays/love-ios.plist Portrait-only Info.plist + display name Pokemon Red (copied over the upstream plist every build)
love-src/ Downloaded love-11.5-ios-source tree (gitignored, do not commit)
cache/ Downloaded zips (gitignored)
build/ xcodebuild derived data (gitignored)

Game payload lands at:

love-src/platform/xcode/ios/resources/game.love

and is fused into the built .app (LÖVE auto-runs any bundled *.love).

Apple libraries dependency

The official love-11.5-ios-source.zip already ships prebuilt iOS xcframeworks under platform/xcode/ios/libraries/ (SDL2, LuaJIT, freetype, ogg, vorbis, theora, modplug).

If that folder is missing or incomplete (e.g. you cloned sources without libs), download the matching prebuilts and install them:

curl -fL -o mobile/ios/cache/love-11.5-apple-libraries.zip \
  https://github.com/love2d/love/releases/download/11.5/love-11.5-apple-libraries.zip
unzip -q mobile/ios/cache/love-11.5-apple-libraries.zip -d mobile/ios/cache
rm -rf mobile/ios/love-src/platform/xcode/ios/libraries
cp -R mobile/ios/cache/love-apple-dependencies/iOS/libraries \
  mobile/ios/love-src/platform/xcode/ios/libraries

scripts/build_ios.sh checks for libraries/SDL2.xcframework and fails with these instructions if it is absent.

Upstream also documents love-apple-dependencies as an alternate source of the same libraries.

App identity

Field Value
Display name Pokemon Red
PRODUCT_NAME PokemonRed
Bundle ID com.theboisclub.pokemonred
Orientations Portrait only (UIInterfaceOrientationPortrait)

Overrides are applied by the build script (xcodebuild settings + plist overlay) so refreshing love-src/ does not lose branding.

Flags (scripts/build_ios.sh)

Flag Meaning
(default) Simulator, Debug, no signing
--fetch Download/extract love-11.5-ios-source.zip if love-src/ is missing
--device Build against iphoneos instead of iphonesimulator
--release Release configuration instead of Debug
--package-only Zip game.love + apply plist overlay; skip xcodebuild

Also: scripts/build.sh ios delegates here (--release is forwarded).

Preconditions

  • macOS (Darwin) with Xcode + xcodebuild on PATH
  • iOS platform installed in Xcode (Settings → Platforms). xcodebuild -showsdks should list iphonesimulator / iphoneos. A partial install can fail IB/xib compiles with iOS … Platform Not Installed even when the SDK name appears.
  • love-src/ present (--fetch or manual unzip of love-11.5-ios-source.zip)
  • iOS libraries under love-src/platform/xcode/ios/libraries/ (see above)