Meta repository holding all the dependencies to build a full Linphone SDK.
The currently supported platforms are Android, iOS, Desktop (Linux, Windows, Mac OS X) and UWP (Universal Windows Platform).
The following tools must be installed on the build machine:
- cmake >= 3.6
- python = 2.7 (python 3.7 if C# wrapper generation is disabled)
- pip
- yasm
- nasm
- doxygen
- Pystache (use
pip install pystache
) - six (use
pip install six
)
SDK compilation is supported on Visual Studio 15 2017. Setting the build environment on Windows is a bit tricky. In addition to the common components listed above, these components must be installed:
- MinGW (select all installer options except Ada and Fortran)
- Yasm:
- download yasm-1.3.0-win32.exe
- copy it to a
bin
directory of your user directory, - rename yasm-1.3.0-win32.exe as yasm.exe
Visual Studio must also be properly configured with addons. Under "Tools"->"Obtain tools and features", make sure that the following components are installed:
- Tasks: Select Windows Universal Platform development, Desktop C++ Development, .NET Development
- Individual component: Windows 8.1 SDK
Finally add your user bin
directory and C:\Mingw\bin
to the PATH environement variable from windows advanced settings.
The steps to build the SDK are:
- Create and go inside a directory where the SDK will be built: `mkdir build && cd build
- Execute CMake to configure the project:
cmake ..
- Build the SDK:
cmake --build .
orcmake --build . --parallel <number of jobs>
(which is faster).
You can pass some options to CMake at the second step to configure the SDK as you want.
For instance, to build an iOS SDK (the default being Desktop):
cmake .. -DLINPHONESDK_PLATFORM=IOS
cmake --build .
works on Windows as for all platforms.
However it may be convenient to build from Visual Studio, which you can do:
- open
linphone-sdk.sln
with Visual Studio - make sure that RelWithDebInfo mode is selected unless you specified -DCMAKE_BUILD_TYPE=Debug to cmake (see customization options below).
- use
Build solution
to build.
Simply re-invoking cmake --build .
in your build directory should update your SDK. If compilation fails, you may need to rebuilding everything by erasing your build directory and restarting your build as explained above.
The SDK can be customized by passing -D
options to CMake when configuring the project. If you know the options you want to use, just pass them to CMake.
Otherwise, you can use the cmake-gui
or ccmake
commands to configure all the available options interactively.
Some customization are particularly important:
CMAKE_BUILD_TYPE
: By default it is set toRelWithDebInfo
to build in release mode keeping the debug information. You might want to set it toDebug
to ease the debugging.LINPHONESDK_PLATFORM
: The platform for which you want to build the Linphone SDK. It must be one of:Android
,IOS
.LINPHONESDK_ANDROID_ARCHS
: A comma-separated list of the architectures for which you want to build the Android Linphone SDK for.LINPHONESDK_IOS_ARCHS
: Same asLINPHONESDK_ANDROID_ARCHS
but for an iOS build.LINPHONESDK_IOS_BASE_URL
: The base of the URL that will be used to download the zip file of the SDK.LINPHONESDK_UWP_ARCHS
: Same asLINPHONESDK_ANDROID_ARCHS
but for an UWP build.
This SDK can be generated in 2 flavors:
-
GPL third parties enabled means that the Linphone SDK includes GPL third parties like FFmpeg. If you choose this flavor, your final application must comply with GPL in any case. This is the default mode.
-
NO GPL third parties means that the Linphone SDK will only use non GPL code except for the code from Belledonne Communications. If you choose this flavor, your final application is still subject to the GPL except if you have a commercial license from Belledonne Communications.
To generate the a SDK without GPL third parties, use the -DENABLE_GPL_THIRD_PARTIES=NO
option when configuring the project.
The Linphone SDK is compiled with third parties code that are subject to patent license, especially: AMR, SILK, G729 and H264 codecs.
To build a SDK with any of these features you need to enable the ENABLE_NON_FREE_CODECS
option.
Before embedding these features in your final application, make sure to have the right to do so.
You can use linphone-sdk Win32 in your Windows UWP app. To do this follow instructions from microsoft. https://docs.microsoft.com/en-us/windows/uwp/porting/desktop-to-uwp-root