Creating an Xcode4 Plugin

本文指导您如何创建一个简单的Xcode4插件项目。请注意,尽管Xcode不正式支持插件,但可以通过某些行为注入自定义插件。在启动时,Xcode会查找位于~/Library/ApplicationSupport/Developer/Shared/Xcode/Plug-ins目录下的带有.xcplugin扩展名的bundle。通过创建一个Bundle项目并安装到该位置,您可以实现这一目标。

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Creating an Xcode4 Plugin

This tutorial describes the steps to create a very simple Xcode4 plugin project.

Note that there is no formal support for Xcode plugins, so this information may change and/or become obsolete as Apple makes changes to Xcode. Also, as it is unsupported, you will not be able to submit this plugin to the Mac App Store.

Overview

Although Xcode doesn’t officially support plugins, it does have some neat behaviour that allows us to inject our custom plugins. On startup, Xcode looks for bundles with an extension of.xcplugin that are located in the ~/Library/Application Support/Developer/Shared/Xcode/Plug-ins directory (if present).

In order to create our plugin, we will be creating an Bundle project and then installing it into that location.

Creating the Project

This post was created using Xcode 4.5.1, however, I believe it should be appropriate for any Xcode 4.x installation.

Create Bundle Project

Click on the File/New/Project… menu item, and choose a Bundle in the OS X Framework and Library section:

Create new project

and set your project name and other information. Choose Cocoa as the framework that you want to link to, and then save your project.

Set project name

Modify Default Settings

Now that you have your basic project created, we need to clean up some things that we won’t use, and change a few settings so that it will generate a valid Xcode plugin.

Remove the following frameworks as they are not needed:

  • Cocoa.framework
  • CoreData.framework

You now need to add three new Boolean entries to your .plist file:

XCGCReady     = YES
XCPluginHasUI = NO
XC4Compatible = YES

Next up, we want to change the installation directory. The rationale for this is that every time you re-build the plugin, it will automatically get updated in-place in its eventual home, so you can re-test by simply restarting Xcode. Technically, I don’t think you need to do this, but it makes testing a lot easier.

Open up the Build settings for the BDXcodePluginDemo target and change the following settings:

SettingDeclarationValueNotes
Installation Build Products LocationDSTROOT$(HOME) 
Installation DirectoryINSTALL_PATH/Library/Application Support/Developer/Shared/Xcode/Plug-insNote that it looks like the Installation Directory value is an *absolute* path but, in fact, Xcode appends that to the DSTROOT directory
Deployment LocationDEPLOYMENT_LOCATIONYESTells Xcode not to use the Built Products location, and instead to use the installation directory
Wrapper ExtensionWRAPPER_EXTENSIONxcpluginThis is the plugin extension that Xcode is looking for
Custom settingGCC_ENABLE_OBJC_GCsupportedXcode is a GC-enabled application, so our plugin also needs to be

Adding Behaviour

So, now the project’s settings should be correct, but we don’t yet have any code. Add a new class calledBDXcodePluginDemo that inherits from NSObject. Open theBDXcodePluginDemo.m file, and add the following method:

+(void)pluginDidLoad:(NSBundle *)plugin {
	NSLog(@"This is our first Xcode plugin!");
}


Confirming Build

You should now be able to build the project, and check by running the following command:

ls -las $HOME/Library/Application\ Support/Developer/Shared/Xcode/Plug-ins

If all goes well, you should see something like:

0 drwxr-xr-x  3 edwardsc  staff  102 20 Oct 10:16 .
0 drwxr-xr-x  7 edwardsc  staff  238 19 Oct 16:52 ..
0 drwxr-xr-x  3 edwardsc  staff  102 20 Oct 10:16 BDXcodePluginDemo.xcplugin

Restarting Xcode

Run the following command and restart Xcode:

tail -f /var/log/system.log

You should see This is our first Xcode plugin! appear in the log if all is successful.

Source Code

The source code and project for this article is available in the BDXcodePluginDemo project on GitHub.

That project contains the latest code in my series of plugin articles, but you can get the version that relates to this article using thecreating-an-xcode4-plugin tag.

What Next?

My next article will discuss a few common things that you might want to do. Specifically:

  • Listening for notifications. This will give you an idea of the types of things that you can hook into.
  • Adding menus. Depending on your plugin, you will probably want to be able to add a menu item.

All articles in this series

转自:http://www.blackdogfoundry.com/blog/creating-an-xcode4-plugin/
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