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    <div class="moz-cite-prefix">Hi again,<br>
      <br>
      Sorry I answered too fast, and noticed after research that indeed
      this kind of external activation code seems to not be allowed by
      apple store.<br>
      <br>
      Timothée<br>
      <br>
      <br>
      Le 23/06/2017 à 11:29, Timothée Giet a écrit :<br>
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      <div class="moz-cite-prefix">Hi,<br>
        <br>
        After discussing about it with Johnny, we think it would not be
        very fair to offer the complete iOS version for free.<br>
        It would be better to also set the ACTIVATION_MODE to "internal"
        there.<br>
        It would also allow to cover the licensing/apple-developer
        account fees as needed.<br>
        <br>
        As for the suggestion to remove the MacOS version from apple
        store and distribute it on gcompris.net, that is a good idea.<br>
        <br>
        We can continue the discussion off-list for the technical
        details.<br>
        <br>
        Timothée <br>
        <br>
        <br>
        Le 17/06/2017 à 09:38, Bruno Coudoin a écrit :<br>
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        <div class="moz-cite-prefix">Le 14/06/2017 à 10:34, Johnny
          Jazeix a écrit :<br>
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cite="mid:CAEtcAPFsksEzUXG68g2q3As+qA1ASy2Quud7=8o4g3G5KoA0Vw@mail.gmail.com">
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                <div>You can use 0.70, it's the same one except one fix
                  for Windows.<br>
                </div>
                <div> </div>
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                    <div>I had to work around a few points to go through
                      the compilation:</div>
                    <div><br>
                    </div>
                    <div>1. VERSION_CODE is expected in
                      ApplicationInfo.h</div>
                    <div>Not sure about what it is, I just defined it as
                      some numeric constant in config.h.</div>
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        I just pushed an updated config.h and instruction on the master
        branch. It will fix the undefined constant.<br>
        <br>
        What you can do is to make a native CMake build. It works on
        MacOS but the resulting binary cannot be packaged for an app
        store release.<br>
        <br>
        <br>
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cite="mid:CAEtcAPFsksEzUXG68g2q3As+qA1ASy2Quud7=8o4g3G5KoA0Vw@mail.gmail.com">
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                <div>For BUILD_DATE, I guess you'll have it in the
                  config.h created in the build folder once you have
                  compiled with cmake (see below).<br>
                  <br>
                </div>
                <div>For ACTIVATION_MODE, it would be better to have the
                  confirmation, but it should be <span
                    class="gmail-pl-s">"inapp".<br>
                  </span></div>
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        I think you should stick to NO. Well this is a commercial issue.
        My suggestions:<br>
        <br>
        - Remove the Macos version out of Apple store and distribute it
        on gcompris.net like for the Windows version. In this case, set
        the ACTIVATION_MODE to "internal".<br>
        - For the iOS version as we don't sell it anymore the
        ACTIVATION_MODE should be "no". <br>
        <br>
        <blockquote type="cite"
cite="mid:CAEtcAPFsksEzUXG68g2q3As+qA1ASy2Quud7=8o4g3G5KoA0Vw@mail.gmail.com">
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                <div> </div>
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                      <div class="gmail_extra">Then I end up with a
                        complete build (modulo some iOS signing magic),
                        but it lacks all the resources.</div>
                      <div class="gmail_extra">That doesn't surprise me
                        since I skipped those lines from the
                        platforms/ios readme file:</div>
                      <div class="gmail_extra"><br>
                      </div>
                      <div class="gmail_extra">"At root dir create the
                        directory</div>
                      <div class="gmail_extra">mkdir rcc</div>
                      <div class="gmail_extra">mkdir translations</div>
                      <div class="gmail_extra">And fill copy the
                        appropriate files in them."</div>
                      <div class="gmail_extra">--> which files shall
                        I copy? Those from src/activities? Should I
                        process them with CMake before?</div>
                    </div>
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        Yes, the CMake process include these builds. Well I am even not
        sure the translations are built. The easiest is to make a Linux
        build and copy those dirs to you mac.<br>
        <br>
        On linux:<br>
        cd build<br>
        make getSvnTranslations<br>
        cmake ..<br>
        make BuildTranslations<br>
        make<br>
        <br>
        Now you have all the files in share/gcompris-qt/rcc  and
        share/gcompris-qt/translations<br>
        Copy these directories to your mac.<br>
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                      <div class="gmail_extra">Bruno, if you have some
                        hints about those points to resolve them
                        properly it would be of great help!</div>
                      <div class="gmail_extra"><br>
                      </div>
                      <br>
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        Here you are ;)<br>
        <br>
        If you send me your itunes email address I can add you as admin
        of GCompris on the Apple store.<br>
        <br>
        Bruno.<br>
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