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+.. _doc_ios_plugin:
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+
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+Creating iOS plugins
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+====================
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+
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+Introduction
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+------------
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+
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+iOS plugins are powerful tools to extend the capabilities of the Godot engine
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+by tapping into the functionality provided by the iOS platform and ecosystem.
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+
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+In‑App Purchases, GameCenter integration or ARKit are such examples since it requires features
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+and capabilities that don't belong to the core feature set of a game engine:
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+
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+- Analytics
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+- In-app purchases
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+- Receipt validation
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+- Ads
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+- A/B testing
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+- Login
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+- Cloud saves
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+- Leaderboards and scores
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+- User support & feedback
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+- Posting to Facebook, Twitter, etc.
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+- Push notifications
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+
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+iOS plugin
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+----------
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+
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+At its core, a Godot iOS plugin is a iOS static library (*a* archive file)
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+with the following caveats:
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+
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+- The library must have a dependency on the Godot engine headers.
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+
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+- The library must come with a ``.gdip`` configuration file.
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+
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+iOS plugin can have the same functionality as Godot modules,
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+but provides more flexibility and doesn't require engine being rebuilt.
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+
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+Building an iOS plugin
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+^^^^^^^^^^^^^^^^^^^^^^
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+
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+**Prerequisite:** `Xcode <https://developer.apple.com/develop/>`_ is strongly recommended as the IDE to use to create iOS plugins.
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+The instructions below assumes that you're using Xcode.
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+
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+1. Create an Objective-C static library for your plugin inside Xcode IDE.
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+
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+2. Add the Godot engine header files as a dependency for your plugin library in ``HEADER_SEARCH_PATHS`` at ``Build Settings`` tab:
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+
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+ - Download the Godot engine source from the `Godot GitHub page <https://github.com/godotengine/godot>`_.
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+
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+ - Generate autogenerated headers by running SCons. Reference can be found at :ref:`Compiling for iOS<doc_compiling_for_ios>`.
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+ You don't have to wait for compilation complition as headers are generated before engine starts actual compilation.
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+
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+ - Header files that used for plugin should be the same that was used for iOS template compilation.
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+
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+3. Specify correct compilation flags for static library in ``OTHER_CFLAGS`` at ``Build Settings`` tab.
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+ Most important ones are ``-fcxx-modules``, ``-fmodules``, ``-DDEBUG`` if debug is required.
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+ Other flags should be the same as for Godot compilation (e.g.: ``-DPTRCALL_ENABLED -DDEBUG_ENABLED, -DDEBUG_MEMORY_ALLOC -DDISABLE_FORCED_INLINE -DTYPED_METHOD_BIND``).
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+
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+4. Add the required logic for your plugin and build your library to generate ``a`` file.
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+ You will probably need to build both ``debug`` and ``release`` targeted ``a`` files.
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+ Depending on your need, pick only one or both.
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+ If you need both ``a`` files their name should match following pattern: ``[PluginName].[TargetType].a``.
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+ Static library can also be build with SCons configuration.
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+
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+5. Create a Godot iOS Plugin configuration file to help the system detect and load your plugin:
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+
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+ - The configuration file extension must be ``gdip`` (e.g.: ``MyPlugin.gdip``).
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+
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+ - The configuration file format is as follow::
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+
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+ [config]
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+ name="MyPlugin"
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+ binary="MyPlugin.a"
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+
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+ initialization="init_my_plugin"
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+ deinitialization="deinit_my_plugin"
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+
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+ [dependencies]
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+ linked=[]
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+ embedded=[]
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+ system=["Foundation.framework"]
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+
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+ capabilities=["arkit", "metal"]
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+
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+ files=["data.json"]
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+
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+ [plist]
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+ PlistKey="Some Info.plist key you might need"
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+
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+ The ``config`` section and fields are required and defined as follow:
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+
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+ - **name**: name of the plugin
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+
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+ - **binary**: this should be the filepath of the plugin ``a`` file.
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+
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+ - The filepath can be relative (e.g.: ``MyPlugin.a``) in which case it's relative to the directory where ``gdip`` file is located.
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+ - The filepath can be absolute: ``res://some_path/MyPlugin.aar``.
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+ - In case you need multitarget library usage, filename should be ``MyPlugin.a`` and ``a`` files should be name as ``MyPlugin.release.a`` and ``MyPlugin.debug.a``.
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+
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+ The ``dependencies`` and ``plist`` sections are optional and defined as follow:
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+
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+ - **dependencies**:
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+
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+ - **linked**: contains a list of iOS frameworks that result iOS application should be linked with.
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+
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+ - **embedded**: contains a list of iOS frameworks or libraries that should be both linked and embedded into resulting iOS application.
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+
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+ - **system**: contains a list of iOS system frameworks that required for plugin.
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+
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+ - **capabilities**: contains a list of iOS capabilities that is required for plugin. List of available capabilities can be found at `Apple UIRequiredDeviceCapabilities documentation page <https://developer.apple.com/documentation/bundleresources/information_property_list/uirequireddevicecapabilities>`_.
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+
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+ - **files**: contains a list of files that should be copied on export. This is usefull for data files or images.
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+
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+ - **plist**: should have keys and values that should be present in ``Info.plist`` file following pattern: ``KeyName="key value"``
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+
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+
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+
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+Loading and using an iOS plugin
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+^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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+
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+Move the plugin configuration file (e.g: ``MyPlugin.gdip``) and its local binary (e.g: ``MyPlugin.a``) and dependencies to the Godot project's ``res://ios/plugins`` directory or any directory inside it (e.g: ``res://ios/plugins/my_plugin``).
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+
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+The Godot editor will automatically parse all ``.gdip`` files inside ``res://ios/plugins`` directory and it's subdirectories and show a list of detected and toggleable plugins in the iOS export presets window under the **Plugins** section.
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+
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+.. image:: img/ios_export_preset_plugins_section.png
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+
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+
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+From your script::
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+
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+ if Engine.has_singleton("MyPlugin"):
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+ var singleton = Engine.get_singleton("MyPlugin")
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+ print(singleton.foo())
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+
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+Reference implementations
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+^^^^^^^^^^^^^^^^^^^^^^^^^
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+
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+- `Godot iOS plugin template <https://github.com/naithar/godot_ios_plugin>`_
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+
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+ - Contains template/example for iOS plugin as well as SCons configuration and setup Xcode project.
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