123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141 |
- .. _doc_ios_plugin:
- Creating iOS plugins
- ====================
- Introduction
- ------------
- iOS plugins are powerful tools to extend the capabilities of the Godot engine
- by tapping into the functionality provided by the iOS platform and ecosystem.
- In‑App Purchases, GameCenter integration or ARKit are such examples since it requires features
- and capabilities that don't belong to the core feature set of a game engine:
- - Analytics
- - In-app purchases
- - Receipt validation
- - Ads
- - A/B testing
- - Login
- - Cloud saves
- - Leaderboards and scores
- - User support & feedback
- - Posting to Facebook, Twitter, etc.
- - Push notifications
- iOS plugin
- ----------
- At its core, a Godot iOS plugin is a iOS static library (*a* archive file)
- with the following caveats:
- - The library must have a dependency on the Godot engine headers.
- - The library must come with a ``.gdip`` configuration file.
- iOS plugin can have the same functionality as Godot modules,
- but provides more flexibility and doesn't require engine being rebuilt.
- Building an iOS plugin
- ^^^^^^^^^^^^^^^^^^^^^^
- **Prerequisite:** `Xcode <https://developer.apple.com/develop/>`_ is strongly recommended as the IDE to use to create iOS plugins.
- The instructions below assumes that you're using Xcode.
- 1. Create an Objective-C static library for your plugin inside Xcode IDE.
- 2. Add the Godot engine header files as a dependency for your plugin library in ``HEADER_SEARCH_PATHS`` at ``Build Settings`` tab:
- - Download the Godot engine source from the `Godot GitHub page <https://github.com/godotengine/godot>`_.
- - Generate autogenerated headers by running SCons. Reference can be found at :ref:`Compiling for iOS<doc_compiling_for_ios>`.
- You don't have to wait for compilation complition as headers are generated before engine starts actual compilation.
- - Header files that used for plugin should be the same that was used for iOS template compilation.
- 3. Specify correct compilation flags for static library in ``OTHER_CFLAGS`` at ``Build Settings`` tab.
- Most important ones are ``-fcxx-modules``, ``-fmodules``, ``-DDEBUG`` if debug is required.
- 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``).
- 4. Add the required logic for your plugin and build your library to generate ``a`` file.
- You will probably need to build both ``debug`` and ``release`` targeted ``a`` files.
- Depending on your need, pick only one or both.
- If you need both ``a`` files their name should match following pattern: ``[PluginName].[TargetType].a``.
- Static library can also be build with SCons configuration.
- 5. Create a Godot iOS Plugin configuration file to help the system detect and load your plugin:
- - The configuration file extension must be ``gdip`` (e.g.: ``MyPlugin.gdip``).
-
- - The configuration file format is as follow::
-
- [config]
- name="MyPlugin"
- binary="MyPlugin.a"
- initialization="init_my_plugin"
- deinitialization="deinit_my_plugin"
- [dependencies]
- linked=[]
- embedded=[]
- system=["Foundation.framework"]
- capabilities=["arkit", "metal"]
- files=["data.json"]
- [plist]
- PlistKey="Some Info.plist key you might need"
-
- The ``config`` section and fields are required and defined as follow:
-
- - **name**: name of the plugin
- - **binary**: this should be the filepath of the plugin ``a`` file.
- - The filepath can be relative (e.g.: ``MyPlugin.a``) in which case it's relative to the directory where ``gdip`` file is located.
- - The filepath can be absolute: ``res://some_path/MyPlugin.aar``.
- - 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``.
-
- The ``dependencies`` and ``plist`` sections are optional and defined as follow:
- - **dependencies**:
-
- - **linked**: contains a list of iOS frameworks that result iOS application should be linked with.
- - **embedded**: contains a list of iOS frameworks or libraries that should be both linked and embedded into resulting iOS application.
- - **system**: contains a list of iOS system frameworks that required for plugin.
- - **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>`_.
- - **files**: contains a list of files that should be copied on export. This is usefull for data files or images.
- - **plist**: should have keys and values that should be present in ``Info.plist`` file following pattern: ``KeyName="key value"``
-
- Loading and using an iOS plugin
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- 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``).
- 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.
- .. image:: img/ios_export_preset_plugins_section.png
- From your script::
- if Engine.has_singleton("MyPlugin"):
- var singleton = Engine.get_singleton("MyPlugin")
- print(singleton.foo())
- Reference implementations
- ^^^^^^^^^^^^^^^^^^^^^^^^^
- - `Godot iOS plugin template <https://github.com/naithar/godot_ios_plugin>`_
- - Contains template/example for iOS plugin as well as SCons configuration and setup Xcode project.
|