ios_plugin.rst 5.8 KB

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  1. .. _doc_ios_plugin:
  2. Creating iOS plugins
  3. ====================
  4. This page explains what iOS plugins can do for you, how to use an existing plugin, and the steps to code a new one.
  5. iOS plugins allow you to use third-party libraries and support iOS-specific features like In-App Purchases, GameCenter integration, ARKit support, and more.
  6. Loading and using an existing plugin
  7. ------------------------------------
  8. An iOS plugin requires a ``.gdip`` configuration file, a ``.a`` binary file, and possibly other dependencies. To use it, you need to:
  9. 1. Copy the plugin's files to your Godot project's ``res://ios/plugins`` directory. You can also group files in a sub-directory, like ``res://ios/plugins/my_plugin``.
  10. 2. The Godot editor automatically detects and imports ``.gdip`` files inside ``res://ios/plugins`` and its subdirectories.
  11. 3. You can find and activate detected plugins by going to Project -> Export... -> iOS and in the Options tab, scrolling to the Plugins section.
  12. .. image:: img/ios_export_preset_plugins_section.png
  13. When a plugin is active, you can access it in your using ``Engine.get_singleton()``::
  14. if Engine.has_singleton("MyPlugin"):
  15. var singleton = Engine.get_singleton("MyPlugin")
  16. print(singleton.foo())
  17. Creating an iOS plugin
  18. ----------------------
  19. At its core, a Godot iOS plugin is an iOS static library (*.a* archive file) with the following requirements:
  20. - The library must have a dependency on the Godot engine headers.
  21. - The library must come with a ``.gdip`` configuration file.
  22. An iOS plugin can have the same functionality as a Godot module but provides more flexibility and doesn't require to rebuild the engine.
  23. Here are the steps to get a plugin's development started. We recommend using `Xcode <https://developer.apple.com/develop/>`_ as your development environment.
  24. .. seealso:: The `Godot iOS plugin template <https://github.com/naithar/godot_ios_plugin>`_ gives you all the boilerplate you need to get your iOS plugin started.
  25. To build an iOS plugin:
  26. 1. Create an Objective-C static library for your plugin inside Xcode.
  27. 2. Add the Godot engine header files as a dependency for your plugin library in ``HEADER_SEARCH_PATHS``. You can find the setting inside the ``Build Settings`` tab:
  28. - Download the Godot engine source from the `Godot GitHub page <https://github.com/godotengine/godot>`_.
  29. - Run SCons to generate headers. You can learn the process by reading :ref:`doc_compiling_for_ios`. You don't have to wait for compilation to complete to move forward as headers are generated before the engine starts to compile.
  30. - You should use the same header files for iOS plugins and for the iOS export template.
  31. 3. In the ``Build Settings`` tab, specify the compilation flags for your static library in ``OTHER_CFLAGS``. The most important ones are ``-fcxx-modules``, ``-fmodules``, and ``-DDEBUG`` if you need debug support. Other flags should be the same you use to compile Godot. For instance, ``-DPTRCALL_ENABLED -DDEBUG_ENABLED, -DDEBUG_MEMORY_ALLOC -DDISABLE_FORCED_INLINE -DTYPED_METHOD_BIND``.
  32. 4. Add the required logic for your plugin and build your library to generate a ``.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``. You can also build the static library with your SCons configuration.
  33. 5. Create a Godot iOS Plugin configuration file to help the system detect and load your plugin:
  34. - The configuration file extension must be ``gdip`` (e.g.: ``MyPlugin.gdip``).
  35. - The configuration file format is as follow::
  36. [config]
  37. name="MyPlugin"
  38. binary="MyPlugin.a"
  39. initialization="init_my_plugin"
  40. deinitialization="deinit_my_plugin"
  41. [dependencies]
  42. linked=[]
  43. embedded=[]
  44. system=["Foundation.framework"]
  45. capabilities=["arkit", "metal"]
  46. files=["data.json"]
  47. [plist]
  48. PlistKey="Some Info.plist key you might need"
  49. The ``config`` section and fields are required and defined as follow:
  50. - **name**: name of the plugin
  51. - **binary**: this should be the filepath of the plugin ``a`` file.
  52. - The filepath can be relative (e.g.: ``MyPlugin.a``) in which case it's relative to the directory where ``gdip`` file is located.
  53. - The filepath can be absolute: ``res://some_path/MyPlugin.aar``.
  54. - 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``.
  55. The ``dependencies`` and ``plist`` sections are optional and defined as follow:
  56. - **dependencies**:
  57. - **linked**: contains a list of iOS frameworks that the iOS application should be linked with.
  58. - **embedded**: contains a list of iOS frameworks or libraries that should be both linked and embedded into the resulting iOS application.
  59. - **system**: contains a list of iOS system frameworks that are required for plugin.
  60. - **capabilities**: contains a list of iOS capabilities that is required for plugin. A list of available capabilities can be found at `Apple UIRequiredDeviceCapabilities documentation page <https://developer.apple.com/documentation/bundleresources/information_property_list/uirequireddevicecapabilities>`_.
  61. - **files**: contains a list of files that should be copied on export. This is useful for data files or images.
  62. - **plist**: should have keys and values that should be present in ``Info.plist`` file following pattern: ``KeyName="key value"``