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Document iOS plugins
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iOS plugins | ||
=========== | ||
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.. toctree:: | ||
:maxdepth: 1 | ||
:name: toc-tutorials-plugins-ios | ||
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ios_plugin |
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.. _doc_ios_plugin: | ||
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Creating iOS plugins | ||
==================== | ||
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This page explains what iOS plugins can do for you, how to use an existing plugin, and the steps to code a new one. | ||
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iOS plugins allow you to use third-party libraries and support iOS-specific features like In-App Purchases, GameCenter integration, ARKit support, and more. | ||
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Loading and using an existing plugin | ||
------------------------------------ | ||
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An iOS plugin requires a ``.gdip`` configuration file, a ``.a`` binary file, and possibly other dependencies. To use it, you need to: | ||
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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``. | ||
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2. The Godot editor automatically detects and imports ``.gdip`` files inside ``res://ios/plugins`` and its subdirectories. | ||
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3. You can find and activate detected plugins by going to Project -> Export... -> iOS and in the Options tab, scrolling to the Plugins section. | ||
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.. image:: img/ios_export_preset_plugins_section.png | ||
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When a plugin is active, you can access it in your using ``Engine.get_singleton()``:: | ||
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if Engine.has_singleton("MyPlugin"): | ||
var singleton = Engine.get_singleton("MyPlugin") | ||
print(singleton.foo()) | ||
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Creating an iOS plugin | ||
---------------------- | ||
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At its core, a Godot iOS plugin is an iOS static library (*.a* archive file) with the following requirements: | ||
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- The library must have a dependency on the Godot engine headers. | ||
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- The library must come with a ``.gdip`` configuration file. | ||
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An iOS plugin can have the same functionality as a Godot module but provides more flexibility and doesn't require to rebuild the engine. | ||
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Here are the steps to get a plugin's development started. We recommend using `Xcode <https://developer.apple.com/develop/>`_ as your development environment. | ||
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.. 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. | ||
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To build an iOS plugin: | ||
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1. Create an Objective-C static library for your plugin inside Xcode. | ||
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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: | ||
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- Download the Godot engine source from the `Godot GitHub page <https://github.com/godotengine/godot>`_. | ||
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- 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. | ||
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- You should use the same header files for iOS plugins and for the iOS export template. | ||
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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``. | ||
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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. | ||
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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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- The configuration file extension must be ``gdip`` (e.g.: ``MyPlugin.gdip``). | ||
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- The configuration file format is as follow:: | ||
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[config] | ||
name="MyPlugin" | ||
binary="MyPlugin.a" | ||
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initialization="init_my_plugin" | ||
deinitialization="deinit_my_plugin" | ||
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[dependencies] | ||
linked=[] | ||
embedded=[] | ||
system=["Foundation.framework"] | ||
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capabilities=["arkit", "metal"] | ||
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files=["data.json"] | ||
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[plist] | ||
PlistKey="Some Info.plist key you might need" | ||
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The ``config`` section and fields are required and defined as follow: | ||
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- **name**: name of the plugin | ||
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- **binary**: this should be the filepath of the plugin ``a`` file. | ||
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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. | ||
- 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``. | ||
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The ``dependencies`` and ``plist`` sections are optional and defined as follow: | ||
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- **dependencies**: | ||
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- **linked**: contains a list of iOS frameworks that the iOS application should be linked with. | ||
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- **embedded**: contains a list of iOS frameworks or libraries that should be both linked and embedded into the resulting iOS application. | ||
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- **system**: contains a list of iOS system frameworks that are required for plugin. | ||
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- **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>`_. | ||
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- **files**: contains a list of files that should be copied on export. This is useful for data files or images. | ||
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- **plist**: should have keys and values that should be present in ``Info.plist`` file following pattern: ``KeyName="key value"`` |