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- :article_outdated: True
- .. _doc_ios_plugin:
- Creating iOS plugins
- ====================
- This page explains what iOS plugins can do for you, how to use an existing plugin, and the steps to code a new one.
- iOS plugins allow you to use third-party libraries and support iOS-specific features like In-App Purchases, GameCenter integration, ARKit support, and more.
- Loading and using an existing plugin
- ------------------------------------
- An iOS plugin requires a ``.gdip`` configuration file, a binary file which can be either ``.a`` static library or ``.xcframework`` containing ``.a`` static libraries, and possibly other dependencies. To use it, you need to:
- 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``.
- 2. The Godot editor automatically detects and imports ``.gdip`` files inside ``res://ios/plugins`` and its subdirectories.
- 3. You can find and activate detected plugins by going to Project -> Export... -> iOS and in the Options tab, scrolling to the Plugins section.
- .. image:: img/ios_export_preset_plugins_section.png
- When a plugin is active, you can access it in your using ``Engine.get_singleton()``::
- if Engine.has_singleton("MyPlugin"):
- var singleton = Engine.get_singleton("MyPlugin")
- print(singleton.foo())
- .. note::
- The plugin's files have to be in the ``res://ios/plugins/`` directory or a subdirectory, otherwise the Godot editor will not automatically detect them.
- Creating an iOS plugin
- ----------------------
- At its core, a Godot iOS plugin is an iOS library (*.a* archive file or *.xcframework* containing static libraries) with the following requirements:
- - The library must have a dependency on the Godot engine headers.
- - The library must come with a ``.gdip`` configuration file.
- An iOS plugin can have the same functionality as a Godot module but provides more flexibility and doesn't require to rebuild the engine.
- Here are the steps to get a plugin's development started. We recommend using `Xcode <https://developer.apple.com/develop/>`_ as your development environment.
- .. seealso:: The `Godot iOS Plugins <https://github.com/godotengine/godot-ios-plugins>`_.
- 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.
- To build an iOS plugin:
- 1. Create an Objective-C static library for your plugin inside Xcode.
- 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:
- - Download the Godot engine source from the `Godot GitHub page <https://github.com/godotengine/godot>`_.
- - 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.
- - You should use the same header files for iOS plugins and for the iOS export template.
- 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
- 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`` target ``.a`` files. Depending on your needs, pick either or both. If you need both debug and release ``.a`` files, their name should match following pattern: ``[PluginName].[TargetType].a``. You can also build the static library with your SCons configuration.
- 5. The iOS plugin system also supports ``.xcframework`` files. To generate one, you can use a command such as:
- ::
- xcodebuild -create-xcframework -library [DeviceLibrary].a -library [SimulatorLibrary].a -output [PluginName].xcframework
- 6. 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"]
- linker_flags=["-ObjC"]
- [plist]
- PlistKeyWithDefaultType="Some Info.plist key you might need"
- StringPlistKey:string="String value"
- IntegerPlistKey:integer=42
- BooleanPlistKey:boolean=true
- RawPlistKey:raw="
- <array>
- <string>UIInterfaceOrientationPortrait</string>
- </array>
- "
- StringPlistKeyToInput:string_input="Type something"
- 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 library (``a`` or ``xcframework``) file.
- - The filepath can be relative (e.g.: ``MyPlugin.a``, ``MyPlugin.xcframework``) in which case it's relative to the directory where the ``gdip`` file is located.
- - The filepath can be absolute: ``res://some_path/MyPlugin.a`` or ``res://some_path/MyPlugin.xcframework``.
- - In case you need multitarget library usage, the filename should be ``MyPlugin.a`` and ``.a`` files should be named as ``MyPlugin.release.a`` and ``MyPlugin.debug.a``.
- - In case you use multitarget ``xcframework`` libraries, their filename in the configuration should be ``MyPlugin.xcframework``. The ``.xcframework`` files should be named as ``MyPlugin.release.xcframework`` and ``MyPlugin.debug.xcframework``.
- The ``dependencies`` and ``plist`` sections are optional and defined as follow:
- - **dependencies**:
- - **linked**: contains a list of iOS frameworks that the iOS application should be linked with.
- - **embedded**: contains a list of iOS frameworks or libraries that should be both linked and embedded into the resulting iOS application.
- - **system**: contains a list of iOS system frameworks that are required for plugin.
- - **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>`_.
- - **files**: contains a list of files that should be copied on export. This is useful for data files or images.
- - **linker_flags**: contains a list of linker flags to add to the Xcode project when exporting the plugin.
- - **plist**: should have keys and values that should be present in ``Info.plist`` file.
- - Each line should follow pattern: ``KeyName:KeyType=KeyValue``
- - Supported values for ``KeyType`` are ``string``, ``integer``, ``boolean``, ``raw``, ``string_input``
- - If no type is used (e.g.: ``KeyName="KeyValue"``) ``string`` type will be used.
- - If ``raw`` type is used value for corresponding key will be stored in ``Info.plist`` as is.
- - If ``string_input`` type is used you will be able to modify value in Export window.
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