diff --git a/tutorials/plugins/index.rst b/tutorials/plugins/index.rst index 54dfdef995b..2c423676f86 100644 --- a/tutorials/plugins/index.rst +++ b/tutorials/plugins/index.rst @@ -8,3 +8,4 @@ Plugins editor/index gdnative/index android/index + ios/index diff --git a/tutorials/plugins/ios/img/ios_export_preset_plugins_section.png b/tutorials/plugins/ios/img/ios_export_preset_plugins_section.png new file mode 100644 index 00000000000..333ff245a98 Binary files /dev/null and b/tutorials/plugins/ios/img/ios_export_preset_plugins_section.png differ diff --git a/tutorials/plugins/ios/index.rst b/tutorials/plugins/ios/index.rst new file mode 100644 index 00000000000..413bd4a01aa --- /dev/null +++ b/tutorials/plugins/ios/index.rst @@ -0,0 +1,8 @@ +iOS plugins +=========== + +.. toctree:: + :maxdepth: 1 + :name: toc-tutorials-plugins-ios + + ios_plugin diff --git a/tutorials/plugins/ios/ios_plugin.rst b/tutorials/plugins/ios/ios_plugin.rst new file mode 100644 index 00000000000..ac430522ba1 --- /dev/null +++ b/tutorials/plugins/ios/ios_plugin.rst @@ -0,0 +1,110 @@ +.. _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 develop 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 ``.a`` binary file, 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()) + +Creating an iOS plugin +^^^^^^^^^^^^^^^^^^^^^^ + +At its core, a Godot iOS plugin is an iOS static library (*.a* archive file) 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 `_ as your development environment. + +.. seealso:: The `Godot iOS plugin template `_ 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 `_. + + - 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`` 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. + +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 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 `_. + + - **files**: contains a list of files that should be copied on export. This is useful for data files or images. + + - **plist**: should have keys and values that should be present in ``Info.plist`` file following pattern: ``KeyName="key value"``