pandemonium_engine_docs/tutorials/platform/ios/ios_plugin.rst

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.. _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())
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>`_ 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>`_.
2023-01-12 19:29:11 +01:00
- Run SCons to generate headers. You can learn the process by reading `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 coresponding 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.