Update services_for_ios.rst (#4465)

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
This commit is contained in:
Xioor
2021-01-04 11:14:34 -05:00
committed by Hugo Locurcio
parent 02f4c76f0a
commit 03735db5da

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@@ -8,7 +8,7 @@ They are using same model of asynchronous calls explained below.
ARKit and Camera access are also provided as plugins.
Latest updates, documentation and source code can be found at `Godot iOS plugins repository <https://github.com/godotengine/godot-ios-plugins>`_
Latest updates, documentation and source code can be found at `Godot iOS plugins repository <https://github.com/godotengine/godot-ios-plugins>`_
Accessing plugin singletons
---------------------------
@@ -38,7 +38,7 @@ this:
::
Error purchase(Variant p_params);
Error purchase(Variant params);
The parameter will usually be a Dictionary, with the information
necessary to make the request, and the call will have two phases. First,
@@ -51,7 +51,7 @@ the 'pending events' queue. Example:
::
func on_purchase_pressed():
var result = in_app_store.purchase({ "product_id": "my_product" })
var result = InAppStore.purchase({ "product_id": "my_product" })
if result == OK:
animation.play("busy") # show the "waiting for response" animation
else:
@@ -86,34 +86,42 @@ Store Kit
Implemented in `Godot iOS InAppStore plugin <https://github.com/godotengine/godot-ios-plugins/blob/master/plugins/inappstore/in_app_store.mm>`_.
The Store Kit API is accessible through the ``InAppStore`` singleton.
It is initialized automatically.
The Store Kit API is accessible through the ``InAppStore`` singleton (will
always be available from GDScript on iOS). It is initialized automatically.
- ``Error purchase(Variant p_params);``
- ``Error request_product_info(Variant p_params);``
- ``Error restore_purchases();``
and the pending_event interface
The following methods are available and documented below:
::
int get_pending_event_count();
Variant pop_pending_event();
Error purchase(Variant params)
Error request_product_info(Variant params)
Error restore_purchases()
void set_auto_finish_transaction(bool enable)
void finish_transaction(String product_id)
purchase
~~~~~~~~
and the pending events interface:
Purchases a product id through the Store Kit API.
::
int get_pending_event_count()
Variant pop_pending_event()
``purchase``
~~~~~~~~~~~~
Purchases a product ID through the Store Kit API. You have to call ``finish_transaction(product_id)`` once you
receive a successful response or call ``set_auto_finish_transaction(true)`` prior to calling ``purchase()``.
These two methods ensure the transaction is completed.
Parameters
^^^^^^^^^^
Takes a Dictionary as a parameter, with one field, ``product_id``, a
Takes a dictionary as a parameter, with one field, ``product_id``, a
string with your product id. Example:
::
var result = InAppStore.purchase( { "product_id": "my_product" } )
var result = InAppStore.purchase({ "product_id": "my_product" })
Response event
^^^^^^^^^^^^^^
@@ -127,7 +135,7 @@ On error:
{
"type": "purchase",
"result": "error",
"product_id": "the product id requested"
"product_id": "the product id requested",
}
On success:
@@ -137,23 +145,23 @@ On success:
{
"type": "purchase",
"result": "ok",
"product_id": "the product id requested"
"product_id": "the product id requested",
}
request_product_info
~~~~~~~~~~~~~~~~~~~~
``request_product_info``
~~~~~~~~~~~~~~~~~~~~~~~~
Requests the product info on a list of product IDs.
Parameters
^^^^^^^^^^
Takes a Dictionary as a parameter, with one field, ``product_ids``, a
string array with a list of product ids. Example:
Takes a dictionary as a parameter, with a single ``product_ids`` key to which a
string array of product ids is assigned. Example:
::
var result = InAppStore.request_product_info( { "product_ids": ["my_product1", "my_product2"] } )
var result = InAppStore.request_product_info({ "product_ids": ["my_product1", "my_product2"] })
Response event
^^^^^^^^^^^^^^
@@ -173,8 +181,8 @@ The response event will be a dictionary with the following fields:
"localized_prices": [ list of valid product localized prices ],
}
restore_purchases
~~~~~~~~~~~~~~~~~
``restore_purchases``
~~~~~~~~~~~~~~~~~~~~~
Restores previously made purchases on user's account. This will create
response events for each previously purchased product id.
@@ -189,31 +197,71 @@ The response events will be dictionaries with the following fields:
{
"type": "restore",
"result": "ok",
"product id": "product id of restored purchase"
"product id": "product id of restored purchase",
}
``set_auto_finish_transaction``
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If set to ``true``, once a purchase is successful, your purchase will be
finalized automatically. Call this method prior to calling ``purchase()``.
Parameters
^^^^^^^^^^
Takes a boolean as a parameter which specifies if purchases should be
automatically finalized. Example:
::
InAppStore.set_auto_finish_transaction(true)
``finish_transaction``
~~~~~~~~~~~~~~~~~~~~~~
If you don't want transactions to be automatically finalized, call this
method after you receive a successful purchase response.
Parameters
^^^^^^^^^^
Takes a string ``product_id`` as an argument. ``product_id`` specifies what product to
finalize the purchase on. Example:
::
InAppStore.finish_transaction("my_product1")
Game Center
-----------
Implemented in `Godot iOS GameCenter plugin <https://github.com/godotengine/godot-ios-plugins/blob/master/plugins/gamecenter/game_center.mm>`_.
The Game Center API is available through the ``GameCenter`` singleton. It
The Game Center API is available through the "GameCenter" singleton. It
has the following methods:
- ``Error authenticate();``
- ``bool is_authenticated();``
- ``Error post_score(Variant p_score);``
- ``Error award_achievement(Variant p_params);``
- ``void reset_achievements();``
- ``void request_achievements();``
- ``void request_achievement_descriptions();``
- ``Error show_game_center(Variant p_params);``
- ``Error request_identity_verification_signature();``
::
plus the standard pending event interface.
Error authenticate()
bool is_authenticated()
Error post_score(Variant score)
Error award_achievement(Variant params)
void reset_achievements()
void request_achievements()
void request_achievement_descriptions()
Error show_game_center(Variant params)
Error request_identity_verification_signature()
authenticate
~~~~~~~~~~~~
and the pending events interface:
::
int get_pending_event_count()
Variant pop_pending_event()
``authenticate``
~~~~~~~~~~~~~~~~
Authenticates a user in Game Center.
@@ -243,15 +291,15 @@ On success:
"player_id": the value from GKLocalPlayer::playerID,
}
post_score
~~~~~~~~~~
``post_score``
~~~~~~~~~~~~~
Posts a score to a Game Center leaderboard.
Parameters
^^^^^^^^^^
Takes a Dictionary as a parameter, with two fields:
Takes a dictionary as a parameter, with two fields:
- ``score`` a float number
- ``category`` a string with the category name
@@ -260,7 +308,7 @@ Example:
::
var result = GameCenter.post_score( { "score": 100, "category": "my_leaderboard", } )
var result = GameCenter.post_score({ "score": 100, "category": "my_leaderboard", })
Response event
^^^^^^^^^^^^^^
@@ -287,8 +335,8 @@ On success:
"result": "ok",
}
award_achievement
~~~~~~~~~~~~~~~~~
``award_achievement``
~~~~~~~~~~~~~~~~~~~~~
Modifies the progress of a Game Center achievement.
@@ -307,7 +355,7 @@ Example:
::
var result = award_achievement( { "name": "hard_mode_completed", "progress": 6.1 } )
var result = award_achievement({ "name": "hard_mode_completed", "progress": 6.1 })
Response event
^^^^^^^^^^^^^^
@@ -333,8 +381,8 @@ On success:
"result": "ok",
}
reset_achievements
~~~~~~~~~~~~~~~~~~
``reset_achievements``
~~~~~~~~~~~~~~~~~~~~~~
Clears all Game Center achievements. The function takes no parameters.
@@ -350,7 +398,7 @@ On error:
{
"type": "reset_achievements",
"result": "error",
"error_code": the value from NSError::code
"error_code": the value from NSError::code,
}
On success:
@@ -362,8 +410,8 @@ On success:
"result": "ok",
}
request_achievements
~~~~~~~~~~~~~~~~~~~~
``request_achievements``
~~~~~~~~~~~~~~~~~~~~~~~~
Request all the Game Center achievements the player has made progress
on. The function takes no parameters.
@@ -380,7 +428,7 @@ On error:
{
"type": "achievements",
"result": "error",
"error_code": the value from NSError::code
"error_code": the value from NSError::code,
}
On success:
@@ -391,11 +439,11 @@ On success:
"type": "achievements",
"result": "ok",
"names": [ list of the name of each achievement ],
"progress": [ list of the progress made on each achievement ]
"progress": [ list of the progress made on each achievement ],
}
request_achievement_descriptions
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
``request_achievement_descriptions``
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Request the descriptions of all existing Game Center achievements
regardless of progress. The function takes no parameters.
@@ -412,7 +460,7 @@ On error:
{
"type": "achievement_descriptions",
"result": "error",
"error_code": the value from NSError::code
"error_code": the value from NSError::code,
}
On success:
@@ -423,16 +471,16 @@ On success:
"type": "achievement_descriptions",
"result": "ok",
"names": [ list of the name of each achievement ],
"titles": [ list of the title of each achievement ]
"unachieved_descriptions": [ list of the description of each achievement when it is unachieved ]
"achieved_descriptions": [ list of the description of each achievement when it is achieved ]
"maximum_points": [ list of the points earned by completing each achievement ]
"hidden": [ list of booleans indicating whether each achievement is initially visible ]
"replayable": [ list of booleans indicating whether each achievement can be earned more than once ]
"titles": [ list of the title of each achievement ],
"unachieved_descriptions": [ list of the description of each achievement when it is unachieved ],
"achieved_descriptions": [ list of the description of each achievement when it is achieved ],
"maximum_points": [ list of the points earned by completing each achievement ],
"hidden": [ list of booleans indicating whether each achievement is initially visible ],
"replayable": [ list of booleans indicating whether each achievement can be earned more than once ],
}
show_game_center
~~~~~~~~~~~~~~~~
``show_game_center``
~~~~~~~~~~~~~~~~~~~~
Displays the built in Game Center overlay showing leaderboards,
achievements, and challenges.
@@ -454,8 +502,8 @@ Examples:
::
var result = show_game_center( { "view": "leaderboards", "leaderboard_name": "best_time_leaderboard" } )
var result = show_game_center( { "view": "achievements" } )
var result = show_game_center({ "view": "leaderboards", "leaderboard_name": "best_time_leaderboard" })
var result = show_game_center({ "view": "achievements" })
Response event
^^^^^^^^^^^^^^
@@ -470,3 +518,34 @@ On close:
"type": "show_game_center",
"result": "ok",
}
Multi-platform games
--------------------
When working on a multi-platform game, you won't always have the
"GameCenter" singleton available (for example when running on PC or
Android). Because the gdscript compiler looks up the singletons at
compile time, you can't just query the singletons to see and use what
you need inside a conditional block, you need to also define them as
valid identifiers (local variable or class member). This is an example
of how to work around this in a class:
::
var GameCenter = null # define it as a class member
func post_score(score):
if GameCenter == null:
return
GameCenter.post_score({ "value": score, "category": "my_leaderboard" })
func check_events():
while GameCenter.get_pending_event_count() > 0:
# do something with events here
pass
func _ready():
# check if the singleton exists
if Globals.has_singleton("GameCenter"):
GameCenter = Globals.get_singleton("GameCenter")
# connect your timer here to the "check_events" function