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[iOS] Extend plugins documentation
(cherry picked from commit ca1cbee5ea)
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committed by
Rémi Verschelde
parent
599b039194
commit
af794c5c7e
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@@ -95,7 +95,16 @@ To build an iOS plugin:
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linker_flags=["-ObjC"]
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[plist]
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PlistKey="Some Info.plist key you might need"
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PlistKeyWithDefaultType="Some Info.plist key you might need"
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StringPlistKey:string="String value"
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IntegerPlistKey:integer=42
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BooleanPlistKey:boolean=true
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RawPlistKey:raw="
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<array>
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<string>UIInterfaceOrientationPortrait</string>
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</array>
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"
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StringPlistKeyToInput:string_input="Type something"
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The ``config`` section and fields are required and defined as follow:
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@@ -124,4 +133,10 @@ To build an iOS plugin:
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- **linker_flags**: contains a list of linker flags to add to the Xcode project when exporting the plugin.
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- **plist**: should have keys and values that should be present in ``Info.plist`` file following pattern: ``KeyName="key value"``
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- **plist**: should have keys and values that should be present in ``Info.plist`` file.
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- Each line should follow pattern: ``KeyName:KeyType=KeyValue``
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- Supported values for ``KeyType`` are ``string``, ``integer``, ``boolean``, ``raw``, ``string_input``
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- If no type is used (e.g.: ``KeyName="KeyValue"``) ``string`` type will be used.
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- If ``raw`` type is used value for coresponding key will be stored in ``Info.plist`` as is.
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- If ``string_input`` type is used you will be able to modify value in Export window.
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@@ -3,11 +3,13 @@
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Plugins for iOS
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===============
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At the moment Godot provides StoreKit, GameCenter, iCloud services plugins.
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Godot provides StoreKit, GameCenter, iCloud services and other plugins.
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They are using same model of asynchronous calls explained below.
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ARKit and Camera access are also provided as plugins.
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Latest updates, documentation and source code can be found at `Godot iOS plugins repository <https://github.com/godotengine/godot-ios-plugins>`_
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Accessing plugin singletons
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---------------------------
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