Update iOS plugins documentation

This commit is contained in:
Sergey Minakov
2021-02-28 08:31:59 +03:00
parent f0b19b47fc
commit efc0a86094
5 changed files with 58 additions and 59 deletions

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@@ -93,8 +93,8 @@ you will be able to continue to edit your Godot project in its current location.
That's it! You can now edit your project in the Godot editor and build it
in Xcode when you want to run it on a device.
Services for iOS
----------------
Plugins for iOS
---------------
Special iOS services can be used in Godot. Check out the
:ref:`doc_services_for_ios` page.
Special iOS plugins can be used in Godot. Check out the
:ref:`doc_plugins_for_ios` page.

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@@ -7,6 +7,5 @@ Platform-specific
android/index
ios/index
services_for_ios
platform_html5
consoles

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@@ -6,3 +6,4 @@ iOS plugins
:name: toc-tutorials-plugins-ios
ios_plugin
plugins_for_ios

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@@ -10,7 +10,7 @@ iOS plugins allow you to use third-party libraries and support iOS-specific feat
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:
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``.
@@ -29,7 +29,7 @@ When a plugin is active, you can access it in your using ``Engine.get_singleton(
Creating an iOS plugin
----------------------
At its core, a Godot iOS plugin is an iOS static library (*.a* archive file) with the following requirements:
At its core, a Godot iOS plugin is an iOS library (*.a* archive file or *.xcframework* that contains static libraries) with the following requirements:
- The library must have a dependency on the Godot engine headers.
@@ -39,7 +39,9 @@ An iOS plugin can have the same functionality as a Godot module but provides mor
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 plugin template <https://github.com/naithar/godot_ios_plugin>`_ gives you all the boilerplate you need to get your iOS plugin started.
.. 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:
@@ -56,9 +58,11 @@ To build an iOS plugin:
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.
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:
5. iOS plugin system also support ``.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``).
@@ -80,6 +84,8 @@ To build an iOS plugin:
files=["data.json"]
linker_flags=["-ObjC"]
[plist]
PlistKey="Some Info.plist key you might need"
@@ -87,11 +93,12 @@ To build an iOS plugin:
- **name**: name of the plugin
- **binary**: this should be the filepath of the plugin ``a`` file.
- **binary**: this should be the filepath of the plugin library (``a`` or ``xcframework``) 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 filepath can be relative (e.g.: ``MyPlugin.a``, ``MyPlugin.xcframework``) in which case it's relative to the directory where ``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, filename should be ``MyPlugin.a`` and ``a`` files should be named as ``MyPlugin.release.a`` and ``MyPlugin.debug.a``.
- In case of using multitarget ``xcframework`` libraries filename in configuration should be ``MyPlugin.xcframework`` and ``xcframework`` files should be named as ``MyPlugin.release.xcframework`` and ``MyPlugin.debug.xcframework``.
The ``dependencies`` and ``plist`` sections are optional and defined as follow:
@@ -107,4 +114,6 @@ To build an iOS plugin:
- **files**: contains a list of files that should be copied on export. This is useful for data files or images.
- **linker_flags**: containts a list of linker flags that should be added to the Xcode project if plugin is exported.
- **plist**: should have keys and values that should be present in ``Info.plist`` file following pattern: ``KeyName="key value"``

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@@ -1,11 +1,32 @@
.. _doc_services_for_ios:
.. _doc_plugins_for_ios:
Services for iOS
================
Plugins for iOS
===============
At the moment, there are two iOS APIs partially implemented, GameCenter
and Storekit. Both use the same model of asynchronous calls explained
below.
At the moment Godot provides StoreKit, GameCenter, iCloud services plugins.
They are using same model of asynchronous calls explained below.
ARKit and Camera access are also provided as plugins.
Accessing plugin singletons
---------------------------
To access plugin functionality it's first required to use check if plugin
is exported and available with `Engine.has_singleton` function. After
that calling a `Engine.get_singleton` will return a singleton. This
is an example of how this can be done:
::
var in_app_store
func _ready():
if Engine.has_singleton("InAppStore"):
in_app_store = Engine.get_singleton("InAppStore")
# Plugin setup
else:
print("iOS IAP plugin is not exported.")
Asynchronous methods
--------------------
@@ -28,7 +49,7 @@ the 'pending events' queue. Example:
::
func on_purchase_pressed():
var result = InAppStore.purchase({ "product_id": "my_product" })
var result = in_app_store.purchase({ "product_id": "my_product" })
if result == OK:
animation.play("busy") # show the "waiting for response" animation
else:
@@ -36,8 +57,8 @@ the 'pending events' queue. Example:
# put this on a 1 second timer or something
func check_events():
while InAppStore.get_pending_event_count() > 0:
var event = InAppStore.pop_pending_event()
while in_app_store.get_pending_event_count() > 0:
var event = in_app_store.pop_pending_event()
if event.type == "purchase":
if event.result == "ok":
show_success(event.product_id)
@@ -61,10 +82,10 @@ The pending event interface consists of two methods:
Store Kit
---------
Implemented in ``platform/iphone/in_app_store.mm``.
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 (will
always be available from GDScript on iOS). It is initialized automatically.
The Store Kit API is accessible through the ``InAppStore`` singleton.
It is initialized automatically.
The following methods are available and documented below:
@@ -213,9 +234,9 @@ finalize the purchase on. Example:
Game Center
-----------
Implemented in ``platform/iphone/game_center.mm``.
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:
::
@@ -495,34 +516,3 @@ 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