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1 change: 1 addition & 0 deletions tutorials/plugins/index.rst
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Expand Up @@ -8,3 +8,4 @@ Plugins
editor/index
gdnative/index
android/index
ios/index
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8 changes: 8 additions & 0 deletions tutorials/plugins/ios/index.rst
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iOS plugins
===========

.. toctree::
:maxdepth: 1
:name: toc-tutorials-plugins-ios

ios_plugin
110 changes: 110 additions & 0 deletions tutorials/plugins/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 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 <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.


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>`_.

- 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 <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.

- **plist**: should have keys and values that should be present in ``Info.plist`` file following pattern: ``KeyName="key value"``