Closed gumaciel closed 3 years ago
I guess something like Key:type = "<Value>"
could be done for this section, like
PlistKeyOld="value"
PlistKey1:string = "value"
PlistKey2:raw = "<key>PlistKey2</key><string>Some Info.plist key you might need</string>"
Maybe even something like PlistKey3:export="Value that can be set in export dialog"
so users could set specific values directly in editor without modifying Xcode project.
Maybe i can help you do to that, the branch that i work for ios-plugins
is this? https://github.com/naithar/godot/tree/fix/ios-plugin
Can you tell to me where is the part when read the .gdip
file and write the .plist
of project?
Maybe i can help you do to that, the branch that i work for
ios-plugins
is this? https://github.com/naithar/godot/tree/fix/ios-pluginCan you tell to me where is the part when read the
.gdip
file and write the.plist
of project?
You should branch out from current 3.x
and master
, not my fork.
godot_plugin_config.h and export.cpp are files you are looking for.
godot_plugin_config.h
handles config parsing.
export.cpp
modifies Xcode project template at _fix_config_file
method. This line parses config plist data to the string that _fix_config_file
uses to actually replace templated plist strings.
Thanks, I will close the issue since the implementation has to be done in another repository, I will try to develop but I think I will not be able to because of the export templates, I find it very difficult to create these templates on mac.
For some Plugins this should be very good, one example is AdMob: https://developers.google.com/admob/ios/quick-start#update_your_infoplist
Needs to be placed three different type of keys: string, dict and array
Instead of [plist] it goes like this:
it could be like this:
So when exporting the project to iOS, the Engine will copy and paste what is in [plist] inside the Xcode project's .plist