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33cc08dd96bb-1 | In Xcode, select File -> New -> Target from the menu bar.
Select the app extension you intend to add.
This selection generates extension-specific code
within a new folder in your project.
To learn more about the generated code and the SDKs for each
extension point, check out the resources in
Apple’s documentation.
How do Flutter apps interact with App Extensions?
Flutter apps interact with app extensions using the same
techniques as UIKit or SwiftUI apps.
The containing app and the app extension don’t communicate directly.
The containing app might not be running while the device user interacts with the extension.
The app and your extension can read and write to shared resources or
use higher-level APIs to communicate with each other.
Using higher-level APIs
Some extensions have APIs. For example,
the Core Spotlight framework indexes your app
allowing users to search from Spotlight and Safari. The
WidgetKit framework can trigger an update of your home screen
widget. | https://docs.flutter.dev/development/platform-integration/ios/app-extensions/index.html |
33cc08dd96bb-2 | To simplify how your app communicates with extensions,
Flutter plugins wrap these APIs.
To find plugins that wrap extension APIs,
check out Leveraging Apple’s System APIs and Frameworks or
search pub.dev.
Sharing resources
To share resources between your Flutter app and your app extension, put
the Runner app target and the extension target in the same
App Group.
Note:
You must be signed in to your Apple Developer account.
To add a target to an App Group:
Open the target settings in Xcode.
Navigate to the Signing & Capabilities tab.
Select + Capability then App Groups.
Choose which App Group you want to add the target from one of two options:
Select an App Group from the list.
Click + to add a new App Group. | https://docs.flutter.dev/development/platform-integration/ios/app-extensions/index.html |
33cc08dd96bb-3 | When two targets belong to the same App Group, they can read and write
data to the same source. Choose one of the following sources for your data.
Key/value: Use the shared_preference_app_group
plugin to read or write to UserDefaults within the same App Group.
File: Use the App Group container path from the
path_provider plugin to read and write files.
Database: Use the App Group container path from
the path_provider plugin to create a database with the
sqflite plugin.
Background updates
Background tasks provide a means to update your extension through code
regardless of the status of your app.
To schedule background work from your Flutter app, use the
workmanager plugin.
Deep linking
You might want to direct users from an app extension to a
specific page in your Flutter app.
To have a URL open a specified route in your app, you can use
Deep Linking.
Creating app extension UIs with Flutter | https://docs.flutter.dev/development/platform-integration/ios/app-extensions/index.html |
33cc08dd96bb-4 | Creating app extension UIs with Flutter
Some app extensions display a user interface.
For example, iMessage extensions allow users to access your app’s
content directly from the Messages app.
Flutter does not support
building Flutter UI for app extensions.
To create the UI for
an app extension using Flutter, you must compile
a custom engine and embed the FlutterViewController
as described in the following section.
Note:
Creating an app extension user interface with Flutter
requires you to compile a custom build of the Flutter engine.
The Flutter team cautions that only advanced users
should try to create a custom build.
To learn more, check out Compiling the engine.
Create a custom build of the Flutter engine that removes uses of
sharedApplication and corrects the path for the bundle.
Check out an example from the community on GitHub.
Open the Flutter app project settings in Xcode to share build
configurations. | https://docs.flutter.dev/development/platform-integration/ios/app-extensions/index.html |
33cc08dd96bb-5 | Open the Flutter app project settings in Xcode to share build
configurations.
Navigate to the Info tab.
Expand the Configurations group.
Expand the Debug, Profile, and Release entries.
For each of these configurations, make sure the value in the
Based on configuration file drop-down menu for your
extension matches the one selected for the normal app target.
(Optional) Replace any storyboard files with an extension class if needed.
In the Info.plist file, delete the NSExtensionMainStoryboard property.
Add the NSExtensionPrincipalClass property.
Set this value for this property to the name of your ViewController.
For example, in an iMessage extension you would use MessageViewController.
Embed the FlutterViewController as described in
Adding a Flutter Screen. For example, you can display a
specific route in your Flutter app within an iMessage extension. | https://docs.flutter.dev/development/platform-integration/ios/app-extensions/index.html |
33cc08dd96bb-6 | //This attribute tells the compiler that this piece of Swift code can be accessed from Objective-C.
@objc(MessagesViewController)
class MessagesViewController: MSMessagesAppViewController {
override func viewDidLoad() {
super.viewDidLoad()
showFlutter()
}
@objc func showFlutter() {
// Create a FlutterViewController with an implicit FlutterEngine
let flutterViewController = FlutterViewController(project: nil, initialRoute: "/ext", nibName: nil, bundle: nil)
present(flutterViewController, animated: true, completion: nil)
}
Important:
Commenting out sharedApplication disables
many features in the Flutter framework.
This hasn’t been tested in App Store submissions
and might not work for some app extensions.
For example, home screen Widgets and Live Activities can’t use some
lower-level APIs needed to draw Flutter UI. | https://docs.flutter.dev/development/platform-integration/ios/app-extensions/index.html |
e4531768dcc1-0 | Leveraging Apple's System APIs and Frameworks
Platform integration
iOS
Leveraging Apple's System APIs and Frameworks
Introducing Flutter plugins
Adding a plugin to your project
Flutter Plugins and Apple Frameworks
When you come from iOS development, you might need to find
Flutter plugins that offer the same abilities as Apple’s system
libraries. This might include accessing device hardware or interacting
with specific frameworks like HealthKit or MapKit.
For an overview of how the SwiftUI framework compares to Flutter,
see Flutter for SwiftUI developers.
Introducing Flutter plugins
Dart calls libraries that contain platform-specific code plugins.
When developing an app with Flutter, you use plugins to interact
with system libraries. | https://docs.flutter.dev/development/platform-integration/ios/apple-frameworks/index.html |
e4531768dcc1-1 | In your Dart code, you use the plugin’s Dart API to call the native
code from the system library being used. This means that you can write
the code to call the Dart API. The API then makes it work for all
platforms that the plugin supports.
To learn more about plugins, see Using packages.
Though this page links to some popular plugins,
you can find thousands more, along with examples,
on pub.dev. The following table does not endorse any particular plugin.
If you can’t find a package that meets your need,
you can create your own or use platform channels directly in your project.
To learn more, see Writing platform-specific code.
Adding a plugin to your project
To use an Apple framework within your native project,
import it into your Swift or Objective-C file. | https://docs.flutter.dev/development/platform-integration/ios/apple-frameworks/index.html |
e4531768dcc1-2 | To add a Flutter plugin, run flutter pub add package_name
from the root of your project.
This adds the dependency to your pubspec.yaml file.
After you add the dependency, add an import statement for the package
in your Dart file.
You might need to change app settings or initialization logic.
If that’s needed, the package’s “Readme” page on pub.dev
should provide details.
Flutter Plugins and Apple Frameworks
Access the photo library
PhotoKitusing the Photos and PhotosUI frameworks
UIImagePickerController
image_picker
Access the camera
UIImagePickerControllerusing the .camera sourceType
image_picker
Use advanced camera features
AVFoundation
camera
Offer In-app purchases
StoreKit
in_app_purchase1
Process payments | https://docs.flutter.dev/development/platform-integration/ios/apple-frameworks/index.html |
e4531768dcc1-3 | in_app_purchase1
Process payments
PassKit
pay2
Send push notifications
UserNotifications
firebase_messaging3
Access GPS coordinates
CoreLocation
geolocator
Access sensor data4
CoreMotion
sensors_plus
Embed maps
MapKit
google_maps_flutter
Make network requests
URLSession
http
Store key-values
@AppStorage property wrapper
NSUserDefaults
shared_preferences
Persist to a database
CoreData or SQLite
sqflite
Access health data
HealthKit
health
Use machine learning
CoreML | https://docs.flutter.dev/development/platform-integration/ios/apple-frameworks/index.html |
e4531768dcc1-4 | health
Use machine learning
CoreML
google_ml_kit5
Recognize text
VisionKit
google_ml_kit5
Recognize speech
Speech
speech_to_text
Use augmented reality
ARKit
ar_flutter_plugin
Access weather data
WeatherKit
weather6
Access and manage contacts
Contacts
contacts_service
Expose quick actions on the home screen
UIApplicationShortcutItem
quick_actions
Index items in Spotlight search
CoreSpotlight
flutter_core_spotlight
Configure, update and communicate with Widgets
WidgetKit
home_widget | https://docs.flutter.dev/development/platform-integration/ios/apple-frameworks/index.html |
e4531768dcc1-5 | WidgetKit
home_widget
Supports both Google Play Store on Android and Apple App Store on iOS. ↩
Adds Google Pay payments on Android and Apple Pay payments on iOS. ↩
Uses Firebase Cloud Messaging and integrates with APNs. ↩
Includes sensors like accelerometer, gyroscope, etc. ↩
Uses Google’s ML Kit and supports various features like text recognition, face detection, image labeling, landmark recognition, and barcode scanning. You can also create a custom model with Firebase. To learn more, see Use a custom TensorFlow Lite model with Flutter. ↩ ↩2
Uses the OpenWeatherMap API. Other packages exist that can pull from different weather APIs. ↩ | https://docs.flutter.dev/development/platform-integration/ios/apple-frameworks/index.html |
93112a7869ac-0 | Binding to native iOS code using dart:ffi
Platform integration
iOS
Binding to native iOS code using dart:ffi
Dynamic vs static linking
Step 1: Create a plugin
Step 2: Add C/C++ sources
Step 3: Load the code using the FFI library
Other use cases
iOS and macOS
Platform library
First-party library
Source code
Compiled (dynamic) library
Open-source third-party library
Closed-source third-party library
Stripping iOS symbols
Flutter mobile and desktop apps can use the
dart:ffi library to call native C APIs.
FFI stands for foreign function interface.
Other terms for similar functionality include
native interface and language bindings. | https://docs.flutter.dev/development/platform-integration/ios/c-interop/index.html |
93112a7869ac-1 | Note:
This page describes using the dart:ffi library
in iOS apps. For information on Android, see
Binding to native Android code using dart:ffi.
For information in macOS, see
Binding to native macOS code using dart:ffi.
This feature is not yet supported for web plugins.
Before your library or program can use the FFI library
to bind to native code, you must ensure that the
native code is loaded and its symbols are visible to Dart.
This page focuses on compiling, packaging,
and loading iOS native code within a Flutter plugin or app.
This tutorial demonstrates how to bundle C/C++
sources in a Flutter plugin and bind to them using
the Dart FFI library on iOS.
In this walkthrough, you’ll create a C function
that implements 32-bit addition and then
exposes it through a Dart plugin named “native_add”.
Dynamic vs static linking | https://docs.flutter.dev/development/platform-integration/ios/c-interop/index.html |
93112a7869ac-2 | Dynamic vs static linking
A native library can be linked into an app either
dynamically or statically. A statically linked library
is embedded into the app’s executable image,
and is loaded when the app starts.
Symbols from a statically linked library can be
loaded using DynamicLibrary.executable or
DynamicLibrary.process.
A dynamically linked library, by contrast, is distributed
in a separate file or folder within the app,
and loaded on-demand. On iOS, the dynamically linked
library is distributed as a .framework folder.
A dynamically linked library can be loaded into
Dart using DynamicLibrary.open.
API documentation is available from the Dart dev channel:
Dart API reference documentation.
Step 1: Create a plugin
If you already have a plugin, skip this step.
To create a plugin called “native_add”,
do the following:
flutter create
-platforms
=android,ios | https://docs.flutter.dev/development/platform-integration/ios/c-interop/index.html |
93112a7869ac-3 | flutter create
-platforms
=android,ios
-template
=plugin native_add
cd native_add
Note:
You can exclude platforms from --platforms that you don’t want
to build to. However, you need to include the platform of
the device you are testing on.
Step 2: Add C/C++ sources
You need to inform the iOS build system about the
native code so the code can be compiled
and linked appropriately into the final application.
Add the sources to the ios folder,
because CocoaPods doesn’t allow including sources
above the podspec file.
The FFI library can only bind against C symbols,
so in C++ these symbols must be marked extern C.
You should also add attributes to indicate that the
symbols are referenced from Dart,
to prevent the linker from discarding the symbols
during link-time optimization. | https://docs.flutter.dev/development/platform-integration/ios/c-interop/index.html |
93112a7869ac-4 | For example,
to create a C++ file named ios/Classes/native_add.cpp,
use the following instructions. (Note that the template
has already created this file for you.) Start from the
root directory of your project:
cat
> ios/Classes/native_add.cpp
<<
EOF
#include <stdint.h>
extern "C" __attribute__((visibility("default"))) __attribute__((used))
int32_t native_add(int32_t x, int32_t y) {
return x + y;
}
EOF
On iOS, you need to tell Xcode to statically link the file:
In Xcode, open Runner.xcworkspace.
Add the C/C++/Objective-C/Swift
source files to the Xcode project.
Step 3: Load the code using the FFI library | https://docs.flutter.dev/development/platform-integration/ios/c-interop/index.html |
93112a7869ac-5 | Step 3: Load the code using the FFI library
In this example, you can add the following code to
lib/native_add.dart. However the location of the
Dart binding code isn’t important.
First, you must create a DynamicLibrary handle to
the native code. The following example shows
how to create a handle for an iOS app OR an Android app:
Note that on Android the native library is named
in CMakeLists.txt,
but on iOS it takes the plugin’s name.
With a handle to the enclosing library,
you can resolve the native_add symbol:
Finally, you can call it. To demonstrate this within
the auto-generated “example” app (example/lib/main.dart):
Other use cases
iOS and macOS | https://docs.flutter.dev/development/platform-integration/ios/c-interop/index.html |
93112a7869ac-6 | Other use cases
iOS and macOS
Dynamically linked libraries are automatically loaded by
the dynamic linker when the app starts. Their constituent
symbols can be resolved using DynamicLibrary.process.
You can also get a handle to the library with
DynamicLibrary.open to restrict the scope of
symbol resolution, but it’s unclear how Apple’s
review process handles this.
Symbols statically linked into the application binary
can be resolved using DynamicLibrary.executable or
DynamicLibrary.process.
Platform library
To link against a platform library,
use the following instructions:
In Xcode, open Runner.xcworkspace.
Select the target platform.
Click + in the Linked Frameworks and Libraries
section.
Select the system library to link against.
First-party library | https://docs.flutter.dev/development/platform-integration/ios/c-interop/index.html |
93112a7869ac-7 | Select the system library to link against.
First-party library
A first-party native library can be included either
as source or as a (signed) .framework file.
It’s probably possible to include statically linked
archives as well, but it requires testing.
Source code
To link directly to source code,
use the following instructions:
In Xcode, open Runner.xcworkspace.
Add the C/C++/Objective-C/Swift
source files to the Xcode project.
Add the following prefix to the
exported symbol declarations to ensure they
are visible to Dart:
C/C++/Objective-C
extern "C" /* <= C++ only */ __attribute__((visibility("default"))) __attribute__((used))
Swift
@_cdecl("myFunctionName")
Compiled (dynamic) library | https://docs.flutter.dev/development/platform-integration/ios/c-interop/index.html |
93112a7869ac-8 | Compiled (dynamic) library
To link to a compiled dynamic library,
use the following instructions:
If a properly signed Framework file is present,
open Runner.xcworkspace.
Add the framework file to the Embedded Binaries
section.
Also add it to the Linked Frameworks & Libraries
section of the target in Xcode.
Open-source third-party library
To create a Flutter plugin that includes both
C/C++/Objective-C and Dart code,
use the following instructions:
In your plugin project,
open ios/<myproject>.podspec.
Add the native code to the source_files
field.
The native code is then statically linked into
the application binary of any app that uses
this plugin.
Closed-source third-party library | https://docs.flutter.dev/development/platform-integration/ios/c-interop/index.html |
93112a7869ac-9 | Closed-source third-party library
To create a Flutter plugin that includes Dart
source code, but distribute the C/C++ library
in binary form, use the following instructions:
In your plugin project,
open ios/<myproject>.podspec.
Add a vendored_frameworks field.
See the CocoaPods example.
Warning:
Do not upload this plugin
(or any plugin containing binary code) to pub.dev.
Instead, this plugin should be downloaded
from a trusted third-party,
as shown in the CocoaPods example.
Stripping iOS symbols
When creating a release archive (IPA),
the symbols are stripped by Xcode.
In Xcode, go to Target Runner > Build Settings > Strip Style.
Change from All Symbols to Non-Global Symbols. | https://docs.flutter.dev/development/platform-integration/ios/c-interop/index.html |
f101dae66193-0 | iOS
Platform integration
iOS
Topics:
Leveraging Apple’s system libraries
Adding a splash screen
Adding iOS App Clip support
Adding iOS app extensions
C interop
Hosting native iOS views
iOS debugging | https://docs.flutter.dev/development/platform-integration/ios/index.html |
65be8373a65e-0 | Adding an iOS App Clip target
Platform integration
iOS
Adding an iOS App Clip target
Step 1 - Open project
Step 2 - Add an App Clip target
Step 3 - Remove unneeded files
Step 4 - Share build configurations
Step 5 - Share code and assets
Option 1 - Share everything
Option 2 - Customize Flutter launch for App Clip
Step 6 - Add App Clip associated domains
Step 7 - Integrate Flutter
Step 8 - Integrate plugins
Run
Debugging, hot reload
Important:
This experimental preview currently exceeds the 10MB
uncompressed IPA payload size limit and cannot be
used in production (#71098). | https://docs.flutter.dev/development/platform-integration/ios/ios-app-clip/index.html |
65be8373a65e-1 | This guide describes how to manually add another
Flutter-rendering iOS App Clip target to your
existing Flutter project or add-to-app project.
Warning:
This is an advanced guide and is best intended
for audience with a working knowledge of iOS development.
To see a working sample, see the App Clip sample on GitHub.
Step 1 - Open project
Open your iOS Xcode project, such as
ios/Runner.xcworkspace for full-Flutter apps.
Step 2 - Add an App Clip target
2.1
Click on your project in the Project Navigator to show
the project settings.
Press + at the bottom of the target list to add a new target.
2.2
Select the App Clip type for your new target.
2.3
Enter your new target detail in the dialog.
Select Storyboard for Interface. | https://docs.flutter.dev/development/platform-integration/ios/ios-app-clip/index.html |
65be8373a65e-2 | Select Storyboard for Interface.
Select UIKit App Delegate for Life Cycle.
Select the same language as your original target for Language.
(In other words, to simplify the setup,
don’t create a Swift App Clip target for
an Objective-C main target, and vice versa.)
2.4
In the following dialog,
activate the new scheme for the new target.
Step 3 - Remove unneeded files
3.1
In the Project Navigator, in the newly created App Clip group,
delete everything except Info.plist and
<app clip target>.entitlements.
Tip:
For add-to-app users, it’s up to the reader to decide
how much of this template to keep to invoke
FlutterViewController or FlutterEngine APIs
from this code later.
Move files to trash.
3.2 | https://docs.flutter.dev/development/platform-integration/ios/ios-app-clip/index.html |
65be8373a65e-3 | Move files to trash.
3.2
If you don’t use the SceneDelegate.swift file,
remove the reference to it in the Info.plist.
Open the Info.plist file in the App Clip group.
Delete the entire dictionary entry for
Application Scene Manifest.
Step 4 - Share build configurations
This step isn’t necessary for add-to-app projects
since add-to-app projects have their custom build
configurations and versions.
4.1
Back in the project settings,
select the project entry now rather than any targets.
In the Info tab, under the Configurations
expandable group, expand the
Debug, Profile, and Release entries.
For each, select the same value from the drop-down menu
for the App Clip target as the entry selected for the
normal app target. | https://docs.flutter.dev/development/platform-integration/ios/ios-app-clip/index.html |
65be8373a65e-4 | This gives your App Clip target access to Flutter’s
required build settings.
4.2
In the App Clip group’s Info.plist file, set:
Build version string (short) to $(FLUTTER_BUILD_NAME)
Bundle version to $(FLUTTER_BUILD_NUMBER)
Step 5 - Share code and assets
Option 1 - Share everything
Assuming the intent is to show the same Flutter UI
in the standard app as in the App Clip,
share the same code and assets.
Option 2 - Customize Flutter launch for App Clip
In this case,
do not delete everything listed in Step 3.
Instead, use the scaffolding and the iOS add-to-app APIs
to perform a custom launch of Flutter.
For example to show a custom Flutter route.
Step 6 - Add App Clip associated domains | https://docs.flutter.dev/development/platform-integration/ios/ios-app-clip/index.html |
65be8373a65e-5 | Step 6 - Add App Clip associated domains
This is a standard step for App Clip development.
See the official Apple documentation.
6.1
Open the <app clip target>.entitlements file.
Add an Associated Domains Array type.
Add a row to the array with appclips:<your bundle id>.
6.2
The same associated domains entitlement needs to be added
to your main app, as well.
Copy the <app clip target>.entitlements file from your
App Clip group to your main app group and rename it to
the same name as your main target
such as Runner.entitlements.
Open the file and delete the
Parent Application Identifiers
entry for the main app’s entitlement file
(leave that entry for the App Clip’s entitlement file).
6.3 | https://docs.flutter.dev/development/platform-integration/ios/ios-app-clip/index.html |
65be8373a65e-6 | 6.3
Back in the project settings, select the main app’s target,
open the Build Settings tab.
Set the Code Signing Entitlements setting to the
relative path of the second entitlements file
created for the main app.
Step 7 - Integrate Flutter
These steps are not necessary for add-to-app.
7.1
In your App Clip’s target’s project settings,
open the Build Settings tab.
For setting Framework Search Paths, add 2 entries:
$(inherited)
$(PROJECT_DIR)/Flutter
In other words, the same as the main app target’s build settings.
7.2
For the Swift target,
set the Objective-C Bridging Header
build setting to Runner/Runner-Bridging-Header.h | https://docs.flutter.dev/development/platform-integration/ios/ios-app-clip/index.html |
65be8373a65e-7 | In other words,
the same as the main app target’s build settings.
7.3
Now open the Build Phases tab. Press the + sign
and select New Run Script Phase.
Drag that new phase to below the Dependencies phase.
Expand the new phase and add this line to the script content:
$FLUTTER_ROOT
/packages/flutter_tools/bin/xcode_backend.sh" build
In other words,
the same as the main app target’s build phases.
This ensures that your Flutter Dart code is compiled
when running the App Clip target.
7.4
Press the + sign and select New Run Script Phase again.
Leave it as the last phase.
This time, add:
$FLUTTER_ROOT | https://docs.flutter.dev/development/platform-integration/ios/ios-app-clip/index.html |
65be8373a65e-8 | This time, add:
$FLUTTER_ROOT
/packages/flutter_tools/bin/xcode_backend.sh" embed_and_thin
In other words,
the same as the main app target’s build phases.
This ensures that your Flutter app and engine are embedded
into the App Clip bundle.
Step 8 - Integrate plugins
Warning:
CocoaPods version 1.10.0.beta.1 or higher is required
to run Flutter apps with plugins.
8.1
Open the Podfile for your Flutter project
or add-to-app host project.
For full-Flutter apps, replace the following section:
target
'Runner'
do
use_frameworks!
use_modular_headers!
flutter_install_all_ios_pods | https://docs.flutter.dev/development/platform-integration/ios/ios-app-clip/index.html |
65be8373a65e-9 | flutter_install_all_ios_pods
File
dirname
File
realpath
__FILE__
))
end
with:
use_frameworks!
use_modular_headers!
flutter_install_all_ios_pods
File
dirname
File
realpath
__FILE__
))
target
'Runner'
target
'<name of your App Clip target>'
At the top of the file,
also uncomment platform :ios, '11.0' and set the
version to the lowest of the two target’s iOS
Deployment Target.
For add-to-app, add to:
target | https://docs.flutter.dev/development/platform-integration/ios/ios-app-clip/index.html |
65be8373a65e-10 | For add-to-app, add to:
target
'MyApp'
do
install_all_flutter_pods
flutter_application_path
end
with:
target
'MyApp'
do
install_all_flutter_pods
flutter_application_path
end
target
'<name of your App Clip target>'
install_all_flutter_pods
flutter_application_path
end
8.2
From the command line,
enter your Flutter project directory
and then install the pod:
cd ios
pod install
Run | https://docs.flutter.dev/development/platform-integration/ios/ios-app-clip/index.html |
65be8373a65e-11 | cd ios
pod install
Run
You can now run your App Clip target from Xcode by
selecting your App Clip target from the scheme drop-down,
selecting an iOS 14 device and pressing run.
To test launching an App Clip from the beginning,
also consult Apple’s doc on
Testing Your App Clip’s Launch Experience.
Debugging, hot reload
Unfortunately flutter attach cannot auto-discover
the Flutter session in an App Clip due to
networking permission restrictions.
In order to debug your App Clip and use functionalities
like hot reload, you must look for the Observatory URI
from the console output in Xcode after running.
[PENDING: Is this still true?]
You must then copy paste it back into the
flutter attach command to connect.
For example:
flutter attach --debug-uri <copied URI> | https://docs.flutter.dev/development/platform-integration/ios/ios-app-clip/index.html |
f3be2054f0ca-0 | iOS debugging
Platform integration
iOS
iOS debugging
Due to security around
local network permissions in iOS 14 or later,
you must accept a permission dialog box to enable
Flutter debugging functionalities such as hot-reload
and DevTools.
This affects debug and profile builds only and won’t
appear in release builds. You can also allow this
permission by enabling
Settings > Privacy > Local Network > Your App. | https://docs.flutter.dev/development/platform-integration/ios/ios-debugging/index.html |
fe444cf9bb3b-0 | Hosting native iOS views in your Flutter app with Platform Views
Platform integration
iOS
iOS platform-views
On the Dart side
On the platform side
Putting it together
Performance
Platform views allow you to embed native views in a Flutter app,
so you can apply transforms, clips, and opacity to the native view
from Dart.
This allows you, for example, to use the native
Google Maps from the Android and iOS SDKs
directly inside your Flutter app.
Note:
This page discusses how to host your own native views
within a Flutter app.
If you’d like to embed native Android views
in your Flutter app,
see Hosting native Android views.
iOS only uses Hybrid composition,
which means that the native
UIView is appended to the view hierarchy. | https://docs.flutter.dev/development/platform-integration/ios/platform-views/index.html |
fe444cf9bb3b-1 | To create a platform view on iOS,
use the following instructions:
On the Dart side
On the Dart side, create a Widget
and add the following build implementation,
as shown in the following steps.
In your Dart file, for example
do the following in native_view_example.dart:
Add the following imports:
import 'package:flutter/foundation.dart';
import 'package:flutter/services.dart';
Implement a build() method:
Widget build(BuildContext context) {
// This is used in the platform side to register the view.
const String viewType = '<platform-view-type>';
// Pass parameters to the platform side.
final Map<String, dynamic> creationParams = <String, dynamic>{}; | https://docs.flutter.dev/development/platform-integration/ios/platform-views/index.html |
fe444cf9bb3b-2 | return UiKitView(
viewType: viewType,
layoutDirection: TextDirection.ltr,
creationParams: creationParams,
creationParamsCodec: const StandardMessageCodec(),
);
}
For more information, see the API docs for:
UIKitView.
On the platform side
On the platform side, you use the either Swift or Objective-C:
Swift
Objective-C
Implement the factory and the platform view.
The FLNativeViewFactory creates the platform view,
and the platform view provides a reference to the UIView.
For example, FLNativeView.swift:
import
Flutter
import
UIKit
class
FLNativeViewFactory
NSObject
FlutterPlatformViewFactory
private
var
messenger | https://docs.flutter.dev/development/platform-integration/ios/platform-views/index.html |
fe444cf9bb3b-3 | private
var
messenger
FlutterBinaryMessenger
init
messenger
FlutterBinaryMessenger
self
messenger
messenger
super
init
()
func
create
withFrame
frame
CGRect
viewIdentifier
viewId
Int64
arguments
args
Any
>
FlutterPlatformView
return
FLNativeView
frame
frame
viewIdentifier
viewId
arguments
args
binaryMessenger
messenger
class | https://docs.flutter.dev/development/platform-integration/ios/platform-views/index.html |
fe444cf9bb3b-4 | binaryMessenger
messenger
class
FLNativeView
NSObject
FlutterPlatformView
private
var
_view
UIView
init
frame
CGRect
viewIdentifier
viewId
Int64
arguments
args
Any
?,
binaryMessenger
messenger
FlutterBinaryMessenger
_view
UIView
()
super
init
()
// iOS views can be created here
createNativeView
view
_view
func
view
() | https://docs.flutter.dev/development/platform-integration/ios/platform-views/index.html |
fe444cf9bb3b-5 | func
view
()
>
UIView
return
_view
func
createNativeView
view
_view
UIView
){
_view
backgroundColor
UIColor
blue
let
nativeLabel
UILabel
()
nativeLabel
text
"Native text from iOS"
nativeLabel
textColor
UIColor
white
nativeLabel
textAlignment
center
nativeLabel
frame
CGRect
width
180
height | https://docs.flutter.dev/development/platform-integration/ios/platform-views/index.html |
fe444cf9bb3b-6 | width
180
height
48.0
_view
addSubview
nativeLabel
Finally, register the platform view.
This can be done in an app or a plugin.
For app registration,
modify the App’s AppDelegate.swift:
import
Flutter
import
UIKit
@UIApplicationMain
@objc
class
AppDelegate
FlutterAppDelegate
override
func
application
application
UIApplication
didFinishLaunchingWithOptions
launchOptions
UIApplication
LaunchOptionsKey
Any
]?
>
Bool | https://docs.flutter.dev/development/platform-integration/ios/platform-views/index.html |
fe444cf9bb3b-7 | ]?
>
Bool
GeneratedPluginRegistrant
register
with
self
weak
var
registrar
self
registrar
forPlugin
"plugin-name"
let
factory
FLNativeViewFactory
messenger
registrar
!.
messenger
())
self
registrar
forPlugin
"<plugin-name>"
!.
register
factory
withId
"<platform-view-type>"
return
super
application
application | https://docs.flutter.dev/development/platform-integration/ios/platform-views/index.html |
fe444cf9bb3b-8 | return
super
application
application
didFinishLaunchingWithOptions
launchOptions
For plugin registration,
modify the plugin’s main file
(for example, FLPlugin.swift):
import
Flutter
import
UIKit
class
FLPlugin
NSObject
FlutterPlugin
public
static
func
register
with
registrar
FlutterPluginRegistrar
let
factory
FLNativeViewFactory
messenger
registrar
messenger
registrar
register
factory
withId | https://docs.flutter.dev/development/platform-integration/ios/platform-views/index.html |
fe444cf9bb3b-9 | register
factory
withId
"<platform-view-type>"
Add the headers for the factory and the platform view.
For example, FLNativeView.h:
#import <Flutter/Flutter.h>
@interface
FLNativeViewFactory
NSObject
FlutterPlatformViewFactory
instancetype
initWithMessenger
:(
NSObject
FlutterBinaryMessenger
>*
messenger
@end
@interface
FLNativeView
NSObject
FlutterPlatformView
instancetype
initWithFrame
:(
CGRect
frame
viewIdentifier
:( | https://docs.flutter.dev/development/platform-integration/ios/platform-views/index.html |
fe444cf9bb3b-10 | frame
viewIdentifier
:(
int64_t
viewId
arguments
:(
id
_Nullable
args
binaryMessenger
:(
NSObject
FlutterBinaryMessenger
>*
messenger
UIView
view
@end
Implement the factory and the platform view.
The FLNativeViewFactory creates the platform view,
and the platform view provides a reference to the
UIView. For example, FLNativeView.m:
#import "FLNativeView.h"
@implementation
FLNativeViewFactory
NSObject
FlutterBinaryMessenger
>*
_messenger | https://docs.flutter.dev/development/platform-integration/ios/platform-views/index.html |
fe444cf9bb3b-11 | >*
_messenger
instancetype
initWithMessenger
:(
NSObject
FlutterBinaryMessenger
>*
messenger
self
super
init
];
if
self
_messenger
messenger
return
self
NSObject
FlutterPlatformView
>*
createWithFrame
:(
CGRect
frame
viewIdentifier
:(
int64_t
viewId
arguments
:(
id
_Nullable
args
return | https://docs.flutter.dev/development/platform-integration/ios/platform-views/index.html |
fe444cf9bb3b-12 | _Nullable
args
return
[[
FLNativeView
alloc
initWithFrame
frame
viewIdentifier:
viewId
arguments:
args
binaryMessenger:
_messenger
];
@end
@implementation
FLNativeView
UIView
_view
instancetype
initWithFrame
:(
CGRect
frame
viewIdentifier
:(
int64_t
viewId
arguments
:(
id
_Nullable
args
binaryMessenger
:( | https://docs.flutter.dev/development/platform-integration/ios/platform-views/index.html |
fe444cf9bb3b-13 | args
binaryMessenger
:(
NSObject
FlutterBinaryMessenger
>*
messenger
if
self
super
init
])
_view
[[
UIView
alloc
init
];
return
self
UIView
view
return
_view
@end
Finally, register the platform view.
This can be done in an app or a plugin.
For app registration,
modify the App’s AppDelegate.m:
#import "AppDelegate.h"
#import "FLNativeView.h"
#import "GeneratedPluginRegistrant.h"
@implementation | https://docs.flutter.dev/development/platform-integration/ios/platform-views/index.html |
fe444cf9bb3b-14 | @implementation
AppDelegate
BOOL
application
:(
UIApplication
application
didFinishLaunchingWithOptions
:(
NSDictionary
launchOptions
GeneratedPluginRegistrant
registerWithRegistry
self
];
NSObject
FlutterPluginRegistrar
>*
registrar
self
registrarForPlugin
@"plugin-name"
];
FLNativeViewFactory
factory
[[
FLNativeViewFactory
alloc
initWithMessenger
registrar
messenger
];
[[
self | https://docs.flutter.dev/development/platform-integration/ios/platform-views/index.html |
fe444cf9bb3b-15 | ];
[[
self
registrarForPlugin
@"<plugin-name>"
registerViewFactory
factory
withId:
@"<platform-view-type>"
];
return
super
application
application
didFinishLaunchingWithOptions
launchOptions
];
@end
For plugin registration,
modify the main plugin file
(for example, FLPlugin.m):
#import <Flutter/Flutter.h>
#import "FLNativeView.h"
@interface
FLPlugin
NSObject
FlutterPlugin
@end
@implementation
FLPlugin
void | https://docs.flutter.dev/development/platform-integration/ios/platform-views/index.html |
fe444cf9bb3b-16 | @implementation
FLPlugin
void
registerWithRegistrar
:(
NSObject
FlutterPluginRegistrar
>*
registrar
FLNativeViewFactory
factory
[[
FLNativeViewFactory
alloc
initWithMessenger
registrar
messenger
];
registrar
registerViewFactory
factory
withId
@"<platform-view-type>"
];
@end
For more information, see the API docs for:
FlutterPlatformViewFactory
FlutterPlatformView
PlatformView
Putting it together | https://docs.flutter.dev/development/platform-integration/ios/platform-views/index.html |
fe444cf9bb3b-17 | PlatformView
Putting it together
When implementing the build() method in Dart,
you can use defaultTargetPlatform
to detect the platform, and decide what widget to use:
Performance
Platform views in Flutter come with performance trade-offs.
For example, in a typical Flutter app, the Flutter UI is composed
on a dedicated raster thread. This allows Flutter apps to be fast,
as the main platform thread is rarely blocked.
While a platform view is rendered with hybrid composition,
the Flutter UI is composed from the platform thread,
which competes with other tasks like handling OS or plugin messages.
Prior to Android 10, hybrid composition copied each Flutter frame
out of the graphic memory into main memory, and then copied it back
to a GPU texture. As this copy happens per frame, the performance of
the entire Flutter UI might be impacted. In Android 10 or above, the
graphics memory is copied only once. | https://docs.flutter.dev/development/platform-integration/ios/platform-views/index.html |
fe444cf9bb3b-18 | Virtual display, on the other hand,
makes each pixel of the native view
flow through additional intermediate graphic buffers,
which cost graphic memory and drawing performance.
For complex cases, there are some techniques that
can be used to mitigate these issues.
For example, you could use a placeholder texture
while an animation is happening in Dart.
In other words, if an animation is slow while a
platform view is rendered,
then consider taking a screenshot of the
native view and rendering it as a texture.
For more information, see:
TextureLayer
TextureRegistry
FlutterTextureRegistry
FlutterImageView | https://docs.flutter.dev/development/platform-integration/ios/platform-views/index.html |
0b3eb25415ca-0 | Adding a splash screen to your iOS app
Platform integration
iOS
Splash screen
Splash screens (also known as launch screens) provide
a simple initial experience while your iOS app loads.
They set the stage for your application,
while allowing time for the app engine
to load and your app to initialize.
All apps submitted to the Apple App Store
must provide a launch screen
with an Xcode storyboard.
Customize the launch screen
The default Flutter template includes an Xcode
storyboard named LaunchScreen.storyboard
that can be customized your own assets.
By default, the storyboard displays a blank image,
but you can change this. To do so,
open the Flutter app’s Xcode project
by typing open ios/Runner.xcworkspace
from the root of your app directory.
Then select Runner/Assets.xcassets
from the Project Navigator and
drop in the desired images to the LaunchImage image set. | https://docs.flutter.dev/development/platform-integration/ios/splash-screen/index.html |
0b3eb25415ca-1 | Apple provides detailed guidance for launch screens as
part of the Human Interface Guidelines. | https://docs.flutter.dev/development/platform-integration/ios/splash-screen/index.html |
fd713daad317-0 | Building Linux apps with Flutter
Platform integration
Linux
Linux development
Integrating with Linux
Preparing Linux apps for distribution
This page discusses considerations unique to building
Linux apps with Flutter, including shell integration
and preparation of apps for distribution.
Integrating with Linux
The Linux programming interface,
comprising library functions and system calls,
is designed around the C language and ABI.
Fortunately, Dart provides dart:ffi,
which is designed to enable Dart programs
to efficiently call into C libraries.
FFI provides Flutter apps with the ability to
allocate native memory with malloc or calloc,
support for pointers, structs and callbacks,
and ABI types like long and size_t.
For more information about calling C libraries
from Flutter, see C interop using dart:ffi. | https://docs.flutter.dev/development/platform-integration/linux/building/index.html |
fd713daad317-1 | Many apps will benefit from using a package that
wraps the underlying library
calls in a more convenient, idiomatic Dart API.
Canonical has built a series of packages
with a focus on enabling Dart and Flutter on Linux,
including support for desktop notifications,
dbus, network management, and Bluetooth.
More generally, many other packages support Linux,
including common packages such as url_launcher,
shared_preferences, file_selector, and
path_provider.
Preparing Linux apps for distribution
The executable binary can be found in your project under
build/linux/<build mode>/bundle/. Alongside your
executable binary in the bundle directory there are
two directories:
lib contains the required .so library files
data contains the application’s data assets,
such as fonts or images | https://docs.flutter.dev/development/platform-integration/linux/building/index.html |
fd713daad317-2 | data contains the application’s data assets,
such as fonts or images
In addition to these files, your application also
relies on various operating system libraries that
it’s been compiled against.
You can see the full list by running ldd
against your application. For example,
assuming you have a Flutter desktop application
called linux_desktop_test, you could inspect
the system libraries it depends upon as follows:
flutter build linux
-release
ldd build/linux/release/bundle/linux_desktop_test
To wrap up this application for distribution
you need to include everything in the bundle directory,
and make sure the Linux system you are installing
it on has all of the system libraries required.
This may be as simple as:
sudo apt-get
install libgtk-3-0 libblkid1 liblzma5 | https://docs.flutter.dev/development/platform-integration/linux/building/index.html |
fd713daad317-3 | install libgtk-3-0 libblkid1 liblzma5
For information on publishing a Linux application
to the Snap Store, see
Build and release a Linux application to the Snap Store. | https://docs.flutter.dev/development/platform-integration/linux/building/index.html |
7bb9f5c56e33-0 | Linux
Platform integration
Linux
Topics:
Building Linux apps | https://docs.flutter.dev/development/platform-integration/linux/index.html |
f68346b87a9e-0 | Building macOS apps with Flutter
Platform integration
macOS
macOS development
Integrating with macOS look and feel
Building macOS apps
Entitlements and the App Sandbox
Setting up entitlements
Hardened Runtime
This page discusses considerations unique to building
macOS apps with Flutter, including shell integration
and distribution of macOS apps through the Apple Store.
Integrating with macOS look and feel
While you can use any visual style or theme you choose
to build a macOS app, you might want to adapt your app
to more fully align with the macOS look and feel.
Flutter includes the Cupertino widget set,
which provides a set of widgets for
the current iOS design language.
Many of these widgets, including sliders,
switches and segmented controls,
are also appropriate for use on macOS. | https://docs.flutter.dev/development/platform-integration/macos/building/index.html |
f68346b87a9e-1 | Alternatively, you might find the macos_ui
package a good fit for your needs.
This package provides widgets and themes that
implement the macOS design language,
including a MacosWindow frame and scaffold,
toolbars, pulldown and
pop-up buttons, and modal dialogs.
Building macOS apps
To distribute your macOS application, you can either
distribute it through the macOS App Store,
or you can distribute the .app itself,
perhaps from your own website.
As of macOS 10.14.5, you need to notarize
your macOS application before distributing
it outside of the macOS App Store.
The first step in both of the above processes
involves working with your application inside of Xcode.
To be able to compile your application from inside of
Xcode you first need to build the application for release
using the flutter build command, then open the
Flutter macOS Runner application. | https://docs.flutter.dev/development/platform-integration/macos/building/index.html |
f68346b87a9e-2 | Once inside of Xcode, follow either Apple’s
documentation on notarizing macOS Applications, or
on distributing an application through the App Store.
You should also read through the
macOS-specific support
section below to understand how entitlements,
the App Sandbox, and the Hardened Runtime
impact your distributable application.
Build and release a macOS app provides a more detailed
step-by-step walkthrough of releasing a Flutter app to the
App Store.
Entitlements and the App Sandbox
macOS builds are configured by default to be signed,
and sandboxed with App Sandbox.
This means that if you want to confer specific
capabilities or services on your macOS app,
such as the following:
Accessing the internet
Capturing movies and images from the built-in camera
Accessing files
Then you must set up specific entitlements in Xcode.
The following section tells you how to do this. | https://docs.flutter.dev/development/platform-integration/macos/building/index.html |
f68346b87a9e-3 | Setting up entitlements
Managing sandbox settings is done in the
macos/Runner/*.entitlements files. When editing
these files, you shouldn’t remove the original
Runner-DebugProfile.entitlements exceptions
(that support incoming network connections and JIT),
as they’re necessary for the debug and profile
modes to function correctly.
If you’re used to managing entitlement files through
the Xcode capabilities UI, be aware that the capabilities
editor updates only one of the two files or,
in some cases, it creates a whole new entitlements
file and switches the project to use it for all configurations.
Either scenario causes issues. We recommend that you
edit the files directly. Unless you have a very specific
reason, you should always make identical changes to both files. | https://docs.flutter.dev/development/platform-integration/macos/building/index.html |
f68346b87a9e-4 | If you keep the App Sandbox enabled (which is required if you
plan to distribute your application in the App Store),
you need to manage entitlements for your application
when you add certain plugins or other native functionality.
For instance, using the file_chooser plugin
requires adding either the
com.apple.security.files.user-selected.read-only or
com.apple.security.files.user-selected.read-write entitlement.
Another common entitlement is
com.apple.security.network.client,
which you must add if you make any network requests.
Without the com.apple.security.network.client entitlement,
for example, network requests fail with a message such as:
flutter: SocketException: Connection failed
(OS Error: Operation not permitted, errno = 1),
address = example.com, port = 443
For more information on these topics,
see App Sandbox and Entitlements
on the Apple Developer site.
Hardened Runtime | https://docs.flutter.dev/development/platform-integration/macos/building/index.html |
f68346b87a9e-5 | Hardened Runtime
If you choose to distribute your application outside
of the App Store, you need to notarize your application
for compatibility with macOS 10.15+.
This requires enabling the Hardened Runtime option.
Once you have enabled it, you need a valid signing
certificate in order to build.
By default, the entitlements file allows JIT for
debug builds but, as with App Sandbox, you might
need to manage other entitlements.
If you have both App Sandbox and Hardened
Runtime enabled, you might need to add multiple
entitlements for the same resource.
For instance, microphone access would require both
com.apple.security.device.audio-input (for Hardened Runtime)
and com.apple.security.device.microphone (for App Sandbox).
For more information on this topic,
see Hardened Runtime on the Apple Developer site. | https://docs.flutter.dev/development/platform-integration/macos/building/index.html |
5c3fda7a6c0c-0 | Binding to native macOS code using dart:ffi
Platform integration
macOS
Binding to native macOS code using dart:ffi
Dynamic vs static linking
Step 1: Create a plugin
Step 2: Add C/C++ sources
Step 3: Load the code using the FFI library
Other use cases
iOS and macOS
Platform library
First-party library
Source code
Compiled (dynamic) library
Compiled (dynamic) library (macOS)
Flutter mobile and desktop apps can use the
dart:ffi library to call native C APIs.
FFI stands for foreign function interface.
Other terms for similar functionality include
native interface and language bindings. | https://docs.flutter.dev/development/platform-integration/macos/c-interop/index.html |
5c3fda7a6c0c-1 | Note:
This page describes using the dart:ffi library
in macOS desktop apps.
For information on Android, see
Binding to native Android code using dart:ffi.
For information on iOS, see
Binding to native iOS code using dart:ffi.
This feature is not yet supported for web plugins.
Before your library or program can use the FFI library
to bind to native code, you must ensure that the
native code is loaded and its symbols are visible to Dart.
This page focuses on compiling, packaging,
and loading macOS native code within a Flutter plugin or app.
This tutorial demonstrates how to bundle C/C++
sources in a Flutter plugin and bind to them using
the Dart FFI library on macOS.
In this walkthrough, you’ll create a C function
that implements 32-bit addition and then
exposes it through a Dart plugin named “native_add”.
Dynamic vs static linking | https://docs.flutter.dev/development/platform-integration/macos/c-interop/index.html |
5c3fda7a6c0c-2 | Dynamic vs static linking
A native library can be linked into an app either
dynamically or statically. A statically linked library
is embedded into the app’s executable image,
and is loaded when the app starts.
Symbols from a statically linked library can be
loaded using DynamicLibrary.executable or
DynamicLibrary.process.
A dynamically linked library, by contrast, is distributed
in a separate file or folder within the app,
and loaded on-demand. On macOS, the dynamically linked
library is distributed as a .framework folder.
A dynamically linked library can be loaded into
Dart using DynamicLibrary.open.
API documentation is available from the Dart dev channel:
Dart API reference documentation.
Step 1: Create a plugin
If you already have a plugin, skip this step.
To create a plugin called “native_add”,
do the following:
flutter create
-platforms
=macos | https://docs.flutter.dev/development/platform-integration/macos/c-interop/index.html |
5c3fda7a6c0c-3 | flutter create
-platforms
=macos
-template
=plugin native_add
cd native_add
Note:
You can exclude platforms from --platforms that you don’t want
to build to. However, you need to include the platform of
the device you are testing on.
Step 2: Add C/C++ sources
You need to inform the macOS build system about the
native code so the code can be compiled
and linked appropriately into the final application.
Add the sources to the macos folder,
because CocoaPods doesn’t allow including sources
above the podspec file.
The FFI library can only bind against C symbols,
so in C++ these symbols must be marked extern C.
You should also add attributes to indicate that the
symbols are referenced from Dart,
to prevent the linker from discarding the symbols
during link-time optimization. | https://docs.flutter.dev/development/platform-integration/macos/c-interop/index.html |
5c3fda7a6c0c-4 | For example,
to create a C++ file named macos/Classes/native_add.cpp,
use the following instructions. (Note that the template
has already created this file for you.) Start from the
root directory of your project:
cat
> macos/Classes/native_add.cpp
<<
EOF
#include <stdint.h>
extern "C" __attribute__((visibility("default"))) __attribute__((used))
int32_t native_add(int32_t x, int32_t y) {
return x + y;
}
EOF
On macOS, you need to tell Xcode to statically link the file:
In Xcode, open Runner.xcworkspace.
Add the C/C++/Objective-C/Swift
source files to the Xcode project.
Step 3: Load the code using the FFI library | https://docs.flutter.dev/development/platform-integration/macos/c-interop/index.html |
5c3fda7a6c0c-5 | Step 3: Load the code using the FFI library
In this example, you can add the following code to
lib/native_add.dart. However the location of the
Dart binding code isn’t important.
First, you must create a DynamicLibrary handle to
the native code.
import
'dart:ffi'
// For FFI
final
DynamicLibrary
nativeAddLib
DynamicLibrary
process
();
With a handle to the enclosing library,
you can resolve the native_add symbol:
Finally, you can call it. To demonstrate this within
the auto-generated “example” app (example/lib/main.dart):
Other use cases
iOS and macOS | https://docs.flutter.dev/development/platform-integration/macos/c-interop/index.html |
5c3fda7a6c0c-6 | Other use cases
iOS and macOS
Dynamically linked libraries are automatically loaded by
the dynamic linker when the app starts. Their constituent
symbols can be resolved using DynamicLibrary.process.
You can also get a handle to the library with
DynamicLibrary.open to restrict the scope of
symbol resolution, but it’s unclear how Apple’s
review process handles this.
Symbols statically linked into the application binary
can be resolved using DynamicLibrary.executable or
DynamicLibrary.process.
Platform library
To link against a platform library,
use the following instructions:
In Xcode, open Runner.xcworkspace.
Select the target platform.
Click + in the Linked Frameworks and Libraries
section.
Select the system library to link against.
First-party library | https://docs.flutter.dev/development/platform-integration/macos/c-interop/index.html |
5c3fda7a6c0c-7 | Select the system library to link against.
First-party library
A first-party native library can be included either
as source or as a (signed) .framework file.
It’s probably possible to include statically linked
archives as well, but it requires testing.
Source code
To link directly to source code,
use the following instructions:
In Xcode, open Runner.xcworkspace.
Add the C/C++/Objective-C/Swift
source files to the Xcode project.
Add the following prefix to the
exported symbol declarations to ensure they
are visible to Dart:
C/C++/Objective-C
extern "C" /* <= C++ only */ __attribute__((visibility("default"))) __attribute__((used))
Swift
@_cdecl("myFunctionName")
Compiled (dynamic) library | https://docs.flutter.dev/development/platform-integration/macos/c-interop/index.html |
5c3fda7a6c0c-8 | Compiled (dynamic) library
To link to a compiled dynamic library,
use the following instructions:
If a properly signed Framework file is present,
open Runner.xcworkspace.
Add the framework file to the Embedded Binaries
section.
Also add it to the Linked Frameworks & Libraries
section of the target in Xcode.
Compiled (dynamic) library (macOS)
To add a closed source library to a
Flutter macOS Desktop app,
use the following instructions:
Follow the instructions for Flutter desktop to create
a Flutter desktop app. | https://docs.flutter.dev/development/platform-integration/macos/c-interop/index.html |
5c3fda7a6c0c-9 | Follow the instructions for Flutter desktop to create
a Flutter desktop app.
Open the yourapp/macos/Runner.xcworkspace in Xcode.
Drag your precompiled library (libyourlibrary.dylib)
into Runner/Frameworks.
Click Runner and go to the Build Phases tab.
Drag libyourlibrary.dylib into the
Copy Bundle Resources list.
Under Embed Libraries, check Code Sign on Copy.
Under Link Binary With Libraries,
set status to Optional. (We use dynamic linking,
no need to statically link.)
Click Runner and go to the General tab.
Drag libyourlibrary.dylib into the Frameworks,
Libraries and Embedded Content list.
Select Embed & Sign.
Click Runner and go to the Build Settings tab.
In the Search Paths section configure the
Library Search Paths to include the path
where libyourlibrary.dylib is located. | https://docs.flutter.dev/development/platform-integration/macos/c-interop/index.html |
5c3fda7a6c0c-10 | Edit lib/main.dart.
Use DynamicLibrary.open('libyourlibrary.dylib')
to dynamically link to the symbols.
Call your native function somewhere in a widget.
Run flutter run and check that your native function gets called.
Run flutter build macos to build a self-contained release
version of your app. | https://docs.flutter.dev/development/platform-integration/macos/c-interop/index.html |
d4645e73d297-0 | macOS
Platform integration
macOS
Topics:
Building macOS apps
C interop | https://docs.flutter.dev/development/platform-integration/macos/index.html |
8ebcffba73da-0 | Writing custom platform-specific code
Platform integration
Platform-specific code
Architectural overview: platform channels
Platform channel data types support and codecs
Example: Calling platform-specific code using platform channels
Step 1: Create a new app project
Step 2: Create the Flutter platform client
Step 3: Add an Android platform-specific implementation
Step 4: Add an iOS platform-specific implementation
Step 5: Add a Windows platform-specific implementation
Step 6: Add a Linux platform-specific implementation
Typesafe platform channels using Pigeon
Pigeon example
Separate platform-specific code from UI code
Publish platform-specific code as a package
Custom channels and codecs
Channels and platform threading | https://docs.flutter.dev/development/platform-integration/platform-channels/index.html |
8ebcffba73da-1 | Custom channels and codecs
Channels and platform threading
Using plugins and channels from background isolates
Executing channel handlers on background threads
Jumping to the UI thread in Android
Jumping to the main thread in iOS
This guide describes how to write custom platform-specific code.
Some platform-specific functionality is available
through existing packages;
see using packages.
Note:
The information in this page is valid for most platforms,
but platform-specific code for the web generally uses
JS interoperability or the dart:html library instead.
Flutter uses a flexible system that allows you to call
platform-specific APIs in a language that works directly
with those APIs:
Kotlin or Java on Android
Swift or Objective-C on iOS
C++ on Windows
Objective-C on macOS
C on Linux | https://docs.flutter.dev/development/platform-integration/platform-channels/index.html |
8ebcffba73da-2 | Objective-C on macOS
C on Linux
Flutter’s builtin platform-specific API support
doesn’t rely on code generation,
but rather on a flexible message passing style.
Alternatively, you can use the Pigeon
package for sending structured typesafe messages
with code generation:
The Flutter portion of the app sends messages to its host,
the non-Dart portion of the app, over a platform channel.
The host listens on the platform channel, and receives the message.
It then calls into any number of platform-specific APIs—using
the native programming language—and sends a response back to the
client, the Flutter portion of the app. | https://docs.flutter.dev/development/platform-integration/platform-channels/index.html |
8ebcffba73da-3 | Note:
This guide addresses using the platform channel mechanism
if you need to use the platform’s APIs in a non-Dart language.
But you can also write platform-specific Dart code
in your Flutter app by inspecting the
defaultTargetPlatform property.
Platform adaptations lists some
platform-specific adaptations that Flutter
automatically performs for you in the framework.
Architectural overview: platform channels
Messages are passed between the client (UI)
and host (platform) using platform
channels as illustrated in this diagram:
Messages and responses are passed asynchronously,
to ensure the user interface remains responsive.
Note:
Even though Flutter sends messages to and from Dart asynchronously,
whenever you invoke a channel method, you must invoke that method on the
platform’s main thread. See the section on threading
for more information. | https://docs.flutter.dev/development/platform-integration/platform-channels/index.html |
8ebcffba73da-4 | On the client side, MethodChannel enables sending
messages that correspond to method calls. On the platform side,
MethodChannel on Android (MethodChannelAndroid) and
FlutterMethodChannel on iOS (MethodChanneliOS)
enable receiving method calls and sending back a
result. These classes allow you to develop a platform plugin
with very little ‘boilerplate’ code.
Note:
If desired, method calls can also be sent in the reverse direction,
with the platform acting as client to methods implemented in Dart.
For a concrete example, check out the quick_actions plugin.
Platform channel data types support and codecs
The standard platform channels use a standard message codec that supports
efficient binary serialization of simple JSON-like values, such as booleans,
numbers, Strings, byte buffers, and Lists and Maps of these
(see StandardMessageCodec for details).
The serialization and deserialization of these values to and from
messages happens automatically when you send and receive values. | https://docs.flutter.dev/development/platform-integration/platform-channels/index.html |
8ebcffba73da-5 | The following table shows how Dart values are received on the
platform side and vice versa:
Java
Kotlin
Obj-C
Swift
C++
C
null
null
bool
java.lang.Boolean
int
java.lang.Integer
int, if 32 bits not enough
java.lang.Long
double
java.lang.Double
String
java.lang.String
Uint8List
byte[]
Int32List
int[]
Int64List
long[]
Float32List
float[]
Float64List
double[]
List | https://docs.flutter.dev/development/platform-integration/platform-channels/index.html |
8ebcffba73da-6 | Float64List
double[]
List
java.util.ArrayList
Map
java.util.HashMap
null
null
bool
Boolean
int
Int
int, if 32 bits not enough
Long
double
Double
String
String
Uint8List
ByteArray
Int32List
IntArray
Int64List
LongArray
Float32List
FloatArray
Float64List
DoubleArray
List
List
Map
HashMap
null
nil (NSNull when nested) | https://docs.flutter.dev/development/platform-integration/platform-channels/index.html |
8ebcffba73da-7 | HashMap
null
nil (NSNull when nested)
bool
NSNumber numberWithBool:
int
NSNumber numberWithInt:
int, if 32 bits not enough
NSNumber numberWithLong:
double
NSNumber numberWithDouble:
String
NSString
Uint8List
FlutterStandardTypedData typedDataWithBytes:
Int32List
FlutterStandardTypedData typedDataWithInt32:
Int64List
FlutterStandardTypedData typedDataWithInt64:
Float32List
FlutterStandardTypedData typedDataWithFloat32:
Float64List
FlutterStandardTypedData typedDataWithFloat64:
List | https://docs.flutter.dev/development/platform-integration/platform-channels/index.html |
8ebcffba73da-8 | FlutterStandardTypedData typedDataWithFloat64:
List
NSArray
Map
NSDictionary
null
nil
bool
NSNumber(value: Bool)
int
NSNumber(value: Int32)
int, if 32 bits not enough
NSNumber(value: Int)
double
NSNumber(value: Double)
String
String
Uint8List
FlutterStandardTypedData(bytes: Data)
Int32List
FlutterStandardTypedData(int32: Data)
Int64List
FlutterStandardTypedData(int64: Data)
Float32List | https://docs.flutter.dev/development/platform-integration/platform-channels/index.html |
8ebcffba73da-9 | Float32List
FlutterStandardTypedData(float32: Data)
Float64List
FlutterStandardTypedData(float64: Data)
List
Array
Map
Dictionary
null
EncodableValue()
bool
EncodableValue(bool)
int
EncodableValue(int32_t)
int, if 32 bits not enough
EncodableValue(int64_t)
double
EncodableValue(double)
String
EncodableValue(std::string)
Uint8List
EncodableValue(std::vector)
Int32List
EncodableValue(std::vector) | https://docs.flutter.dev/development/platform-integration/platform-channels/index.html |
8ebcffba73da-10 | Int32List
EncodableValue(std::vector)
Int64List
EncodableValue(std::vector)
Float32List
EncodableValue(std::vector)
Float64List
EncodableValue(std::vector)
List
EncodableValue(std::vector)
Map
EncodableValue(std::map<EncodableValue, EncodableValue>)
null
FlValue()
bool
FlValue(bool)
int
FlValue(int64_t)
double
FlValue(double)
String
FlValue(gchar*)
Uint8List
FlValue(uint8_t*) | https://docs.flutter.dev/development/platform-integration/platform-channels/index.html |
8ebcffba73da-11 | Uint8List
FlValue(uint8_t*)
Int32List
FlValue(int32_t*)
Int64List
FlValue(int64_t*)
Float32List
FlValue(float*)
Float64List
FlValue(double*)
List
FlValue(FlValue)
Map
FlValue(FlValue, FlValue)
Example: Calling platform-specific code using platform channels
The following code demonstrates how to call
a platform-specific API to retrieve and display
the current battery level. It uses
the Android BatteryManager API,
the iOS device.batteryLevel API,
the Windows GetSystemPowerStatus API,
and the Linux UPower API with a single
platform message, getBatteryLevel(). | https://docs.flutter.dev/development/platform-integration/platform-channels/index.html |
8ebcffba73da-12 | The example adds the platform-specific code inside
the main app itself. If you want to reuse the
platform-specific code for multiple apps,
the project creation step is slightly different
(see developing packages),
but the platform channel code
is still written in the same way.
Note:
The full, runnable source-code for this example is
available in /examples/platform_channel/
for Android with Java, iOS with Objective-C,
Windows with C++, and Linux with C.
For iOS with Swift,
see /examples/platform_channel_swift/.
Step 1: Create a new app project
Start by creating a new app:
In a terminal run: flutter create batterylevel
By default, our template supports writing Android code using Kotlin,
or iOS code using Swift. To use Java or Objective-C,
use the -i and/or -a flags:
In a terminal run: flutter create -i objc -a java batterylevel | https://docs.flutter.dev/development/platform-integration/platform-channels/index.html |
8ebcffba73da-13 | In a terminal run: flutter create -i objc -a java batterylevel
Step 2: Create the Flutter platform client
The app’s State class holds the current app state.
Extend that to hold the current battery state.
First, construct the channel. Use a MethodChannel with a single
platform method that returns the battery level.
The client and host sides of a channel are connected through
a channel name passed in the channel constructor.
All channel names used in a single app must
be unique; prefix the channel name with a unique ‘domain
prefix’, for example: samples.flutter.dev/battery.
Next, invoke a method on the method channel,
specifying the concrete method to call using
the String identifier getBatteryLevel.
The call might fail—for example,
if the platform doesn’t support the
platform API (such as when running in a simulator),
so wrap the invokeMethod call in a try-catch statement. | https://docs.flutter.dev/development/platform-integration/platform-channels/index.html |
8ebcffba73da-14 | Use the returned result to update the user interface state in _batteryLevel
inside setState.
Finally, replace the build method from the template to
contain a small user interface that displays the battery
state in a string, and a button for refreshing the value.
Step 3: Add an Android platform-specific implementation
Kotlin
Java
Start by opening the Android host portion of your Flutter app
in Android Studio:
Start Android Studio
Select the menu item File > Open…
Navigate to the directory holding your Flutter app,
and select the android folder inside it. Click OK.
Open the file MainActivity.kt located in the kotlin folder in the
Project view.
Inside the configureFlutterEngine() method, create a MethodChannel and call
setMethodCallHandler(). Make sure to use the same channel name as
was used on the Flutter client side.
import | https://docs.flutter.dev/development/platform-integration/platform-channels/index.html |
8ebcffba73da-15 | import
androidx.annotation.NonNull
import
io.flutter.embedding.android.FlutterActivity
import
io.flutter.embedding.engine.FlutterEngine
import
io.flutter.plugin.common.MethodChannel
class
MainActivity
FlutterActivity
()
private
val
CHANNEL
"samples.flutter.dev/battery"
override
fun
configureFlutterEngine
@NonNull
flutterEngine
FlutterEngine
super
configureFlutterEngine
flutterEngine
MethodChannel
flutterEngine
dartExecutor
binaryMessenger
CHANNEL | https://docs.flutter.dev/development/platform-integration/platform-channels/index.html |
8ebcffba73da-16 | binaryMessenger
CHANNEL
).
setMethodCallHandler
call
result
>
// This method is invoked on the main thread.
// TODO
Add the Android Kotlin code that uses the Android battery APIs to
retrieve the battery level. This code is exactly the same as you
would write in a native Android app.
First, add the needed imports at the top of the file:
import
android.content.Context
import
android.content.ContextWrapper
import
android.content.Intent
import
android.content.IntentFilter
import
android.os.BatteryManager
import
android.os.Build.VERSION
import | https://docs.flutter.dev/development/platform-integration/platform-channels/index.html |
8ebcffba73da-17 | import
android.os.Build.VERSION
import
android.os.Build.VERSION_CODES
Next, add the following method in the MainActivity class,
below the configureFlutterEngine() method:
private
fun
getBatteryLevel
():
Int
val
batteryLevel
Int
if
VERSION
SDK_INT
>=
VERSION_CODES
LOLLIPOP
val
batteryManager
getSystemService
Context
BATTERY_SERVICE
as
BatteryManager
batteryLevel
batteryManager
getIntProperty
BatteryManager | https://docs.flutter.dev/development/platform-integration/platform-channels/index.html |
8ebcffba73da-18 | batteryManager
getIntProperty
BatteryManager
BATTERY_PROPERTY_CAPACITY
else
val
intent
ContextWrapper
applicationContext
).
registerReceiver
null
IntentFilter
Intent
ACTION_BATTERY_CHANGED
))
batteryLevel
intent
!!
getIntExtra
BatteryManager
EXTRA_LEVEL
100
intent
getIntExtra
BatteryManager
EXTRA_SCALE
return
batteryLevel | https://docs.flutter.dev/development/platform-integration/platform-channels/index.html |
8ebcffba73da-19 | return
batteryLevel
Finally, complete the setMethodCallHandler() method added earlier.
You need to handle a single platform method, getBatteryLevel(),
so test for that in the call argument.
The implementation of this platform method calls the
Android code written in the previous step, and returns a response for both
the success and error cases using the result argument.
If an unknown method is called, report that instead.
Remove the following code:
MethodChannel
flutterEngine
dartExecutor
binaryMessenger
CHANNEL
).
setMethodCallHandler
call
result
>
// This method is invoked on the main thread.
// TODO
And replace with the following:
MethodChannel
flutterEngine
dartExecutor
binaryMessenger | https://docs.flutter.dev/development/platform-integration/platform-channels/index.html |
Subsets and Splits