Create Android Library on Flutter project Create Android Library on Flutter project flutter flutter

Create Android Library on Flutter project


I finally stumble on this feature on one of flutter wiki page. A very important thing to note as of this write-up;

The "add2app" support is in preview, and is so far only available on the master channel.

Although this feature is still experimental but it works fine (few snags tho, like the time it takes to launch the flutter app when you call in from the Android host).

Flutter projects created using flutter create xxx include very simple host apps for your Flutter/Dart code (a single-Activity Android host and a single-ViewController iOS host). You can modify these host apps to suit your needs and build from there.

But if you're starting off with an existing host app for either platform, you'll likely want to include your Flutter project in that app as some form of library instead.

This is what the Flutter module template provides. Executing flutter create -t module xxx produces a Flutter project containing an Android library and a Cocoapods pod designed for consumption by your existing host app.

Android

Create a Flutter moduleLet's assume you have an existing Android app at some/path/MyApp, and that you want your Flutter project as a sibling:

$ cd some/path/$ flutter create -t module my_flutter

This creates a some/path/my_flutter/ Flutter module project with some Dart code to get you started and a .android/ hidden subfolder that wraps up the module project in an Android library.

(While not required in what follows, if you so desire, you can build that library using Gradle:

$ cd .android/$ ./gradlew flutter:assembleDebug

This results in a flutter-debug.aar archive file in .android/Flutter/build/outputs/aar/.

Make the host app depend on the Flutter module

Include the Flutter module as a sub-project in the host app's settings.gradle:

// MyApp/settings.gradleinclude ':app'                                     // assumed existing contentsetBinding(new Binding([gradle: this]))                                 // newevaluate(new File(                                                      // new  settingsDir.parentFile,                                               // new  'my_flutter/.android/include_flutter.groovy'                          // new))                                                                      // new

The binding and script evaluation allows the Flutter module to include itself (as :flutter) and any Flutter plugins used by the module (as :package_info, :video_player, etc) in the evaluation context of your settings.gradle.

Introduce an implementation dependency on the Flutter module from your app:

// MyApp/app/build.gradle:dependencies {  implementation project(':flutter')  :}

Use the Flutter module from your Java code

Use the Flutter module's Java API to add Flutter views to your host app. This can be done by directly using Flutter.createView:

// MyApp/app/src/main/java/some/package/MainActivity.javafab.setOnClickListener(new View.OnClickListener() {  @Override  public void onClick(View view) {    View flutterView = Flutter.createView(      MainActivity.this,      getLifecycle(),      "route1"    );    FrameLayout.LayoutParams layout = new FrameLayout.LayoutParams(600, 800);    layout.leftMargin = 100;    layout.topMargin = 200;    addContentView(flutterView, layout);  }});

It is also possible to create a FlutterFragment that takes care of lifecycle by itself:

// MyApp/app/src/main/java/some/package/SomeActivity.javafab.setOnClickListener(new View.OnClickListener() {  @Override  public void onClick(View view) {    FragmentTransaction tx = getSupportFragmentManager().beginTransaction();    tx.replace(R.id.someContainer, Flutter.createFragment("route1"));    tx.commit();  }});

Above we use the string "route1" to tell the Dart code which widget to display in the Flutter view. The lib/main.dart file of the Flutter module project template should switch on (or otherwise interpret) the provided route string, available as window.defaultRouteName, to determine which widget to create and pass to runApp. Schematically,

import 'dart:ui';import 'package:flutter/material.dart';void main() => runApp(_widgetForRoute(window.defaultRouteName));Widget _widgetForRoute(String route) {  switch (route) {    case 'route1':      return SomeWidget(...);    case 'route2':      return SomeOtherWidget(...);    default:      return Center(        child: Text('Unknown route: $route', textDirection: TextDirection.ltr),      );  }}

It is entirely up to you which route strings you want and how to interpret them.

Building and running your app

You build and run MyApp in exactly the same way that you did before you added the Flutter module dependency, typically using Android Studio. The same goes for editing, debugging, and profiling your Android code.

Hot restart/reload and debugging Dart code

Full IDE integration to support working with the Flutter/Dart code of your hybrid app is work in progress. But the fundamentals are already present via the Flutter command line tools and the Dart Observatory web user interface.

Connect a device or launch an emulator. Then make Flutter CLI tooling listen for your app to come up:

$ cd some/path/my_flutter$ flutter attach

Waiting for a connection from Flutter on Nexus 5X...Launch MyApp in debug mode from Android Studio (or whichever way you usually do it). Navigate to an area of the app that uses Flutter. Then turn back to the terminal, and you should see output similar to the following:

Done.Syncing files to device Nexus 5X...                          5.1s🔥  To hot reload changes while running, press "r". To hot restart (and rebuild state), press "R".An Observatory debugger and profiler on Nexus 5X is available at: http://127.0.0.1:59556/For a more detailed help message, press "h". To quit, press "q".

You can now edit the Dart code in my_flutter, and the changes can be hot reloaded by pressing r in the terminal. You can also paste the URL above into your browser to use the Dart Observatory for setting breakpoints, analyzing memory retention and other debugging tasks.

iOSCreate a Flutter module

Let's assume you have an existing iOS app at some/path/MyApp, and that you want your Flutter project as a sibling:

$ cd some/path/$ flutter create -t module my_flutter

This creates a some/path/my_flutter/ Flutter module project with some Dart code to get you started and a .ios/ hidden subfolder that wraps up the module project that contains some Cocoapods and a helper Ruby script.

Make the host app depend on the Flutter module

The description below assumes that your existing iOS app has a structure similar to what you get by asking Xcode version 10.0 to generate a new "Single View App" project using Objective-C. If your existing app has a different folder structure and/or existing .xcconfig files, you can reuse those, but probably need to adjust some of the relative paths mentioned below accordingly.

The assumed folder structure is as follows:

some/path/  my_flutter/    lib/main.dart    .ios/  MyApp/    MyApp/      AppDelegate.h      AppDelegate.m (or swift)      :

Add your Flutter app to your Podfile

Integrating the Flutter framework requires use of the CocoaPods dependency manager. This is because the Flutter framework needs to be available also to any Flutter plugins that you might include in my_flutter.

Please refer to cocoapods.org for how to install CocoaPods on your development machine, if needed.

If your host application (MyApp) is already using Cocoapods, you only have to do the following to integrate with your my_flutter app:

Add the following lines to your Podfile:

flutter_application_path = 'path/to/flutter_app/'  eval(File.read(File.join(flutter_application_path, '.ios', 'Flutter', 'podhelper.rb')), binding)

Run pod install.

Whenever you change the Flutter plugin dependencies in some/path/my_flutter/pubspec.yaml, you need to run flutter packages get from some/path/my_flutter to refresh the list of plugins read by the podhelper.rb script. Then run pod install again from some/path/MyApp.

The podhelper.rb script will ensure that your plugins and the Flutter.framework get added to your project, and also ensure that bitcode is disabled for all targets.

Add a build phase for building the Dart code

Select the top-level MyApp project in the Project navigator. Select TARGET MyApp in the left part of the main view, and then select the Build Phases tab. Add a new build phase by clicking the + towards the top left of the main view. Select New Run Script Phase. Expand the new Run Script, just appended to the list of phases.

Paste the following into the text area just below the Shell field:

"$FLUTTER_ROOT/packages/flutter_tools/bin/xcode_backend.sh" build"$FLUTTER_ROOT/packages/flutter_tools/bin/xcode_backend.sh" embed

Finally, drag the new build phase to just after the Target Dependencies phase.

You should now be able to build the project using ⌘B.

Under the hoodIf you have some reason to do this manually or debug why these steps aren't working, here's what's going on under the hood:

  1. Flutter.framework (the Engine library) is getting embedded into yourapp for you. This has to match up with the release type(debug/profile/release) as well as the architecture for your app(arm*, i386, x86_64, etc.). Cocoapods pulls this in as a vendoredframework and makes sure it gets embedded into your native app.
  2. App.framework (your Flutter application binary) is embedded intoyour app.
  3. flutter_assets folder is getting embedded as a resource - itcontains fonts, images, and in certain build modes it also containsbinary files required by the engine at runtime. Problems with thisfolder can lead to runtime errors such as "Could not run engine forconfiguration" - usually indicating that either the folder is notgetting embedded, or you're trying to cross a JIT application withan AOT enabled engine, or vice versa!
  4. Any plugins are getting added as Cocoapods. In theory, it should bepossible to manually merge those in as well, but that becomes muchmore specific to the plugin itself.
  5. Bitcode is disabled for every target in your project. This is arequirement to link with the Flutter Engine.
  6. Generated.xcconfig (containing Flutter-specific environmentvaraibles) is included in the release and debug .xcconfig files thatCocoapods generates.

The build phase script (xcode_backend.sh) is ensuring that the binaries you build stay up to date with the Dart code that's actually in the folder. It also attempts to respect your build configuration setting once this pull request lands (which already did!).

Write code to use FlutterViewController from your host appThe proper place to do this will be specific to your host app. Here is an example that makes sense for the blank screen of the host app generated by Xcode 10.0.

First declare your app delegate to be a subclass of FlutterAppDelegate.

In AppDelegate.h:

#import <UIKit/UIKit.h>#import <Flutter/Flutter.h>@interface AppDelegate : FlutterAppDelegate@end

This allows AppDelegate.m to be really simple, unless your host app needs to override other methods here:

#import <FlutterPluginRegistrant/GeneratedPluginRegistrant.h> // Only if you have Flutter Plugins#include "AppDelegate.h"@implementation AppDelegate// This override can be omitted if you do not have any Flutter Plugins.- (BOOL)application:(UIApplication *)application    didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {  [GeneratedPluginRegistrant registerWithRegistry:self];  return [super application:application didFinishLaunchingWithOptions:launchOptions];}@end

If you are writing in Swift, you can do the following in your AppDelegate.swift:

import UIKitimport Flutterimport FlutterPluginRegistrant // Only if you have Flutter Plugins.@UIApplicationMainclass AppDelegate: FlutterAppDelegate {  // Only if you have Flutter plugins.  override func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {    GeneratedPluginRegistrant.register(with: self);    return super.application(application, didFinishLaunchingWithOptions: launchOptions);  }}

.......

#import <Flutter/Flutter.h>#import "ViewController.h"@implementation ViewController- (void)viewDidLoad {    [super viewDidLoad];    UIButton *button = [UIButton buttonWithType:UIButtonTypeCustom];    [button addTarget:self               action:@selector(handleButtonAction)     forControlEvents:UIControlEventTouchUpInside];    [button setTitle:@"Press me" forState:UIControlStateNormal];    [button setBackgroundColor:[UIColor blueColor]];    button.frame = CGRectMake(80.0, 210.0, 160.0, 40.0);    [self.view addSubview:button];}- (void)handleButtonAction {    FlutterViewController* flutterViewController = [[FlutterViewController alloc] init];    [self presentViewController:flutterViewController animated:false completion:nil];}@end

Or, using Swift:

ViewController.swift:import UIKitimport Flutterclass ViewController: UIViewController {  override func viewDidLoad() {    super.viewDidLoad()    let button = UIButton(type:UIButtonType.custom)    button.addTarget(self, action: #selector(handleButtonAction), for: .touchUpInside)    button.setTitle("Press me", for: UIControlState.normal)    button.frame = CGRect(x: 80.0, y: 210.0, width: 160.0, height: 40.0)    button.backgroundColor = UIColor.blue    self.view.addSubview(button)  }  @objc func handleButtonAction() {    let flutterViewController = FlutterViewController()    self.present(flutterViewController, animated: false, completion: nil)  }}

You should now be able to build and launch MyApp on the Simulator or on a device. Pressing the button should bring up a full-screen Flutter view with the standard Flutter Demo counting app. You can use routes to show different widgets at different places in your app, as described in the Android section above. To set the route, call

Objective-C:

[flutterViewController setInitialRoute:@"route1"];

Swift:

flutterViewController.setInitialRoute("route1")

immediately after construction of the FlutterViewController (and before presenting it).

You can have the Flutter app dismiss itself by calling SystemNavigator.pop() in the Dart code.

Building and running your app

You build and run MyApp using Xcode in exactly the same way that you did before you added the Flutter module dependency. The same goes for editing, debugging, and profiling your iOS code.

Hot restart/reload and debugging Dart code

Connect a device or launch a Simulator. Then make Flutter CLI tooling listen for your app to come up:

$ cd some/path/my_flutter$ flutter attachWaiting for a connection from Flutter on iPhone X...

Launch MyApp in debug mode from Xcode. Navigate to an area of the app that uses Flutter. Then turn back to the terminal, and you should see output similar to the following:

Done.Syncing files to device iPhone X...                          4.7s🔥  To hot reload changes while running, press "r". To hot restart (and rebuild state), press "R".An Observatory debugger and profiler on iPhone X is available at: http://127.0.0.1:54741/For a more detailed help message, press "h". To quit, press "q".

You can now edit the Dart code in my_flutter, and the changes can be hot reloaded by pressing r in the terminal. You can also paste the URL above into your browser to use the Dart Observatory for setting breakpoints, analyzing memory retention and other debugging tasks.

Debugging specific instances of Flutter

It's possible to add multiple instances of Flutter (root isolates) to an app. flutter attach connects to all of the available isolates by default. Any commands sent from the attached CLI are then forwarded to each of the attached isolates.

List all attached isolates by typing l from an attached flutter CLI tool. If unspecified, isolate names are automatically generated from the dart entry point file and function name.

Example l output for an application that's displaying two Flutter isolates simultaneously:

Connected views:  main.dart$main-517591213 (isolates/517591213)  main.dart$main-332962855 (isolates/332962855)
  1. Attach to specific isolates instead in two steps:

Name the Flutter root isolate of interest in its Dart source.

// main.dartimport 'dart:ui' as ui;void main() {  ui.window.setIsolateDebugName("debug isolate");  // ...}
  1. Run flutter attach with the --isolate-filter option.

$ flutter attach --isolate-filter='debug'

Waiting for a connection from Flutter...Done.Syncing files to device...      1.1s🔥  To hot reload changes while running, press "r". To hot restart (and rebuild state), press "R".An Observatory debugger and profiler is available at: http://127.0.0.1:43343/For a more detailed help message, press "h". To detach, press "d"; to quit, press "q".Connected view:  debug isolate (isolates/642101161)

Another feature still in experimental I found that may interest you is Obfuscating dart code