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but includes an implements entry indicating
which app-facing package it implements. For example,
a hello_windows plugin containing the Windows
implementation for hello
would have the following flutter: map:<topic_end>
<topic_start>Endorsed implementations
An app facing package can endorse a platform package by adding a
dependency on it, and including it as a default_package in the
platforms: map. If the hello plugin above endorsed hello_windows,
it would look as follows:Note that as shown here, an app-facing package can have
some platforms implemented within the package,
and others in endorsed federated implementations.<topic_end>
<topic_start>Shared iOS and macOS implementations
Many frameworks support both iOS and macOS with identical
or mostly identical APIs, making it possible to implement
some plugins for both iOS and macOS with the same codebase.
Normally each platform’s implementation is in its own
folder, but the sharedDarwinSource option allows iOS
and macOS to use the same folder instead:When sharedDarwinSource is enabled, instead of
an ios directory for iOS and a macos directory
for macOS, both platforms use a shared darwin
directory for all code and resources. When enabling
this option, you need to move any existing files
from ios and macos to the shared directory. You
also need to update the podspec file to set the
dependencies and deployment targets for both platforms,
for example:<topic_end>
<topic_start>
Step 1: Create the package
To create a plugin package, use the --template=plugin
flag with flutter create.Use the --platforms= option followed by a
comma-separated list to specify the platforms
that the plugin supports. Available platforms are:
android, ios, web, linux, macos, and windows.
If no platforms are specified, the
resulting project doesn’t support any platforms.Use the --org option to specify your organization,
using reverse domain name notation. This value is used
in various package and bundle identifiers in the
generated plugin code.Use the -a option to specify the language for android
or the -i option to specify the language for ios.
Please choose one of the following:This creates a plugin project in the hello folder
with the following specialized content:By default, the plugin project uses Swift for iOS code and
Kotlin for Android code. If you prefer Objective-C or Java,
you can specify the iOS language using -i and the
Android language using -a. For example:<topic_end>
<topic_start>
Step 2: Implement the package
As a plugin package contains code for several platforms
written in several programming languages,
some specific steps are needed to ensure a smooth experience.<topic_end>
<topic_start>Step 2a: Define the package API (.dart)
The API of the plugin package is defined in Dart code.
Open the main hello/ folder in your favorite Flutter editor.
Locate the file lib/hello.dart.<topic_end>
<topic_start>Step 2b: Add Android platform code (.kt/.java)
We recommend you edit the Android code using Android Studio.Then use the following steps:The Android platform code of your plugin is located in
hello/java/com.example.hello/HelloPlugin.You can run the example app from Android Studio by
pressing the run (▶) button.<topic_end>
<topic_start>Step 2c: Add iOS platform code (.swift/.h+.m)
We recommend you edit the iOS code using Xcode.Before editing the iOS platform code in Xcode,
first make sure that the code has been built at least once
(in other words, run the example app from your IDE/editor,
or in a terminal execute
cd hello/example; flutter build ios --no-codesign).Then use the following steps:The iOS platform code for your plugin is located in
Pods/Development Pods/hello/../../example/ios/.symlinks/plugins/hello/ios/Classes
in the Project Navigator. (If you are using sharedDarwinSource,
the path will end with hello/darwin/Classes instead.)You can run the example app by pressing the run (▶) button.<topic_end>
<topic_start>Add CocoaPod dependencies
Use the following instructions to add HelloPod with the version 0.0.1:Specify dependency at the end of ios/hello.podspec:For private pods, refer to Private CocoaPods to ensure repo access:Installing the pluginThe pod should appear in the installation summary.<topic_end>
<topic_start>Step 2d: Add Linux platform code (.h+.cc)
We recommend you edit the Linux code using an IDE with
C++ integration. The instructions below are for
Visual Studio Code with the “C/C++” and “CMake” extensions
installed, but can be adjusted for other IDEs.Before editing the Linux platform code in an IDE,
first make sure that the code has been built at least once
(in other words, run the example app from your Flutter
IDE/editor, or in a terminal execute
cd hello/example; flutter build linux).Then use the following steps:The Linux platform code for your plugin is located in
flutter/ephemeral/.plugin_symlinks/hello/linux/.You can run the example app using flutter run.
Note: Creating a runnable Flutter application
on Linux requires steps that are part of the flutter
tool, so even if your editor provides CMake
integration building and running that way won’t
work correctly.<topic_end>
<topic_start>Step 2e: Add macOS platform code (.swift)
We recommend you edit the macOS code using Xcode.Before editing the macOS platform code in Xcode,
first make sure that the code has been built at least once
(in other words, run the example app from your IDE/editor,
or in a terminal execute
cd hello/example; flutter build macos).Then use the following steps:The macOS platform code for your plugin is located in
Pods/Development Pods/hello/../../example/macos/Flutter/ephemeral/.symlinks/plugins/hello/macos/Classes
in the Project Navigator. (If you are using sharedDarwinSource,
the path will end with hello/darwin/Classes instead.)You can run the example app by pressing the run (▶) button.<topic_end>
<topic_start>Step 2f: Add Windows platform code (.h+.cpp)
We recommend you edit the Windows code using Visual Studio.Before editing the Windows platform code in Visual Studio,
first make sure that the code has been built at least once
(in other words, run the example app from your IDE/editor,
or in a terminal execute
cd hello/example; flutter build windows).Then use the following steps:The Windows platform code for your plugin is located in
hello_plugin/Source Files and hello_plugin/Header Files in