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if (batterylevel != -1) {
result.success(batteryLevel);
} else {
result.error("UNAVAILABLE", "battery level not available.", null);
}
} else {
result.notImplemented();
}
}
<code_end>
you should now be able to run the app on android. if using the android
emulator, set the battery level in the extended controls panel
accessible from the … button in the toolbar.
<topic_end>
<topic_start>
step 4: add an iOS platform-specific implementation
start by opening the iOS host portion of your flutter app in xcode:
start xcode.
select the menu item file > open….
navigate to the directory holding your flutter app, and select the ios
folder inside it. click OK.
add support for swift in the standard template setup that uses Objective-C:
expand runner > runner in the project navigator.
open the file AppDelegate.swift located under runner > runner
in the project navigator.
override the application:didFinishLaunchingWithOptions: function and create
a FlutterMethodChannel tied to the channel name
samples.flutter.dev/battery:
<code_start>
@uiapplicationmain
@objc class AppDelegate: FlutterAppDelegate {
override func application(
_ application: UIApplication,
didFinishLaunchingWithOptions launchOptions: [uiapplication.launchoptionskey: any]?) -> bool {
let controller : FlutterViewController = window?.rootViewController as! FlutterViewController
let batteryChannel = FlutterMethodChannel(name: "samples.flutter.dev/battery",
binaryMessenger: controller.binaryMessenger)
batteryChannel.setMethodCallHandler({
(call: FlutterMethodCall, result: @escaping FlutterResult) -> void in
// this method is invoked on the UI thread.
// handle battery messages.
})
GeneratedPluginRegistrant.register(with: self)
return super.application(application, didFinishLaunchingWithOptions: launchOptions)
}
}
<code_end>
next, add the iOS swift code that uses the iOS battery APIs to retrieve
the battery level. this code is exactly the same as you
would write in a native iOS app.
add the following as a new method at the bottom of AppDelegate.swift:
<code_start>
private func receiveBatteryLevel(result: FlutterResult) {
let device = UIDevice.current
device.isBatteryMonitoringEnabled = true
if device.batteryState == UIDevice.BatteryState.unknown {
result(FlutterError(code: "unavailable",
message: "battery level not available.",
details: nil))
} else {
result(Int(device.batteryLevel * 100))
}
}
<code_end>
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 iOS code written in the previous step. if an unknown method
is called, report that instead.
<code_start>
batteryChannel.setMethodCallHandler({
[weak self] (call: FlutterMethodCall, result: FlutterResult) -> void in
// this method is invoked on the UI thread.
guard call.method == "getbatterylevel" else {
result(FlutterMethodNotImplemented)
return
}
self?.receiveBatteryLevel(result: result)
})
<code_end>
start by opening the iOS host portion of the flutter app in xcode:
start xcode.
select the menu item file > open….
navigate to the directory holding your flutter app,
and select the ios folder inside it. click OK.
make sure the xcode projects builds without errors.
open the file AppDelegate.m, located under runner > runner
in the project navigator.
create a FlutterMethodChannel and add a handler inside the application
didFinishLaunchingWithOptions: method.
make sure to use the same channel name
as was used on the flutter client side.
<code_start>
#import <flutter/flutter.h>
#import "generatedpluginregistrant.h"
@implementation AppDelegate
- (bool)application:(uiapplication*)application didFinishLaunchingWithOptions:(NSDictionary*)launchOptions {
FlutterViewController* controller = (flutterviewcontroller*)self.window.rootviewcontroller;
FlutterMethodChannel* batteryChannel = [fluttermethodchannel