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if (build.version.sdk_int >= Build.VERSION_CODES.S) { |
// disable the android splash screen fade out animation to avoid |
// a flicker before the similar frame is drawn in flutter. |
splashScreen.setOnExitAnimationListener { splashScreenView -> splashScreenView.remove() } |
} |
super.onCreate(savedInstanceState) |
} |
} |
<code_end> |
then, you can reimplement the first frame in flutter |
that shows elements of your android launch screen in |
the same positions on screen. |
for an example of this, check out the |
android splash screen sample app. |
<topic_end> |
<topic_start> |
binding to native android code using dart:ffi |
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. |
info note |
this page describes using the dart:ffi library |
in android apps. for information on iOS, see |
binding to native iOS 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 android 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 both android and 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”. |
<topic_end> |
<topic_start> |
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 android, a dynamically |
linked library is distributed as a set of .so (elf) |
files, one for each architecture. |
a dynamically linked library can be loaded into |
dart via DynamicLibrary.open. |
API documentation is available from the dart dev channel: |
dart API reference documentation. |
on android, only dynamic libraries are supported |
(because the main executable is the JVM, |
which we don’t link to statically). |
<topic_end> |
<topic_start> |
create an FFI plugin |
to create an FFI plugin called “native_add”, |
do the following: |
info 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. |
this will create a plugin with C/C++ sources in native_add/src. |
these sources are built by the native build files in the various |
os build folders. |
the FFI library can only bind against c symbols, |
so in c++ these symbols are 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. |
__attribute__((visibility("default"))) __attribute__((used)). |
on android, the native_add/android/build.gradle links the code. |
the native code is invoked from dart in lib/native_add_bindings_generated.dart. |
the bindings are generated with package:ffigen. |
<topic_end> |
<topic_start> |
other use cases |
<topic_end> |
<topic_start> |
platform library |
to link against a platform library, |
use the following instructions: |
load the library using DynamicLibrary.open. |
for example, to load OpenGL ES (v3): |
you might need to update the android manifest |
file of the app or plugin if indicated by |
the documentation. |
<topic_end> |
<topic_start> |
first-party library |
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