text
stringlengths
1
372
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 plugin
the 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
the solution explorer.
you can run the example app by right-clicking hello_example in
the solution explorer and selecting set as startup project,
then pressing the run (▶) button. important: after
making changes to plugin code, you must select
build > build solution before running again, otherwise
an outdated copy of the built plugin will be run instead
of the latest version containing your changes.
<topic_end>
<topic_start>
step 2g: connect the API and the platform code
finally, you need to connect the API written in dart code with
the platform-specific implementations.