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this can be useful for teams that don’t want to require every developer
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to have the flutter SDK and cocoapods installed locally.
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create frameworks for your compiled dart code,
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and all flutter plugins. use CocoaPods for the flutter engine.
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with this option, embed the frameworks for your application
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and the plugins in xcode, but distribute the
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flutter engine as a CocoaPods podspec.
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this is similar to the second option, but it provides
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an alternative to distributing the large flutter.xcframework.
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for examples using an app built with UIKit,
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see the iOS directories in the add_to_app code samples.
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for an example using SwiftUI, see the iOS directory in news feed app.
|
<topic_end>
|
<topic_start>
|
system requirements
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your development environment must meet the
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macOS system requirements for flutter
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with xcode installed.
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flutter supports iOS 12 and later.
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additionally, you will need CocoaPods
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version 1.10 or later.
|
<topic_end>
|
<topic_start>
|
create a flutter module
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to embed flutter into your existing application,
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using any of the methods mentioned above,
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first create a flutter module.
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from the command line, run:
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a flutter module project is created at some/path/my_flutter/.
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if you are using the first method mentioned above,
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the module should be created in the same parent directory
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as your existing iOS app.
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from the flutter module directory, you can run the same flutter
|
commands you would in any other flutter project,
|
like flutter run --debug or flutter build ios.
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you can also run the module in
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android Studio/IntelliJ or VS code with
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the flutter and dart plugins. this project contains a
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single-view example version of your module before it’s
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embedded in your existing application,
|
which is useful for incrementally
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testing the flutter-only parts of your code.
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<topic_end>
|
<topic_start>
|
module organization
|
the my_flutter module directory structure is similar to a
|
normal flutter application:
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add your dart code to the lib/ directory.
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add flutter dependencies to my_flutter/pubspec.yaml,
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including flutter packages and plugins.
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the .ios/ hidden subfolder contains an xcode workspace where
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you can run a standalone version of your module.
|
it is a wrapper project to bootstrap your flutter code,
|
and contains helper scripts to facilitate building frameworks or
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embedding the module into your existing application with CocoaPods.
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info note
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add custom iOS code to your own existing application’s
|
project or to a plugin, not to the module’s .ios/
|
directory. changes made in your module’s .ios/
|
directory don’t appear in your existing iOS project
|
using the module, and might be overwritten by flutter.
|
do not source control the .ios/ directory since it’s autogenerated.
|
before building the module on a new machine, run flutter pub get
|
in the my_flutter directory first to regenerate the .ios/
|
directory before building iOS project using the flutter module.
|
<topic_end>
|
<topic_start>
|
embed the flutter module in your existing application
|
after you have developed your flutter module,
|
you can embed it using the methods described at the top of the page.
|
info note
|
you can run in debug mode on a simulator or a real device,
|
and release on a real device. learn more about
|
flutter’s build modes
|
to leverage flutter debugging functionality
|
such as hot reload, see debugging your add-to-app module.
|
using flutter increases your app size.
|
<topic_end>
|
<topic_start>
|
option a - embed with CocoaPods and the flutter SDK
|
this method requires every developer working on your
|
project to have a locally installed version of the flutter SDK.
|
the flutter module is compiled from source each time the app is built.
|
simply build your application in xcode to automatically
|
run the script to embed your dart and plugin code.
|
this allows rapid iteration with the most up-to-date
|
version of your flutter module without running additional
|
commands outside of xcode.
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the following example assumes that your existing
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application and the flutter module are in sibling
|
directories. if you have a different directory structure,
|
you might need to adjust the relative paths.
|
if your existing application (myapp) doesn’t
|
already have a podfile, run pod init in the
|
MyApp directory to create one.
|
you can find more details on using
|
CocoaPods in the CocoaPods getting started guide.
|
add the following lines to your podfile:
|
<code_start>
|
flutter_application_path = '../my_flutter'
|
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