前言
文章的图片链接都是在github上,可能需求...你懂得;本文含有很多关键步骤装备图片,强烈建议在合适环境下阅览
Flutter直接调用C层还是蛮有魅力,想想你操练C++,然后直接能用flutter在上层展示出作用,是不是就有很多练手的机会了,逻辑反手就用C++,Rust去写,给后边的接盘侠留下一座绚丽的克苏鲁神山,供其仰视
上面仅仅开个玩笑,现在flutter ffi的交互,主要是为了和底层交互的一致,还能直接运用到很多宝藏相同的底层库
现在ffi的同步调用还是比较能够,异步交互有办法去处理,可是运用起来比较费事
- 有爱好的能够检查下面
异步音讯通讯
模块中贴的issue
Flutter和Rust的交互
- flutter_rust_bridge库给了一个很不错的处理方案
- 主要是他能很轻松的完成异步交互!
本文是循序渐进式,比较全面的介绍了flutter的ffi运用,ffigen运用,最终才是rust交互
介绍;假如对ffi和ffigen不太关怀,也可直接阅览rust交互
内容
FFI交互方法
装备
Android
- 需求先装备ndk
# mac
ndk.dir=/Users/***/Develop/SDK/android_sdk/ndk/21.3.6528147
# windows
ndk.dir=F:\\SDK\\AndroidSDK\\ndk\\21.3.6528147
- 装置下CMake
- 需求在Android的build.gradle里装备下cmake途径
android {
...
//装备CMakeList途径
externalNativeBuild {
cmake {
path "../lib/native/CMakeLists.txt"
}
}
}
- 由于Windows和Linux都需求用到
CMakeLists.txt
,先来看下Android的装备- Android的比较简单,装备下需求编译的c文件就行了
- 一个个增加文件的方法太费事了,这边直接用
native_batch
批量增加文件 - android会指定给界说的项目名上加上
lib
,set(PROJECT_NAME "native_fun")
生成的名称应该为libnative_fun.so
# cmake_minimum_required 表明支撑的 cmake 最小版别
cmake_minimum_required(VERSION 3.4.1)
# 项目名称
set(PROJECT_NAME "native_fun")
# 批量增加c文件
# add_library 关键字表明构建链接库,参数1是链接包名称; 参数2'SHARED'表明构建动态链接库; 参数2是源文件列表
file(GLOB_RECURSE native_batch ../../ios/Classes/native/*)
add_library(${PROJECT_NAME} SHARED ${native_batch})
能够发现file(GLOB_RECURSE native_batch ../../ios/Classes/native/*)
这边途径设置在iOS的Classes文件下,这边是为了便利一致编译native文件夹下的一切c文件,macOS和iOS需求放在Classes下,能够直接编译
可是macOS和iOS无法指定编译超越父节点方位,有必要放在Classes子文件夹下,超越这个节点就无法编译
所以这边iOS和macOS有必要要维护俩份相同c文件(建个文件夹吧,便利直接拷贝过去);Android,Windows,Linux能够指定到这俩个中的其中之一(建议指定iOS的Classes,防止一些灵异Bug)
- 作用
iOS
- iOS能够直接编译C文件,需求放在Classes文件夹下
- 作用
macOS
- macOS也能够直接编译C文件,需求放在Classes文件夹下
- 作用
Windows
- windows下的CMakeLists.txt里边指定了lib/native下面的一致CMakeLists.txt装备
# cmake_minimum_required 表明支撑的 cmake 最小版别
cmake_minimum_required(VERSION 3.4.1)
# 项目名称
set(PROJECT_NAME "libnative_fun")
# 批量增加cpp文件
# add_library 关键字表明构建链接库,参数1是链接包名称; 参数2'SHARED'表明构建动态链接库; 参数2是源文件列表
file(GLOB_RECURSE native_batch ../../ios/Classes/native/*)
add_library(${PROJECT_NAME} SHARED ${native_batch})
# Windows 需求把dll拷贝到bin目录
# 动态库的输出目录
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/$<$<CONFIG:DEBUG>:Debug>$<$<CONFIG:RELEASE>:Release>")
# 装置动态库的方针目录
set(INSTALL_BUNDLE_LIB_DIR "${CMAKE_INSTALL_PREFIX}")
# 装置动态库,到履行目录
install(FILES "${CMAKE_LIBRARY_OUTPUT_DIRECTORY}/${PROJECT_NAME}.dll" DESTINATION "${INSTALL_BUNDLE_LIB_DIR}" COMPONENT Runtime)
- 这边能够将Android和Windows的装备一致下,加下判断即可
# cmake_minimum_required 表明支撑的 cmake 最小版别
cmake_minimum_required(VERSION 3.4.1)
# 项目名称
if (WIN32)
set(PROJECT_NAME "libnative_fun")
else()
set(PROJECT_NAME "native_fun")
endif()
# 批量增加c文件
# add_library 关键字表明构建链接库,参数1是链接包名称; 参数2'SHARED'表明构建动态链接库; 参数2是源文件列表
file(GLOB_RECURSE native_batch ../../ios/Classes/native/*)
add_library(${PROJECT_NAME} SHARED ${native_batch})
# Windows 需求把dll拷贝到bin目录
if (WIN32)
# 动态库的输出目录
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/$<$<CONFIG:DEBUG>:Debug>$<$<CONFIG:RELEASE>:Release>")
# 装置动态库的方针目录
set(INSTALL_BUNDLE_LIB_DIR "${CMAKE_INSTALL_PREFIX}")
# 装置动态库,到履行目录
install(FILES "${CMAKE_LIBRARY_OUTPUT_DIRECTORY}/${PROJECT_NAME}.dll" DESTINATION "${INSTALL_BUNDLE_LIB_DIR}" COMPONENT Runtime)
endif()
- 阐明下,Windows这边有必要将生成的dll拷贝到bin目录下,才干调用
- 所以cmake里边,最终那段Windows的特有代码是有必要要写的
- 作用
交互
- 通用加载:NativeFFI.dynamicLibrary
class NativeFFI {
NativeFFI._();
static DynamicLibrary? _dyLib;
static DynamicLibrary get dynamicLibrary {
if (_dyLib != null) return _dyLib!;
if (Platform.isMacOS || Platform.isIOS) {
_dyLib = DynamicLibrary.process();
} else if (Platform.isAndroid) {
_dyLib = DynamicLibrary.open('libnative_fun.so');
} else if (Platform.isWindows) {
_dyLib = DynamicLibrary.open('libnative_fun.dll');
} else {
throw Exception('DynamicLibrary初始化失利');
}
return _dyLib!;
}
}
Flutter同步调用Native
- dart
/// 俩数相加
int ffiAddSyncInvoke(int a, int b) {
final int Function(int x, int y) nativeAdd = NativeFFI.dynamicLibrary
.lookup<NativeFunction<Int32 Function(Int32, Int32)>>("twoNumAdd")
.asFunction();
return nativeAdd(a, b);
}
- native
#include <stdint.h>
#ifdef WIN32
#define DART_API extern "C" __declspec(dllexport)
#else
#define DART_API extern "C" __attribute__((visibility("default"))) __attribute__((used))
#endif
DART_API int32_t twoNumAdd(int32_t x, int32_t y){
return x + y;
}
- 作用
Native同步触发Flutter回调
- dart
/// 传递的回调
typedef _NativeCallback = Int32 Function(Int32 num);
/// Native办法
typedef _NativeSyncCallback = Void Function(
Pointer<NativeFunction<_NativeCallback>> callback,
);
/// Dart结束回调: Void和void不同,所以要区分隔
typedef _DartSyncCallback = void Function(
Pointer<NativeFunction<_NativeCallback>> callback,
);
/// 有必要运用顶层办法或许静态办法
/// macos端能够打印出native层日志, 移动端只能打印dart日志
int _syncCallback(int num) {
print('--------');
return num;
}
/// 在native层打印回调传入的值
void ffiPrintSyncCallback() {
final _DartSyncCallback dartSyncCallback = NativeFFI.dynamicLibrary
.lookup<NativeFunction<_NativeSyncCallback>>("nativeSyncCallback")
.asFunction();
// 包装传递的回调
var syncFun = Pointer.fromFunction<_NativeCallback>(_syncCallback, 0);
dartSyncCallback(syncFun);
}
- native
#include <stdint.h>
#include <iostream>
#ifdef WIN32
#define DART_API extern "C" __declspec(dllexport)
#else
#define DART_API extern "C" __attribute__((visibility("default"))) __attribute__((used))
#endif
using namespace std;
// 界说传递的回调类型
typedef int32_t (*NativeCallback)(int32_t n);
DART_API void nativeSyncCallback(NativeCallback callback) {
// 打印
std::cout << "native log callback(666) = " << callback(666) << std::endl;
}
- 作用
异步音讯通讯
阐明
异步交互的写法有点复杂,能够检查下面的谈论
- github.com/dart-lang/s…
- stackoverflow.com/questions/6…
异步通讯需求导入额定c文件用作通讯支撑,可是假如你的iOS项目是swift项目,无法编译这些额定c文件
- 这些c文件我是封装在插件里,没想到办法怎样树立桥接
- 假如是OC项目,就能够直接编译
现在来看
- Android和iOS能够编译额定的音讯通讯的c文件
- windows和macos试了,都无法编译,麻了
运用
- dart
import 'dart:async';
import 'dart:ffi';
import 'dart:isolate';
import 'package:flutter/material.dart';
import 'package:flutter_ffi_toolkit/src/native_ffi.dart';
ReceivePort? _receivePort;
StreamSubscription? _subscription;
void _ensureNativeInitialized() {
if (_receivePort == null) {
WidgetsFlutterBinding.ensureInitialized();
final initializeApi = NativeFFI.dynamicLibrary.lookupFunction<
IntPtr Function(Pointer<Void>),
int Function(Pointer<Void>)>("InitDartApiDL");
if (initializeApi(NativeApi.initializeApiDLData) != 0) {
throw "Failed to initialize Dart API";
}
_receivePort = ReceivePort();
_subscription = _receivePort!.listen(_handleNativeMessage);
final registerSendPort = NativeFFI.dynamicLibrary.lookupFunction<
Void Function(Int64 sendPort),
void Function(int sendPort)>('RegisterSendPort');
registerSendPort(_receivePort!.sendPort.nativePort);
}
}
void _handleNativeMessage(dynamic address) {
print('---------native端通讯,地址: $address');
Pointer<Int32> point = Pointer<Int32>.fromAddress(address);
print('---------native端通讯,指针: $point');
dynamic data = point.cast();
print('---------native端通讯,cast: $data');
}
void ffiAsyncMessage(int a) {
_ensureNativeInitialized();
final void Function(int x) asyncMessage = NativeFFI.dynamicLibrary
.lookup<NativeFunction<Void Function(Int32)>>("NativeAsyncMessage")
.asFunction();
asyncMessage(a);
}
void dispose() {
// TODO _unregisterReceivePort(_receivePort.sendPort.nativePort);
_subscription?.cancel();
_receivePort?.close();
}
- native
// C
#include <stdio.h>
// Unix
#include <unistd.h>
#include <pthread.h>
#include "dart_api/dart_api.h"
#include "dart_api/dart_native_api.h"
#include "dart_api/dart_api_dl.h"
// Initialize `dart_api_dl.h`
DART_EXPORT intptr_t InitDartApiDL(void* data) {
return Dart_InitializeApiDL(data);
}
Dart_Port send_port_;
DART_EXPORT void RegisterSendPort(Dart_Port send_port) {
send_port_ = send_port;
}
void *thread_func(void *args) {
printf("thread_func Running on (%p)\n", pthread_self());
sleep(2 /* seconds */); // doing something
Dart_CObject dart_object;
dart_object.type = Dart_CObject_kInt64;
dart_object.value.as_int64 = reinterpret_cast<intptr_t>(args);
Dart_PostCObject_DL(send_port_, &dart_object);
pthread_exit(args);
}
DART_EXPORT void NativeAsyncMessage(int32_t x) {
printf("NativeAsyncCallback Running on (%p)\n", pthread_self());
pthread_t message_thread;
pthread_create(&message_thread, NULL, thread_func, (void *)&x);
}
- 额定c文件:github.com/xdd666t/flu…
- 作用
ffigen运用
手写这些ffi交互代码,也是件比较费事的事,而且每个办法都要写对应的类型转化和相应的硬编码办法名,假如c的某个办法改动参数和办法名,再回去改对应的dart代码,无疑是一件蛋痛的事
flutter供给了一个主动生成ffi交互的代码,浅显的说:主动将c代码生成为对应dart的代码
装备
-
ubuntu/linux
- 装置 libclangdev:
sudo apt-get install libclang-dev
- 装置 libclangdev:
-
Windows
- 装置 Visual Studio with C++ development support
- 装置 LLVM:
winget install -e --id LLVM.LLVM
-
MacOS
-
装置 Xcode
-
装置 LLVM:
brew install llvm
-
-
引进ffigen
- pub:pub.dev/packages/ff…
dependencies:
ffigen: ^7.2.0
ffigen:
# 输出生成的文件途径
output: 'lib/src/ffigen/two_num_add.dart'
# 输出的类名
name: NativeLibrary
headers:
# 装备需求生成的文件
entry-points:
- 'ios/Classes/native/ffigen/add.cpp'
# 保证只转化two_num_add.cpp文件,不转化其包含的库文件,建议加上
include-directives:
- 'ios/Classes/native/ffigen/add.cpp'
生成文件
- 需求留意:生成的文件方位,需求和指定文件的编译方位保持一致,这样才干编译这些c文件
- ffigen生成指令
dart run ffigen
- add.cpp
- 运用指令生成对应dart文件的时分,办法名前不能加咱们界说的
DART_API
,否则无法生成对应dart文件 - 编译的时分有必要要加上
DART_API
,否则无法编译该办法 - 有点无语,有知道能一致处理cpp文件办法的,还请在谈论区告知呀
- 运用指令生成对应dart文件的时分,办法名前不能加咱们界说的
#include <stdint.h>
#ifdef WIN32
#define DART_API extern "C" __declspec(dllexport)
#else
#define DART_API extern "C" __attribute__((visibility("default"))) __attribute__((used))
#endif
// DART_API int32_t twoNumAddGen(int32_t x, int32_t y){
// return x + y;
// }
int32_t twoNumAddGen(int32_t x, int32_t y){
return x + y;
}
- 生成的dart文件
// AUTO GENERATED FILE, DO NOT EDIT.
//
// Generated by `package:ffigen`.
import 'dart:ffi' as ffi;
class NativeLibrary {
/// Holds the symbol lookup function.
final ffi.Pointer<T> Function<T extends ffi.NativeType>(String symbolName)
_lookup;
/// The symbols are looked up in [dynamicLibrary].
NativeLibrary(ffi.DynamicLibrary dynamicLibrary)
: _lookup = dynamicLibrary.lookup;
/// The symbols are looked up with [lookup].
NativeLibrary.fromLookup(
ffi.Pointer<T> Function<T extends ffi.NativeType>(String symbolName)
lookup)
: _lookup = lookup;
int twoNumAddGen(
int x,
int y,
) {
return _twoNumAddGen(
x,
y,
);
}
late final _twoNumAddGenPtr =
_lookup<ffi.NativeFunction<ffi.Int32 Function(ffi.Int32, ffi.Int32)>>(
'twoNumAddGen');
late final _twoNumAddGen =
_twoNumAddGenPtr.asFunction<int Function(int, int)>();
}
运用
- 通用加载:NativeFFI.dynamicLibrary
class NativeFFI {
NativeFFI._();
static DynamicLibrary? _dyLib;
static DynamicLibrary get dynamicLibrary {
if (_dyLib != null) return _dyLib!;
if (Platform.isMacOS || Platform.isIOS) {
_dyLib = DynamicLibrary.process();
} else if (Platform.isAndroid) {
_dyLib = DynamicLibrary.open('libnative_fun.so');
} else if (Platform.isWindows) {
_dyLib = DynamicLibrary.open('libnative_fun.dll');
} else {
throw Exception('DynamicLibrary初始化失利');
}
return _dyLib!;
}
}
- 运用
NativeLibrary(NativeFFI.dynamicLibrary).twoNumAddGen(a, b);
- 作用
rust 交互
运用flutter_rust_bridge:flutter_rust_bridge
下面全平台的装备,我成功编译运转后写的一份具体指南(踩了一堆坑),大家务必仔细按照步骤装备~
大家也能够参阅官方文档,不过我觉得写的更加人性化,hhhhhh…
- 原版:cjycode.com/flutter_rus…
- 中文版:trdthg.github.io/flutter_rus…
准备
创立Rust项目
- Rust装置:rustup.rs/
- 创立项目,请挑选library
- Cargo.toml 需求引进三个库:[package]和[lib]中的
name
参数,请保持一致,此处示例是name = "rust_ffi"
- [lib]:crate-type =[“lib”, “staticlib”, “cdylib”]
- [build-dependencies]:flutter_rust_bridge_codegen
- [dependencies]:flutter_rust_bridge
- 最新版别检查:crates.io/
[package]
name = "rust_ffi"
version = "0.1.0"
edition = "2021"
[lib]
name = "rust_ffi"
crate-type = ["staticlib", "cdylib"]
[build-dependencies]
flutter_rust_bridge_codegen = "=1.51.0"
[dependencies]
flutter_rust_bridge = "=1.51.0"
flutter_rust_bridge_macros = "=1.51.0"
- 写rust代码需求留意下,不要在lib.rs中写代码,否则生成文件无法获取导包
Flutter项目
- flutter项目正常创立就行了
- flutter的pubspec.yaml中需求增加这些库
dependencies:
# https://pub.dev/packages/flutter_rust_bridge
flutter_rust_bridge: 1.51.0
ffi: ^2.0.1
dev_dependencies:
ffigen: ^7.0.0
指令
- 需求先装置下代码生成东西
# 有必要
cargo install flutter_rust_bridge_codegen
# iOS和macOS 有必要需求
cargo install cargo-xcode
-
装置LLVM
-
ubuntu/linux
- 装置 libclangdev:
sudo apt-get install libclang-dev
- 装置 libclangdev:
-
Windows
- 装置 Visual Studio with C++ development support
- 装置 LLVM:
winget install -e --id LLVM.LLVM
-
MacOS
-
装置 Xcode
-
装置 LLVM:
brew install llvm
-
-
-
生成指令
flutter_rust_bridge_codegen -r rust/src/api.rs -d lib/ffi/rust_ffi/rust_ffi.dart
- 假如需求iOS和macOS,用下面的指令,阐明请参照:装备 —> iOS / macOS
flutter_rust_bridge_codegen -r rust/src/api.rs -d lib/ffi/rust_ffi/rust_ffi.dart -c ios/Runner/bridge_generated.h -c macos/Runner/bridge_generated.h
- 请留意
- 假如你在flutter侧晋级了
flutter_rust_bridge
版别 - rust的Cargo.toml也应该对
flutter_rust_bridge_codegen
和flutter_rust_bridge
晋级对应版别 - 晋级完版别后需求重新跑下该指令
- 假如你在flutter侧晋级了
# 主动装置最新版别
cargo install flutter_rust_bridge_codegen
# 指定版别
cargo install flutter_rust_bridge_codegen --version 1.51.0 --force
装备
Android
- 有必要要装置
cargo-ndk
:它能够将代码编译到合适的 JNI 而不需求额定的装备
cargo install cargo-ndk
- 增加cargo的android编译东西,在指令行履行下下述指令
rustup target add aarch64-linux-android
rustup target add armv7-linux-androideabi
rustup target add x86_64-linux-android
rustup target add i686-linux-android
- NDK:请运用NDK 22或更早的版别,NDK下载请参阅下图
- 需求在gradle.properties装备下
# mac
ANDROID_NDK=/Users/***/Develop/SDK/android_sdk/ndk/21.3.6528147
# windows
ANDROID_NDK=F:\\SDK\\AndroidSDK\\ndk\\21.3.6528147
- 在
android/app/build.gradle
的最终增加下面几行- ANDROID_NDK 便是在上面装备的变量
- “../../rust”:此处请装备自己rust项目文件夹命名
[
new Tuple2('Debug', ''),
new Tuple2('Profile', '--release'),
new Tuple2('Release', '--release')
].each {
def taskPostfix = it.first
def profileMode = it.second
tasks.whenTaskAdded { task ->
if (task.name == "javaPreCompile$taskPostfix") {
task.dependsOn "cargoBuild$taskPostfix"
}
}
tasks.register("cargoBuild$taskPostfix", Exec) {
// Until https://github.com/bbqsrc/cargo-ndk/pull/13 is merged,
// this workaround is necessary.
def ndk_command = """cargo ndk \
-t armeabi-v7a -t arm64-v8a -t x86_64 -t x86 \
-o ../android/app/src/main/jniLibs build $profileMode"""
workingDir "../../rust"
environment "ANDROID_NDK_HOME", "$ANDROID_NDK"
if (org.gradle.nativeplatform.platform.internal.DefaultNativePlatform.currentOperatingSystem.isWindows()) {
commandLine 'cmd', '/C', ndk_command
} else {
commandLine 'sh', '-c', ndk_command
}
}
}
iOS
- iOS 需求一些额定的交叉编译方针:
# 64 bit targets (真机 & 模拟器):
rustup target add aarch64-apple-ios x86_64-apple-ios
# New simulator target for Xcode 12 and later
rustup target add aarch64-apple-ios-sim
- 需求先生成子项目
# 在rust项目下履行该指令
cargo xcode
增加一些绑定文件
- 在 Xcode 中翻开
ios/Runner.xcodeproj
, 接着把$crate/$crate.xcodeproj
增加为子项目:File —> Add Files to “Runner”
- 挑选生成子项目,然后点击
add
- 选中那个文件夹,就会生成在哪个文件下
- 点击
Runner
根项目,TARGETS —> Build Phases —> Target Dependencies :请增加$crate-staticlib
- 打开 Link Binary With Libraries:增加
lib$crate_static.a
- 增加结束后
绑定头文件
flutter_rust_bridge_codegen
会创立一个 C 头文件,里边列出了 Rust 库导出的一切符号,需求运用它,确保 Xcode 不会将符号去除。
在项目中需求增加 ios/Runner/bridge_generated.h
(或许 macos/Runner/bridge_generated.h
)
- 履行下述生成指令,会生成对应头文件,主动放到ios和macos目录下;能够封装成脚本,每次跑脚本就行了
flutter_rust_bridge_codegen -r rust/src/api.rs -d lib/ffi/rust_ffi/rust_ffi.dart -c ios/Runner/bridge_generated.h -c macos/Runner/bridge_generated.h
-
在
ios/Runner/Runner-Bridging-Header.h
中增加#import "GeneratedPluginRegistrant.h" +#import "bridge_generated.h"
-
ios/Runner/AppDelegate.swift
中增加override func application( _ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]? ) -> Bool { + let dummy = dummy_method_to_enforce_bundling() + print(dummy) GeneratedPluginRegistrant.register(with: self) return super.application(application, didFinishLaunchingWithOptions: launchOptions) }
macOS
阐明
macos上面指向有个很奇怪的情况,官方文档阐明的是需求链接$crate-cdylib
,$crate.dylib
;可是链接这个库,用xcode编译能够履行,可是运用android studio直接编译履行的时分会报错
- 通过参阅该库:github.com/Desdaemon/f…
与iOS保持一致,链接 $crate-staticlib
,lib$crate_static.a
,能够顺畅履行
下面装备,大家按需装备,我这边运用静态库能成功,链接动态库会失利
开端装备
- 需求先生成子项目,假如在装备iOS的时分现已履行了该指令,就不需求再次履行了(当然,再次履行也没问题)
# 在rust项目下履行该指令
cargo xcode
- 在 Xcode 中翻开
macos/Runner.xcodeproj
, 接着把$crate/$crate.xcodeproj
增加为子项目:File —> Add Files to “Runner”
- 点击
Runner
根项目,TARGETS —> Build Phases —> Target Dependencies :请增加$crate-staticlib
(或许 $crate-staticlib )
- 打开 Link Binary With Libraries: 增加
lib$crate_static.a
(或许$crate.dylib
)
- 需求留意的是,假如运用了动态库,编译报找不到
$crate.dylib
的时分- 能够在
Link Binary With Libraries
的时分,macOS增加的**.dylib要挑选Optional
- 这个问题可能并不是必现
- 能够在
-
Flutter 在 MacOS 上默认不运用符号,咱们需求增加咱们自己的
-
在 Build Settings 标签页中
-
把 Objective-C Bridging Header 设置为:
Runner/bridge_generated.h
-
- 还需求把
bridge_generated.h
文件加入macos项目
-
macos/Runner/AppDelegate.swift
中增加import Cocoa import FlutterMacOS @NSApplicationMain class AppDelegate: FlutterAppDelegate { override func applicationShouldTerminateAfterLastWindowClosed(_ sender: NSApplication) -> Bool { + dummy_method_to_enforce_bundling() return true } }
Windows / Linux
阐明
现在运用flutter_rust_bridge
等库保持在1.51.0
版别
- 亲测在windows,android,ios,macos能够编译运转,linux(暂时没精力折腾)
将flutter_rust_bridge
更新到1.54.0
版别
- 该版别有个比较大的改动,生成代码改动也比较大,需求装置最新版
flutter_rust_bridge_codegen
去生成代码 - 该版别在android,ios,macos能够编译运转,在windows上会报错
failed to run custom build command for `dart-sys v2.0.1`
Microsoft.CppCommon.targets(247,5): error MSB8066
猜想是作者新版别dart-sys v2.0.1
这个库有问题,导致编译产物途径出了问题,报错了上面的错
现在本demo的版别号限制死在1.51.0
版别;后边作者可能会处理该问题,需求运用新版别可自行测验
- 在windows上装置编译生成库,需求装置指定版别
# 指定版别
cargo install flutter_rust_bridge_codegen --version 1.51.0 --force
重要阐明
由于windows上编译需求下载Corrosion,需求开启全局xx上网,否则可能在编译的时分,会存在无法下载Corrosion的报错
引荐东西运用sstap 1.0.9.7版别,这个版别内置全局规矩(可戴笠软件,不仅限浏览器),后边的版别该规矩被删了
rust.make
- 需求先装置Corrosion ,可参阅:github.com/corrosion-r…
- 需求装置cmake(挑选装置到环境变量的方法):cmake.org/download/
- 然后履行下述指令
git clone https://github.com/corrosion-rs/corrosion.git
# Optionally, specify -DCMAKE_INSTALL_PREFIX=<target-install-path>. You can install Corrosion anyway
cmake -Scorrosion -Bbuild -DCMAKE_BUILD_TYPE=Release
cmake --build build --config Release
# This next step may require sudo or admin privileges if you're installing to a system location,
# which is the default.
cmake --install build --config Release
windows和linux需求增加个rust.make文件:
- rust.make里边标注的内容需求和Cargo.toml里name保持一致
- rust.make
# We include Corrosion inline here, but ideally in a project with
# many dependencies we would need to install Corrosion on the system.
# See instructions on https://github.com/AndrewGaspar/corrosion#cmake-install
# Once done, uncomment this line:
# find_package(Corrosion REQUIRED)
include(FetchContent)
FetchContent_Declare(
Corrosion
GIT_REPOSITORY https://github.com/AndrewGaspar/corrosion.git
GIT_TAG origin/master # Optionally specify a version tag or branch here
)
FetchContent_MakeAvailable(Corrosion)
corrosion_import_crate(MANIFEST_PATH ../rust/Cargo.toml CRATES rust_ffi)
# Flutter-specific
set(CRATE_NAME "rust_ffi")
target_link_libraries(${BINARY_NAME} PRIVATE ${CRATE_NAME})
list(APPEND PLUGIN_BUNDLED_LIBRARIES $<TARGET_FILE:${CRATE_NAME}-shared>)
调整
- Windows:在
windows/CMakeLists.txt
增加rust.cmake文件
# Generated plugin build rules, which manage building the plugins and adding
# them to the application.
include(flutter/generated_plugins.cmake)
+include(./rust.cmake)
# === Installation ===
# Support files are copied into place next to the executable, so that it can
- Linux:在 Linux 上,你需求将 CMake 的最低版别升到 3.12,这是 Corrosion 的要求,
rust.cmake
依赖 Corrosion。需求修改linux/CMakeLists.txt
的这一行
-cmake_minimum_required(VERSION 3.10)
+cmake_minimum_required(VERSION 3.12)
...
# Generated plugin build rules, which manage building the plugins and adding
# them to the application.
include(flutter/generated_plugins.cmake)
+include(./rust.cmake)
# === Installation ===
# By default, "installing" just makes a relocatable bundle in the build
运用
- 调用
class NativeFFI {
NativeFFI._();
static DynamicLibrary? _dyLib;
static DynamicLibrary get dyLib {
if (_dyLib != null) return _dyLib!;
const base = 'rust_ffi';
if (Platform.isIOS) {
_dyLib = DynamicLibrary.process();
} else if (Platform.isMacOS) {
_dyLib = DynamicLibrary.executable();
} else if (Platform.isAndroid) {
_dyLib = DynamicLibrary.open('lib$base.so');
} else if (Platform.isWindows) {
_dyLib = DynamicLibrary.open('$base.dll');
} else {
throw Exception('DynamicLibrary初始化失利');
}
return _dyLib!;
}
}
class NativeFun {
static final _ffi = RustFfiImpl(NativeFFI.dyLib);
static Future<int> add(int left, int right) async {
int sum = await _ffi.add(left: left, right: right);
return sum;
}
}
- 主动生成的类就不写了,便是上面运用的RustFfiImpl
- 运用
void main() {
runApp(const MyApp());
}
class MyApp extends StatelessWidget {
const MyApp({super.key});
@override
Widget build(BuildContext context) {
return const MaterialApp(title: 'Flutter Demo', home: MyHomePage());
}
}
class MyHomePage extends StatefulWidget {
const MyHomePage({super.key});
@override
State<MyHomePage> createState() => _MyHomePageState();
}
class _MyHomePageState extends State<MyHomePage> {
int _counter = 0;
void _incrementCounter() async {
_counter = await NativeFun.add(_counter, 2);
setState(() {});
}
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(title: const Text('Rust_Bridge Demo')),
body: Center(
child: Text(
'Count: $_counter',
style: Theme.of(context).textTheme.headline4,
),
),
floatingActionButton: FloatingActionButton(
onPressed: _incrementCounter,
tooltip: 'Increment',
child: const Icon(Icons.add),
),
);
}
}
- 作用
结语
对于rust这块,这些装备确实有点费事,可是装备完,后边就不用管了
痛苦一次就行了~.~
- 项目地址:github.com/xdd666t/flu…