code_assets 0.19.9
code_assets: ^0.19.9 copied to clipboard
This library contains the hook protocol specification for bundling native code with Dart packages.
This package provides the API for code assets to be used with
package:hooks.
A code asset is an asset containing executable code which respects the native application binary interface (ABI). These assets are bundled with a Dart or Flutter application. They can be produced by compiling C, C++, Objective-C, Rust, or Go code for example.
This package is used in a build hook (hook/build.dart) to inform the Dart
and Flutter SDKs about the code assets that need to be bundled with an
application.
Code assets can be added in a build hook as follows:
import 'package:code_assets/code_assets.dart';
import 'package:hooks/hooks.dart';
void main(List<String> args) async {
await build(args, (input, output) async {
final packageName = input.packageName;
final assetPath = input.outputDirectory.resolve('...');
output.assets.code.add(
CodeAsset(
package: packageName,
name: '...',
linkMode: DynamicLoadingBundled(),
file: assetPath,
),
);
});
}
When compiling C, C++ or Objective-C code from source, consider using
package:native_toolchain_c:
import 'package:code_assets/code_assets.dart';
import 'package:hooks/hooks.dart';
import 'package:native_toolchain_c/native_toolchain_c.dart';
void main(List<String> args) async {
await build(args, (input, output) async {
if (input.config.buildCodeAssets) {
final builder = CBuilder.library(
name: 'sqlite3',
assetName: 'src/third_party/sqlite3.g.dart',
sources: ['third_party/sqlite/sqlite3.c'],
defines: {
if (input.config.code.targetOS == OS.windows)
// Ensure symbols are exported in dll.
'SQLITE_API': '__declspec(dllexport)',
},
);
await builder.run(input: input, output: output);
}
});
}
See the full example in example/sqlite/.
When interfacing with system libraryies, the API in this package is enough:
import 'package:code_assets/code_assets.dart';
import 'package:hooks/hooks.dart';
void main(List<String> args) async {
await build(args, (input, output) async {
if (input.config.buildCodeAssets) {
switch (input.config.code.targetOS) {
case OS.android || OS.iOS || OS.linux || OS.macOS:
output.assets.code.add(
CodeAsset(
package: 'host_name',
name: 'src/third_party/unix.dart',
linkMode: LookupInProcess(),
),
);
case OS.windows:
output.assets.code.add(
CodeAsset(
package: 'host_name',
name: 'src/third_party/windows.dart',
linkMode: DynamicLoadingSystem(Uri.file('ws2_32.dll')),
),
);
case final os:
throw UnsupportedError('Unsupported OS: ${os.name}.');
}
}
});
}
See the full example in example/host_name/.
For more information see dart.dev/tools/hooks.
Status: In Preview #
NOTE: This package is currently in preview and published under the labs.dart.dev pub publisher in order to solicit feedback.
For packages in the labs.dart.dev publisher we generally plan to either graduate the package into a supported publisher (dart.dev, tools.dart.dev) after a period of feedback and iteration, or discontinue the package. These packages have a much higher expected rate of API and breaking changes.
Your feedback is valuable and will help us evolve this package. For bugs, please file an issue in the bug tracker. For general feedback and suggestions for the native assets feature in Dart and Flutter, please comment in dart-lang#50565 or flutter#129757.