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Writing custom platform-specific code with platform channels |
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This guide describes how to write custom platform-specific code. Some platform-specific functionality is available through existing packages; please see using packages.
- TOC {:toc}
Flutter uses a flexible system that allows you to call platform-specific APIs whether available in Java or Kotlin code on Android, or in ObjectiveC or Swift code on iOS.
Flutter's platform-specific API support does not rely on code generation, but rather on a flexible message passing style:
-
The Flutter portion of your app sends messages to its host, the iOS or Android portion of your app, over a platform channel.
-
The host listens on the platform channel, and receives the message. It then calls into any number of platform-specific APIs -- using the native programming language -- and sends back a response to the client, the Flutter portion of your app.
Messages are passed between the client (UI) and host (platform) using platform channels as illustrated in this diagram:
Messages and responses are passed asynchronously, to ensure the user interface remains responsive.
On the client side, MethodChannel
(API) enables sending
messages that correspond to method calls. On the platform side, MethodChannel
on Android (API) and FlutterMethodChannel
on iOS
(API) enable receiving method calls and sending back a
result. These classes allow you to develop a platform plugin with very little
'boilerplate' code.
Note: If desired, method calls can also be sent in the reverse direction, with
the platform acting as client to methods implemented in Dart. A concrete example
of this is the quick_actions
plugin.
The standard platform channels use a standard message codec that supports
efficient binary serialization of simple JSON-like values, such as booleans,
numbers, Strings, byte buffers, and List and Maps of these (see
StandardMessageCodec
)
for details). The serialization and deserialization of these values to and from
messages happens automatically when you send and receive values.
The following table shows how Dart values are received on the platform side and vice versa:
Dart | Android | iOS |
---|---|---|
null | null | nil (NSNull when nested) |
bool | java.lang.Boolean | NSNumber numberWithBool: |
int | java.lang.Integer | NSNumber numberWithInt: |
int, if 32 bits not enough | java.lang.Long | NSNumber numberWithLong: |
int, if 64 bits not enough | java.math.BigInteger | FlutterStandardBigInteger |
double | java.lang.Double | NSNumber numberWithDouble: |
String | java.lang.String | NSString |
Uint8List | byte[] | FlutterStandardTypedData typedDataWithBytes: |
Int32List | int[] | FlutterStandardTypedData typedDataWithInt32: |
Int64List | long[] | FlutterStandardTypedData typedDataWithInt64: |
Float64List | double[] | FlutterStandardTypedData typedDataWithFloat64: |
List | java.util.ArrayList | NSArray |
Map | java.util.HashMap | NSDictionary |
## Example: Calling platform-specific iOS and Android code using platform channels {#example}
The following demonstrates how to call a platform-specific API to retrieve and
display the current battery level. It uses the Android BatteryManager
API, and
the iOS device.batteryLevel
API, via a single platform message,
getBatteryLevel
.
The example adds the platform-specific code inside the main app itself. If you want to reuse the platform-specific code for multiple apps, the project creation step is slightly different (see developing packages), but the platform channel code is still written in the same way.
Note: The full, runnable source-code for this example is available in
/examples/platform_channel/
for Android with Java and iOS with Objective-C. For iOS with Swift, see
/examples/platform_channel_swift/
.
Start by creating a new app:
- In a terminal run:
flutter create batterylevel
By default our template supports writing Android code using Java, or iOS code
using Objective-C. To use Kotlin or Swift, use the -i
and/or -a
flags:
- In a terminal run:
flutter create -i swift -a kotlin batterylevel
The app's State
class holds the current app state. We need to extend that to
hold the current battery state.
First, we construct the channel. We use a MethodChannel
with a single
platform method that returns the battery level.
The client and host sides of a channel are connected through a channel name
passed in the channel constructor. All channel names used in a single app must
be unique; we recommend prefixing the channel name with a unique 'domain
prefix', e.g. samples.flutter.io/battery
.
import 'dart:async';
import 'package:flutter/material.dart';
import 'package:flutter/services.dart';
...
class _MyHomePageState extends State<MyHomePage> {
static const platform = const MethodChannel('samples.flutter.io/battery');
// Get battery level.
}
Next, we invoke a method on the method channel, specifying the concrete method
to call via the String identifier getBatteryLevel
. The call may fail -- for
example if the platform does not support the platform API (such as when running
in a simulator), so we wrap the invokeMethod
call in a try-catch statement.
We use the returned result to update our user interface state in _batteryLevel
inside setState
.
// Get battery level.
String _batteryLevel = 'Unknown battery level.';
Future<Null> _getBatteryLevel() async {
String batteryLevel;
try {
final int result = await platform.invokeMethod('getBatteryLevel');
batteryLevel = 'Battery level at $result % .';
} on PlatformException catch (e) {
batteryLevel = "Failed to get battery level: '${e.message}'.";
}
setState(() {
_batteryLevel = batteryLevel;
});
}
Finally, we replace the build
method from the template to contain a small user
interface that displays the battery state in a string, and a button for
refreshing the value.
@override
Widget build(BuildContext context) {
return Material(
child: Center(
child: Column(
mainAxisAlignment: MainAxisAlignment.spaceEvenly,
children: [
RaisedButton(
child: Text('Get Battery Level'),
onPressed: _getBatteryLevel,
),
Text(_batteryLevel),
],
),
),
);
}
Note: The following steps use Java. If you prefer Kotlin, skip to step 3b.
Start by opening the Android host portion of your Flutter app in Android Studio:
-
Start Android Studio
-
Select the menu item 'File > Open...'
-
Navigate to the directory holding your Flutter app, and select the
android
folder inside it. Click OK. -
Open the file
MainActivity.java
located in thejava
folder in the Project view.
Next, create a MethodChannel
and set a MethodCallHandler
inside the
onCreate
method. Make sure to use the same channel name as was used on the
Flutter client side.
import io.flutter.app.FlutterActivity;
import io.flutter.plugin.common.MethodCall;
import io.flutter.plugin.common.MethodChannel;
import io.flutter.plugin.common.MethodChannel.MethodCallHandler;
import io.flutter.plugin.common.MethodChannel.Result;
public class MainActivity extends FlutterActivity {
private static final String CHANNEL = "samples.flutter.io/battery";
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
GeneratedPluginRegistrant.registerWith(this);
new MethodChannel(getFlutterView(), CHANNEL).setMethodCallHandler(
new MethodCallHandler() {
@Override
public void onMethodCall(MethodCall call, Result result) {
// TODO
}
});
}
}
Next, we add the actual Android Java code that uses the Android battery APIs to retrieve the battery level. This code is exactly the same as you would have written in a native Android app.
First, add the needed imports at the top of the file:
import android.content.ContextWrapper;
import android.content.Intent;
import android.content.IntentFilter;
import android.os.BatteryManager;
import android.os.Build.VERSION;
import android.os.Build.VERSION_CODES;
import android.os.Bundle;
Then add the following as a new method in the activity class, below the onCreate
method:
private int getBatteryLevel() {
int batteryLevel = -1;
if (VERSION.SDK_INT >= VERSION_CODES.LOLLIPOP) {
BatteryManager batteryManager = (BatteryManager) getSystemService(BATTERY_SERVICE);
batteryLevel = batteryManager.getIntProperty(BatteryManager.BATTERY_PROPERTY_CAPACITY);
} else {
Intent intent = new ContextWrapper(getApplicationContext()).
registerReceiver(null, new IntentFilter(Intent.ACTION_BATTERY_CHANGED));
batteryLevel = (intent.getIntExtra(BatteryManager.EXTRA_LEVEL, -1) * 100) /
intent.getIntExtra(BatteryManager.EXTRA_SCALE, -1);
}
return batteryLevel;
}
Finally, we complete the onMethodCall
method we added earlier. We need to
handle a single platform method, getBatteryLevel
, so we test for that in the
call
argument. The implementation of this platform method simply calls the
Android code we wrote in the previous step, and passes back a response for both
the success and error cases using the response
argument. If an unknown method
is called, we report that instead. Replace:
public void onMethodCall(MethodCall call, Result result) {
// TODO
}
with:
@Override
public void onMethodCall(MethodCall call, Result result) {
if (call.method.equals("getBatteryLevel")) {
int batteryLevel = getBatteryLevel();
if (batteryLevel != -1) {
result.success(batteryLevel);
} else {
result.error("UNAVAILABLE", "Battery level not available.", null);
}
} else {
result.notImplemented();
}
}
You should now be able to run the app on Android. If you are using the Android
Emulator, you can set the battery level in the Extended Controls panel
accessible from the ...
button in the toolbar.
Note: The following steps are similar to step 3a, only using Kotlin rather than Java.
This step assumes that you created your project in step 1.
using the -a kotlin
option.
Start by opening the Android host portion of your Flutter app in Android Studio:
-
Start Android Studio
-
Select the menu item 'File > Open...'
-
Navigate to the directory holding your Flutter app, and select the
android
folder inside it. Click OK. -
Open the file
MainActivity.kt
located in thekotlin
folder in the Project view. (Note: If you are editing using Android Studio 2.3, note that the 'kotlin' folder will be shown as-if named 'java'.)
Next, inside the onCreate
method, create a MethodChannel
and call
setMethodCallHandler
. Make sure to use the same channel name as was used on
the Flutter client side.
import android.os.Bundle
import io.flutter.app.FlutterActivity
import io.flutter.plugin.common.MethodChannel
class MainActivity() : FlutterActivity() {
private val CHANNEL = "samples.flutter.io/battery"
override fun onCreate(savedInstanceState: Bundle?) {
super.onCreate(savedInstanceState)
MethodChannel(flutterView, CHANNEL).setMethodCallHandler { call, result ->
// TODO
}
}
}
Next, we add the actual Android Kotlin code that uses the Android battery APIs to retrieve the battery level. This code is exactly the same as you would have written in a native Android app.
First, add the needed imports at the top of the file:
import android.content.Context
import android.content.ContextWrapper
import android.content.Intent
import android.content.IntentFilter
import android.os.BatteryManager
import android.os.Build.VERSION
import android.os.Build.VERSION_CODES
Next, add the following as a new method in the MainActivity
class, below the onCreate
method:
private fun getBatteryLevel(): Int {
val batteryLevel: Int
if (VERSION.SDK_INT >= VERSION_CODES.LOLLIPOP) {
val batteryManager = getSystemService(Context.BATTERY_SERVICE) as BatteryManager
batteryLevel = batteryManager.getIntProperty(BatteryManager.BATTERY_PROPERTY_CAPACITY)
} else {
val intent = ContextWrapper(applicationContext).registerReceiver(null, IntentFilter(Intent.ACTION_BATTERY_CHANGED))
batteryLevel = intent!!.getIntExtra(BatteryManager.EXTRA_LEVEL, -1) * 100 / intent.getIntExtra(BatteryManager.EXTRA_SCALE, -1)
}
return batteryLevel
}
Finally, we complete the onMethodCall
method we added earlier. We need to
handle a single platform method, getBatteryLevel
, so we test for that in the
call
argument. The implementation of this platform method simply calls the
Android code we wrote in the previous step, and passes back a response for both
the success and error cases using the response
argument. If an unknown method
is called, we report that instead. Replace:
MethodChannel(flutterView, CHANNEL).setMethodCallHandler { call, result ->
// TODO
}
with:
MethodChannel(flutterView, CHANNEL).setMethodCallHandler { call, result ->
if (call.method == "getBatteryLevel") {
val batteryLevel = getBatteryLevel()
if (batteryLevel != -1) {
result.success(batteryLevel)
} else {
result.error("UNAVAILABLE", "Battery level not available.", null)
}
} else {
result.notImplemented()
}
}
You should now be able to run the app on Android. If you are using the Android
Emulator, you can set the battery level in the Extended Controls panel
accessible from the ...
button in the toolbar.
Note: The following steps use Objective-C. If you prefer Swift, skip to step 4b.
Start by opening the iOS host portion of your Flutter app in Xcode:
-
Start Xcode
-
Select the menu item 'File > Open...'
-
Navigate to the directory holding your Flutter app, and select the
ios
folder inside it. Click OK. -
Make sure the Xcode projects builds without errors.
-
Open the file
AppDelegate.m
located under Runner > Runner in the Project navigator.
Next, create a FlutterMethodChannel
and add a handler inside the application didFinishLaunchingWithOptions:
method. Make sure to use the same channel name
as was used on the Flutter client side.
#import <Flutter/Flutter.h>
@implementation AppDelegate
- (BOOL)application:(UIApplication*)application didFinishLaunchingWithOptions:(NSDictionary*)launchOptions {
FlutterViewController* controller = (FlutterViewController*)self.window.rootViewController;
FlutterMethodChannel* batteryChannel = [FlutterMethodChannel
methodChannelWithName:@"samples.flutter.io/battery"
binaryMessenger:controller];
[batteryChannel setMethodCallHandler:^(FlutterMethodCall* call, FlutterResult result) {
// TODO
}];
return [super application:application didFinishLaunchingWithOptions:launchOptions];
}
Next, we add the actual iOS ObjectiveC code that uses the iOS battery APIs to retrieve the battery level. This code is exactly the same as you would have written in a native iOS app.
Add the following as a new method in the AppDelegate
class, just before @end
:
- (int)getBatteryLevel {
UIDevice* device = UIDevice.currentDevice;
device.batteryMonitoringEnabled = YES;
if (device.batteryState == UIDeviceBatteryStateUnknown) {
return -1;
} else {
return (int)(device.batteryLevel * 100);
}
}
Finally, we complete the setMethodCallHandler
method we added earlier. We need
to handle a single platform method, getBatteryLevel
, so we test for that in
the call
argument. The implementation of this platform method simply calls the
iOS code we wrote in the previous step, and passes back a response for both
the success and error cases using the result
argument. If an unknown method
is called, we report that instead.
[batteryChannel setMethodCallHandler:^(FlutterMethodCall* call, FlutterResult result) {
if ([@"getBatteryLevel" isEqualToString:call.method]) {
int batteryLevel = [self getBatteryLevel];
if (batteryLevel == -1) {
result([FlutterError errorWithCode:@"UNAVAILABLE"
message:@"Battery info unavailable"
details:nil]);
} else {
result(@(batteryLevel));
}
} else {
result(FlutterMethodNotImplemented);
}
}];
You should now be able to run the app on iOS. If you are using the iOS Simulator, note that it does not support battery APIs, and the app will thus display 'battery info unavailable'.
Note: The following steps are similar to step 4a, only using Swift rather than Objective-C.
This step assumes that you created your project in step 1.
using the -i swift
option.
Start by opening the iOS host portion of your Flutter app in Xcode:
-
Start Xcode
-
Select the menu item 'File > Open...'
-
Navigate to the directory holding your Flutter app, and select the
ios
folder inside it. Click OK.
Next, we add support for Swift in the standard template setup that uses Objective-C:
-
Expand Runner > Runner in the Project navigator.
-
Open the file
AppDelegate.swift
located under Runner > Runner in the Project navigator.
Next, override the application
function and create a FlutterMethodChannel
tied to the channel name samples.flutter.io/battery
:
@UIApplicationMain
@objc class AppDelegate: FlutterAppDelegate {
override func application(
_ application: UIApplication,
didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {
let controller : FlutterViewController = window?.rootViewController as! FlutterViewController;
let batteryChannel = FlutterMethodChannel.init(name: "samples.flutter.io/battery",
binaryMessenger: controller);
batteryChannel.setMethodCallHandler({
(call: FlutterMethodCall, result: FlutterResult) -> Void in
// Handle battery messages.
});
return super.application(application, didFinishLaunchingWithOptions: launchOptions);
}
}
Next, add the actual iOS Swift code that uses the iOS battery APIs to retrieve the battery level. This code is exactly the same as you would have written in a native iOS app.
Add the following as a new method at the bottom of AppDelegate.swift
:
private func receiveBatteryLevel(result: FlutterResult) {
let device = UIDevice.current;
device.isBatteryMonitoringEnabled = true;
if (device.batteryState == UIDeviceBatteryState.unknown) {
result(FlutterError.init(code: "UNAVAILABLE",
message: "Battery info unavailable",
details: nil));
} else {
result(Int(device.batteryLevel * 100));
}
}
Finally, complete the setMethodCallHandler
method we added earlier. We need
to handle a single platform method, getBatteryLevel
, so we test for that in
the call
argument. The implementation of this platform method simply calls the
iOS code we wrote in the previous step. If an unknown method
is called, we report that instead.
batteryChannel.setMethodCallHandler({
(call: FlutterMethodCall, result: FlutterResult) -> Void in
if ("getBatteryLevel" == call.method) {
self.receiveBatteryLevel(result: result);
} else {
result(FlutterMethodNotImplemented);
}
});
You should now be able to run the app on iOS. If you are using the iOS Simulator, note that it does not support battery APIs, and the app will thus display 'Battery info unavailable.'.
If you expect to use your platform-specific code in multiple Flutter apps, it can be useful to separate the code into a platform plugin located in a directory outside your main application. See developing packages for details.
If you wish to share your platform-specific with other developers in the Flutter ecosystem, please see publishing packages for details.
Besides the above mentioned MethodChannel
, you can also use the more plain
BasicMessageChannel
, which supports basic, asynchronous
message passing using a custom message codec. Further, you can use the
specialized BinaryCodec
, StringCodec
, and
JSONMessageCodec
classes, or create your own codec.