code_assets 1.0.0
code_assets: ^1.0.0 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 {
if (input.config.buildCodeAssets) {
final packageName = input.packageName;
final assetPathInPackage = input.packageRoot.resolve('...');
final assetPathDownload = input.outputDirectoryShared.resolve('...');
output.assets.code.add(
CodeAsset(
package: packageName,
name: '...',
linkMode: DynamicLoadingBundled(),
file: assetPathInPackage,
),
);
}
});
}
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.