Developing packages & plugins
- Package introduction
- Developing Dart packages
- Developing plugin packages
- Federated plugins
- Specifying a plugin’s supported platforms
- Step 1: Create the package
- Step 2: Implement the package
- Step 2a: Define the package API (.dart)
- Step 2b: Add Android platform code (.kt/.java)
- Step 2c: Add iOS platform code (.swift/.h+.m)
- Step 2d: Add Linux platform code (.h+.cc)
- Step 2e: Add macOS platform code (.swift)
- Step 2f: Add Windows platform code (.h+.cpp)
- Step 2g: Connect the API and the platform code
- Add support for platforms in an existing plugin project
- Dart platform implementations
- Testing your plugin
- Developing FFI plugin packages
- Adding documentation
- Publishing your package
- Handling package interdependencies
The plugin API supports federated plugins that enable separation of different platform implementations. You can also now indicate which platforms a plugin supports, for example web and macOS.
Eventually, the old plugin APIs will be deprecated. In the short term, you will see a warning when the framework detects that you are using an old-style plugin. For information on how to upgrade your plugin, see Supporting the new Android plugins APIs.
Package introduction
Packages enable the creation of modular code that can be shared easily. A minimal package consists of the following:
pubspec.yaml
- A metadata file that declares the package name, version, author, and so on.
lib
- The
lib
directory contains the public code in the package, minimally a single<package-name>.dart
file.
Package types
Packages can contain more than one kind of content:
- Dart packages
- General packages written in Dart,
for example the
path
package. Some of these might contain Flutter specific functionality and thus have a dependency on the Flutter framework, restricting their use to Flutter only, for example thefluro
package. - Plugin packages
- A specialized Dart package that contains an API written in
Dart code combined with one or more platform-specific
implementations.
Plugin packages can be written for Android (using Kotlin or Java), iOS (using Swift or Objective-C), web, macOS, Windows, or Linux, or any combination thereof.
A concrete example is the
url_launcher
plugin package. To see how to use theurl_launcher
package, and how it was extended to implement support for web, see the Medium article by Harry Terkelsen, How to Write a Flutter Web Plugin, Part 1. - FFI Plugin packages
- A specialized Dart package that contains an API written in Dart code combined with one or more platform-specific implementations that use Dart FFI(Android, iOS, macOS).
Developing Dart packages
The following instructions explain how to write a Flutter package.
Step 1: Create the package
To create a starter Flutter package,
use the --template=package
flag with flutter create
:
$ flutter create --template=package hello
This creates a package project in the hello
folder with the following content:
- LICENSE
- A (mostly) empty license text file.
- test/hello_test.dart
- The unit tests for the package.
- hello.iml
- A configuration file used by the IntelliJ IDEs.
- .gitignore
- A hidden file that tells Git which files or folders to ignore in a project.
- .metadata
- A hidden file used by IDEs to track the properties of the Flutter project.
- pubspec.yaml
- A yaml file containing metadata that specifies the package’s dependencies. Used by the pub tool.
- README.md
- A starter markdown file that briefly describes the package’s purpose.
- lib/hello.dart
- A starter app containing Dart code for the package.
- .idea/modules.xml, .idea/workspace.xml
- A hidden folder containing configuration files for the IntelliJ IDEs.
- CHANGELOG.md
- A (mostly) empty markdown file for tracking version changes to the package.
Step 2: Implement the package
For pure Dart packages, simply add the functionality
inside the main lib/<package name>.dart
file,
or in several files in the lib
directory.
To test the package, add unit tests
in a test
directory.
For additional details on how to organize the package contents, see the Dart library package documentation.
Developing plugin packages
If you want to develop a package that calls into platform-specific APIs, you need to develop a plugin package.
The API is connected to the platform-specific implementation(s) using a platform channel.
Federated plugins
Federated plugins are a way of splitting support for different platforms into separate packages. So, a federated plugin can use one package for iOS, another for Android, another for web, and yet another for a car (as an example of an IoT device). Among other benefits, this approach allows a domain expert to extend an existing plugin to work for the platform they know best.
A federated plugin requires the following packages:
- app-facing package
- The package that plugin users depend on to use the plugin. This package specifies the API used by the Flutter app.
- platform package(s)
- One or more packages that contain the platform-specific implementation code. The app-facing package calls into these packages—they aren’t included into an app, unless they contain platform-specific functionality accessible to the end user.
- platform interface package
- The package that glues the app-facing packing to the platform package(s). This package declares an interface that any platform package must implement to support the app-facing package. Having a single package that defines this interface ensures that all platform packages implement the same functionality in a uniform way.
Endorsed federated plugin
Ideally, when adding a platform implementation to a federated plugin, you will coordinate with the package author to include your implementation. In this way, the original author endorses your implementation.
For example, say you write a foobar_windows
implementation for the (imaginary) foobar
plugin.
In an endorsed plugin, the original foobar
author
adds your Windows implementation as a dependency
in the pubspec for the app-facing package.
Then, when a developer includes the foobar
plugin
in their Flutter app, the Windows implementation,
as well as the other endorsed implementations,
are automatically available to the app.
Non-endorsed federated plugin
If you can’t, for whatever reason, get your implementation
added by the original plugin author, then your plugin
is not endorsed. A developer can still use your
implementation, but must manually add the plugin
to the app’s pubspec file. So, the developer
must include both the foobar
dependency and
the foobar_windows
dependency in order to achieve
full functionality.
For more information on federated plugins, why they are useful, and how they are implemented, see the Medium article by Harry Terkelsen, How To Write a Flutter Web Plugin, Part 2.
Specifying a plugin’s supported platforms
Plugins can specify the platforms they support by
adding keys to the platforms
map in the
pubspec.yaml
file. For example,
the following pubspec file shows the
flutter:
map for the hello
plugin,
which supports only iOS and Android:
flutter:
plugin:
platforms:
android:
package: com.example.hello
pluginClass: HelloPlugin
ios:
pluginClass: HelloPlugin
environment:
sdk: ">=2.1.0 <3.0.0"
# Flutter versions prior to 1.12 did not support the
# flutter.plugin.platforms map.
flutter: ">=1.12.0"
When adding plugin implementations for more platforms,
the platforms
map should be updated accordingly.
For example, here’s the map in the pubspec file
for the hello
plugin,
when updated to add support for macOS and web:
flutter:
plugin:
platforms:
android:
package: com.example.hello
pluginClass: HelloPlugin
ios:
pluginClass: HelloPlugin
macos:
pluginClass: HelloPlugin
web:
pluginClass: HelloPlugin
fileName: hello_web.dart
environment:
sdk: ">=2.1.0 <3.0.0"
# Flutter versions prior to 1.12 did not support the
# flutter.plugin.platforms map.
flutter: ">=1.12.0"
Federated platform packages
A platform package uses the same format,
but includes an implements
entry indicating
which app-facing package it implements. For example,
a hello_windows
plugin containing the Windows
implementation for hello
would have the following flutter:
map:
flutter:
plugin:
implements: hello
platforms:
windows:
pluginClass: HelloPlugin
Endorsed implementations
An app facing package can endorse a platform package by adding a
dependency on it, and including it as a default_package
in the
platforms:
map. If the hello
plugin above endorsed hello_windows
,
it would look as follows:
flutter:
plugin:
platforms:
android:
package: com.example.hello
pluginClass: HelloPlugin
ios:
pluginClass: HelloPlugin
windows:
default_package: hello_windows
dependencies:
hello_windows: ^1.0.0
Note that as shown here, an app-facing package can have some platforms implemented within the package, and others in endorsed federated implementations.
Step 1: Create the package
To create a plugin package, use the --template=plugin
flag with flutter create
.
Use the --platforms=
option followed by a
comma-separated list to specify the platforms
that the plugin supports. Available platforms are:
android
, ios
, web
, linux
, macos
, and windows
.
If no platforms are specified, the
resulting project doesn’t support any platforms.
Use the --org
option to specify your organization,
using reverse domain name notation. This value is used
in various package and bundle identifiers in the
generated plugin code.
Use the -a
option to specify the language for android
or the -i
option to specify the language for ios.
Please choose one of the following:
$ flutter create --org com.example --template=plugin --platforms=android,ios,linux,macos,windows -a kotlin hello
$ flutter create --org com.example --template=plugin --platforms=android,ios,linux,macos,windows -a java hello
$ flutter create --org com.example --template=plugin --platforms=android,ios,linux,macos,windows -i objc hello
$ flutter create --org com.example --template=plugin --platforms=android,ios,linux,macos,windows -i swift hello
This creates a plugin project in the hello
folder
with the following specialized content:
lib/hello.dart
- The Dart API for the plugin.
android/src/main/java/com/example/hello/HelloPlugin.kt
- The Android platform-specific implementation of the plugin API in Kotlin.
ios/Classes/HelloPlugin.m
- The iOS-platform specific implementation of the plugin API in Objective-C.
example/
- A Flutter app that depends on the plugin, and illustrates how to use it.
By default, the plugin project uses Swift for iOS code and
Kotlin for Android code. If you prefer Objective-C or Java,
you can specify the iOS language using -i
and the
Android language using -a
. For example:
$ flutter create --template=plugin --platforms=android,ios -i objc hello
$ flutter create --template=plugin --platforms=android,ios -a java hello
Step 2: Implement the package
As a plugin package contains code for several platforms written in several programming languages, some specific steps are needed to ensure a smooth experience.
Step 2a: Define the package API (.dart)
The API of the plugin package is defined in Dart code.
Open the main hello/
folder in your favorite Flutter editor.
Locate the file lib/hello.dart
.
Step 2b: Add Android platform code (.kt/.java)
We recommend you edit the Android code using Android Studio.
Then use the following steps:
- Launch Android Studio.
- Select Open an existing Android Studio Project
in the Welcome to Android Studio dialog,
or select File > Open from the menu,
and select the
hello/example/android/build.gradle
file. - In the Gradle Sync dialog, select OK.
- In the Android Gradle Plugin Update dialog, select Don’t remind me again for this project.
The Android platform code of your plugin is located in
hello/java/com.example.hello/HelloPlugin
.
You can run the example app from Android Studio by pressing the run (▶) button.
Step 2c: Add iOS platform code (.swift/.h+.m)
We recommend you edit the iOS code using Xcode.
Before editing the iOS platform code in Xcode,
first make sure that the code has been built at least once
(in other words, run the example app from your IDE/editor,
or in a terminal execute
cd hello/example; flutter build ios --no-codesign
).
Then use the following steps:
- Launch Xcode.
- Select File > Open, and select the
hello/example/ios/Runner.xcworkspace
file.
The iOS platform code for your plugin is located in
Pods/Development Pods/hello/../../example/ios/.symlinks/plugins/hello/ios/Classes
in the Project Navigator.
You can run the example app by pressing the run (▶) button.
Step 2d: Add Linux platform code (.h+.cc)
We recommend you edit the Linux code using an IDE with C++ integration. The instructions below are for Visual Studio Code with the “C/C++” and “CMake” extensions installed, but can be adjusted for other IDEs.
Before editing the Linux platform code in an IDE,
first make sure that the code has been built at least once
(in other words, run the example app from your Flutter
IDE/editor, or in a terminal execute
cd hello/example; flutter build linux
).
Then use the following steps:
- Launch Visual Studio Code.
- Open the
hello/example/linux/
directory. - Choose Yes in the prompt asking:
Would you like to configure project "linux"?
. This will allow C++ autocomplete to work.
The Linux platform code for your plugin is located in
flutter/ephemeral/.plugin_symlinks/hello/linux/
.
You can run the example app using flutter run
.
Note: Creating a runnable Flutter application
on Linux requires steps that are part of the flutter
tool, so even if your editor provides CMake
integration building and running that way won’t
work correctly.
Step 2e: Add macOS platform code (.swift)
We recommend you edit the macOS code using Xcode.
Before editing the macOS platform code in Xcode,
first make sure that the code has been built at least once
(in other words, run the example app from your IDE/editor,
or in a terminal execute
cd hello/example; flutter build macos
).
Then use the following steps:
- Launch Xcode.
- Select File > Open, and select the
hello/example/macos/Runner.xcworkspace
file.
The macOS platform code for your plugin is located in
Pods/Development Pods/hello/../../example/macos/Flutter/ephemeral/.symlinks/plugins/hello/macos/Classes
in the Project Navigator.
You can run the example app by pressing the run (▶) button.
Step 2f: Add Windows platform code (.h+.cpp)
We recommend you edit the Windows code using Visual Studio.
Before editing the Windows platform code in Visual Studio,
first make sure that the code has been built at least once
(in other words, run the example app from your IDE/editor,
or in a terminal execute
cd hello/example; flutter build windows
).
Then use the following steps:
- Launch Visual Studio.
- Select Open a project or solution, and select the
hello/example/build/windows/hello_example.sln
file.
The Windows platform code for your plugin is located in
hello_plugin/Source Files
and hello_plugin/Header Files
in
the Solution Explorer.
You can run the example app by right-clicking hello_example
in
the Solution Explorer and selecting Set as Startup Project,
then pressing the run (▶) button. Important: After
making changes to plugin code, you must select
Build > Build Solution before running again, otherwise
an outdated copy of the built plugin will be run instead
of the latest version containing your changes.
Step 2g: Connect the API and the platform code
Finally, you need to connect the API written in Dart code with the platform-specific implementations. This is done using a platform channel, or through the interfaces defined in a platform interface package.
Add support for platforms in an existing plugin project
To add support for specific platforms to an
existing plugin project, run flutter create
with
the --template=plugin
flag again in the project directory.
For example, to add web support in an existing plugin, run:
$ flutter create --template=plugin --platforms=web .
If this command displays a message about updating the
pubspec.yaml
file, follow the provided instructions.
Dart platform implementations
In many cases, non-web platform implementations only use the platform-specific implementation language, as shown above. However, platform implementations can also use platform-specific Dart as well.
Dart-only platform implementations
In some cases, some platforms can be
implemented entirely in Dart (for example, using FFI).
For a Dart-only platform implementation on a platform other than web,
replace the pluginClass
in pubspec.yaml with a dartPluginClass
.
Here is the hello_windows
example above modified for a
Dart-only implementation:
flutter:
plugin:
implements: hello
platforms:
windows:
dartPluginClass: HelloPluginWindows
In this version you would have no C++ Windows code, and would instead
subclass the hello
plugin’s Dart platform interface class with a
HelloPluginWindows
class that includes a static
registerWith()
method. This method is called during startup,
and can be used to register the Dart implementation:
class HelloPluginWindows extends HelloPluginPlatform {
/// Registers this class as the default instance of [HelloPluginPlatform].
static void registerWith() {
HelloPluginPlatform.instance = HelloPluginWindows();
}
Hybrid platform implementations
Platform implementations can also use both Dart and a platform-specific language. For example, a plugin could use a different platform channel for each platform so that the channels can be customized per platform.
A hybrid implementation uses both of the registration systems
described above. Here is the hello_windows
example above modified for a
hybrid implementation:
flutter:
plugin:
implements: hello
platforms:
windows:
dartPluginClass: HelloPluginWindows
pluginClass: HelloPlugin
The Dart HelloPluginWindows
class would use the registerWith()
shown above for Dart-only implementations, while the C++ HelloPlugin
class would be the same as in a C++-only implementation.
Testing your plugin
We encourage you test your plugin with automated tests, to ensure that functionality does not regress as you make changes to your code. For more information, see Testing your plugin, a section in Supporting the new Android plugins APIs.
Developing FFI plugin packages
If you want to develop a package that calls into native APIs using Dart’s FFI, you need to develop an FFI plugin package.
Both FFI plugin packages and (non-FFI) plugin packages support bundling native code, but FFI plugin packages do not support method channels and do include method channel registration code. If you want to implement a plugin that uses both method channels and FFI, use a (non-FFI) plugin. You can chose per platform to use an FFI or (non-FFI) plugin.
FFI plugin packages were introduced in Flutter 3.0, if you’re targeting older Flutter versions, you can use a (non-FFI) plugin.
Step 1: Create the package
To create a starter FFI plugin package,
use the --template=plugin_ffi
flag with flutter create
:
$ flutter create --template=plugin_ffi hello
This creates an FFI plugin project in the hello
folder with the following specialized content:
lib: The Dart code that defines the API of the plugin,
and which calls into the native code using dart:ffi
.
src: The native source code, and a CmakeFile.txt
file for building that source code into a dynamic library.
platform folders (android
, ios
, windows
, etc.): The
build files for building and bundling the native code
library with the platform application.
Step 2: Building and bundling native code
The pubspec.yaml
specifies FFI plugins as follows:
plugin:
platforms:
some_platform:
ffiPlugin: true
This configuration invokes the native build for the various target platforms and bundles the binaries in Flutter applications using these FFI plugins.
This can be combined with dartPluginClass
,
such as when FFI is used for the
implementation of one platform in a federated plugin:
plugin:
implements: some_other_plugin
platforms:
some_platform:
dartPluginClass: SomeClass
ffiPlugin: true
A plugin can have both FFI and method channels:
plugin:
platforms:
some_platform:
pluginClass: SomeName
ffiPlugin: true
The native build systems that are invoked by FFI (and method channels) plugins are:
- For Android: Gradle, which invokes the Android NDK for native builds.
- See the documentation in
android/build.gradle
.
- See the documentation in
- For iOS and macOS: Xcode, via CocoaPods.
- See the documentation in
ios/hello.podspec
. - See the documentation in
macos/hello.podspec
.
- See the documentation in
- For Linux and Windows: CMake.
- See the documentation in
linux/CMakeLists.txt
. - See the documentation in
windows/CMakeLists.txt
.
- See the documentation in
Step 3: Binding to native code
To use the native code, bindings in Dart are needed.
To avoid writing these by hand, they are generated from the header file
(src/hello.h
) by package:ffigen
.
Regenerate the bindings by running the following:
$ flutter pub run ffigen --config ffigen.yaml
Step 4: Invoking native code
Very short-running native functions can be directly
invoked from any isolate.
For an example, see sum
in lib/hello.dart
.
Longer-running functions should be invoked on a
helper isolate to avoid dropping frames in
Flutter applications.
For an example, see sumAsync
in lib/hello.dart
.
Adding documentation
It is recommended practice to add the following documentation to all packages:
- A
README.md
file that introduces the package - A
CHANGELOG.md
file that documents changes in each version - A
LICENSE
file containing the terms under which the package is licensed - API documentation for all public APIs (see below for details)
API documentation
When you publish a package,
API documentation is automatically generated and
published to pub.dev/documentation.
For example, see the docs for device_info
.
If you wish to generate API documentation locally on your development machine, use the following commands:
-
Change directory to the location of your package:
cd ~/dev/mypackage
-
Tell the documentation tool where the Flutter SDK is located (change the following commands to reflect where you placed it):
export FLUTTER_ROOT=~/dev/flutter # on macOS or Linux set FLUTTER_ROOT=~/dev/flutter # on Windows
-
Run the
dartdoc
tool (included as part of the Flutter SDK), as follows:$FLUTTER_ROOT/bin/cache/dart-sdk/bin/dartdoc # on macOS or Linux %FLUTTER_ROOT%\bin\cache\dart-sdk\bin\dartdoc # on Windows
For tips on how to write API documentation, see Effective Dart Documentation.
Adding licenses to the LICENSE file
Individual licenses inside each LICENSE file should be separated by 80 hyphens on their own on a line.
If a LICENSE file contains more than one component license, then each component license must start with the names of the packages to which the component license applies, with each package name on its own line, and the list of package names separated from the actual license text by a blank line. (The packages need not match the names of the pub package. For example, a package might itself contain code from multiple third-party sources, and might need to include a license for each one.)
The following example shows a well-organized license file:
package_1
<some license text>
--------------------------------------------------------------------------------
package_2
<some license text>
Here is another example of a well-organized license file:
package_1
<some license text>
--------------------------------------------------------------------------------
package_1
package_2
<some license text>
Here is an example of a poorly-organized license file:
<some license text>
--------------------------------------------------------------------------------
<some license text>
Another example of a poorly-organized license file:
package_1
<some license text>
--------------------------------------------------------------------------------
<some license text>
Publishing your package
Once you have implemented a package, you can publish it on pub.dev, so that other developers can easily use it.
Prior to publishing, make sure to review the pubspec.yaml
,
README.md
, and CHANGELOG.md
files to make sure their
content is complete and correct. Also, to improve the
quality and usability of your package (and to make it
more likely to achieve the status of a Flutter Favorite),
consider including the following items:
- Diverse code usage examples
- Screenshots, animated gifs, or videos
- A link to the corresponding code repository
Next, run the publish command in dry-run
mode
to see if everything passes analysis:
$ flutter pub publish --dry-run
The next step is publishing to pub.dev, but be sure that you are ready because publishing is forever:
$ flutter pub publish
For more details on publishing, see the publishing docs on dart.dev.
Handling package interdependencies
If you are developing a package hello
that depends on
the Dart API exposed by another package, you need to add
that package to the dependencies
section of your
pubspec.yaml
file. The code below makes the Dart API
of the url_launcher
plugin available to hello
:
dependencies:
url_launcher: ^5.0.0
You can now import 'package:url_launcher/url_launcher.dart'
and launch(someUrl)
in the Dart code of hello
.
This is no different from how you include packages in Flutter apps or any other Dart project.
But if hello
happens to be a plugin package
whose platform-specific code needs access
to the platform-specific APIs exposed by url_launcher
,
you also need to add suitable dependency declarations
to your platform-specific build files, as shown below.
Android
The following example sets a dependency for
url_launcher
in hello/android/build.gradle
:
android {
// lines skipped
dependencies {
compileOnly rootProject.findProject(":url_launcher")
}
}
You can now import io.flutter.plugins.urllauncher.UrlLauncherPlugin
and access the UrlLauncherPlugin
class in the source code at hello/android/src
.
For more information on build.gradle
files, see the
Gradle Documentation on build scripts.
iOS
The following example sets a dependency for
url_launcher
in hello/ios/hello.podspec
:
Pod::Spec.new do |s|
# lines skipped
s.dependency 'url_launcher'
You can now #import "UrlLauncherPlugin.h"
and
access the UrlLauncherPlugin
class in the source code
at hello/ios/Classes
.
For additional details on .podspec
files, see the
CocoaPods Documentation on them.
Web
All web dependencies are handled by the pubspec.yaml
file like any other Dart package.