I want make some changes in plugin. For android part everything is clear. But how can I open iOs part of plugin? There are no Xcode project just several .h and .m files.
How to open iOs plugin at Xcode?
https://github.com/flutter/plugins/tree/master/packages/video_player/video_player/ios
First, be sure to run the example app at least once.
$ cd example
$ flutter run
Then open the project in Xcode. The Xcode project is in example/ios. The swift (or obj-c) code that implements the iOS end of the method channel is found in (replace the italic strings with the actual plugin name):
Pods/Development
Pods/plugin_name/../../example/ios/.symlinks/plugins/plugin_name/ios/Classes
which you can find by opening the tree in the left pane.
go to root of package then.
cd example
flutter build ios --no-codesign
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.
The quickest way to open Xcode is xed ios when you are in the root project directory.
The plugins are put in $project_dir/ios/Pods
The plugins are actually installed by running pod install. flutter run will call pod install for you while also building the app. If you want to save time, just run cd ios; pod install and don't build your app.
Related
I have a very simple .NET MAUI app in VS2022 and I am getting this compile error:
Improper project configuration: no AppxManifest is specified, but
WindowsPackageType is not set to MSIX.
Before trying to compile, I did the following:
Unload project. Remove all lines references Windows, Mac, Tizen. I want this project to only work with iOS and Android.
Deleted the project folders related to Windows, Mac, Tizen
How can I get this to compile for iOS/Android only?
add a xml file with name Package.appxmanifest in platforms/windows....and paste content into it from any demo project of maui, or download a sample.
I have a Flutter project that currently builds for iOS and Android. I created the project around Flutter v1.9 or so. Since creating the project, I have added flavor support to my project (dev, prod) via the guide found here
However, after having done this, it doesn't seem like I am able to add web support to my project. Following Flutter's official instructions to enable web for a pre-existing project, I try to run flutter create . in the root directory of the project. When I do this I get the output:
The Xcode project defines schemes: dev, prod You must specify a --flavor option to select one of the available schemes.
So I try to run: flutter create . --flavor=dev and get Multiple output directories specified. Try moving --flavor=dev to be immediately following create
Soooo, I try: flutter create --flavor=dev . and get Could not find an option named "flavor".
Does anyone know how I can initialize web for this project? Thanks.
You need to do the following:
Goto root folder and rename manually ios folder temporarily to something like ios1
Goto terminal and make sure you are standing in root, then run this line:
flutter create --platforms=web .
Return to project folder and rename back manually ios1 to ios
Done
I want to know if there is a way to enable swift support for flutter project. I only enabled Kotlin support while creating the project. I need to enable Swift too. Is there a command I can execute or any setting in flutter plugin for Android studio where I can enable or is there is an option to enable in Xcode?
This is what I want to do but for existing Flutter project
Delete existing ios folder from root of flutter project.
Run this command flutter create -i swift .
This command will create only ios directory with swift support.
Well, I search the same thing now, also I enable the kotlin support...
so, how to enable swift or kotlin support for a existing proyect?
For swift support, you need to move your ios folder to outside of your project folder, for kotlin move outside the android folder, also check your package name in your manifest, or your PRODUCT_BUNDLE_IDENTIFIER
Run the below flutter command in your terminal on root folder of your proyect (I'm using com.custom_name.my_proyect for the package name of this example)
-i swift is for swift
-a kotlin is for kotlin.
--org is to set the first two words of your package, in this case com.custom_name
--project-name is to set the last word of your package in this case my_proyect
You can use only switf/kotlin or both, (Don't forget the period '.' at the end of the command)
flutter create -i swift -a kotlin --org com.custom_name --project-name my_proyect .
*Apply again your previous custom changes on the ios folder (E.g: info.plist, custom splash screen, etc.), now in Runner folder you don't have main.m and AppDelegate.h files, instead you have only the AppDelegate.swift file in swift language, so if you need to put API_KEYs there, the code is different.
*If you apply -a kotlin line, is the same logic that swift in your android folder, so your MainActivy.java file is now a MainActivity.kt file in kotlin language, and you need to apply again your previous custom changes in Android folder (E.g: build.gradle, res folder, android_manifest, etc.).
Little known secret -- you can run flutter create . in your Flutter app directory and it will repair the project, recreating any files that are missing. So if you already have a project created with Objective-C and Java, you can run:
flutter create -i swift -a kotlin .
to convert the host app to Kotlin and Swift.
(Ignore Kotlin you you want, but my experience is that just leave it there)
Bridging Header must be created.
Open the project with XCode. Then choose File -> New -> File -> Swift File.
A dialog will be displayed when creating the swift file(Since this file is deleted, any name can be used.). XCode will ask you if you wish to create Bridging Header, click yes.
Make sure you have use_frameworks! in the Runner block, in ios/Podfile。
Make sure you have SWIFT_VERSION 4.2 selected in you XCode -> Build Settings
Do flutter clean
Go to your ios folder, delete Podfile.lock and Pods folder and then execute pod install --repo-update
For the scenario where you already have an ios module partially written in Objective-C, and now just want to use Swift code alongside, than I suggest you to right click on ios in project window and choose Open iOS module in XCode this from context menu
Than you can just follow those instructions:
https://developer.apple.com/documentation/swift/imported_c_and_objective-c_apis/importing_swift_into_objective-c
If your plan is to rewrite module in swift than I'd create a new project with the same name as your original one and turned on Swift support. Than I'd just copy the whole ios module to your original project.
First delete AppDelegate.h, AppDelegate.m, main.m files
And also remove main.m from build phases -> compile sources
After that run this command
flutter create -i swift .
I want to use google map to existing(not a new one) iPhone project.Now i am using Google map ios sdk and i successfully added google map framework to my project.But i got error like this
ld: framework not found GoogleMaps
clang: error: linker command failed with exit code 1 (use -v to see invocation)
How to solve this issue.I am using xcode4.5 and google map iOS sdk version is 1.5. When i am creating new project with google map iOS sdk then no error getting for me.Error only for existing iOS Project.Please help me.
I solved my issue
You need to do this
Click on your project (targets)
Click on Build Settings
Under Framework search paths (set your framework path)
Following information for getting framework search paths
Right click on your framework folder (for ex: GoogleMaps.framework)
select Get info
copy the path from General->where and paste this path in your framework search path (path should contain in single line)
Good luck
I encountered a scenario in which I had to import a project that was using Google Maps and noticed the same problem - module: "Google Maps" not found.
To solve this problem it was necessary to delete Podfile.lock and Podfile folder and re-install the pods again. Good luck !
You can also :
- remove GoogleMaps from Podfile
- pod install
- add GoogleMaps to your Podfile again
- pod install
This solution works for me, you can also check the search paths a well.
Clean your project. The shortcut is command + shift + k. This will clear information that xcode has stored that might imply that the sdk isn't included.
Also press the project icon at the top of the hierarchy of files, press the target that is your project, press build phases, open link with binary libraries, and make sure that the google maps sdk is in there. If it is not, press + and add it in.
Follow the steps :
Download GoogleMaps-iOS-1.1.0.zip from their site
Unzip the file. You now have a GoogleMaps-iOS-1.1.0 folder
In that folder you have a GoogleMaps.framework folder.
Copy or move the GoogleMaps.framework folder to inside your project folder (in Finder).
Drag the GoogleMaps.framework folder onto your Frameworks group in Xcode.
In the options sheet, uncheck "Copy items into destination group's folder". Make sure your target is checked in "Add to targets". Click OK.
(Note that you can also do this the other way, by not copying it into your project folder and checking "Copy items into destination group's folder". Xcode will copy the folder itself.)
Import using #import "GoogleMaps/GoogleMaps.h". The angle bracket usually work too, but in this case it should use quotes.
From : <GoogleMaps/GoogleMaps.h> file not found Google Maps SDK for iOS
my problem was fixed by adding in:
build settings
Framework Search Paths
clickable and add the following lines:
"${PODS_ROOT}/GoogleMaps/Base/Frameworks"
"${PODS_ROOT}/GoogleMaps/Maps/Frameworks"
If you use Pods
Left menu > Pods > Pods > choose Framework > right menu > copy path from "ios/....."
My: ios/Pods/GoogleMaps/Maps/Frameworks/GoogleMaps.framework
Then Project > Build Setting > Framework Search Path > Click on
$(PROJECT_DIR)/ios/Pods/GoogleMaps/Maps/Frameworks/GoogleMapsCore.framework
Sometimes it happens when you are migrating the code from one system to another so your Framework search paths look empty at this moment, so one simple solution I try is to reinstall the podfile and it works for me.
I've been struggling with this issue for hours; I'm using CocoaPods, Swift and Xcode 6.1.1. I followed all the steps for including GoogleMaps in my project carefully, tried many different things like removing symbolic links in the downloaded package or manually linking the binaries in build phases or trying #include "GoogleMaps.h", #include "GoogleMaps/GoogleMaps.h" and "#include <GoogleMaps/GoogleMaps.h> in my bridge file, none of that worked... Finally used CocoaPods instead of including the framework myself and it worked! Hope it helps someone out there:
In the Podfile:
pod 'Google-Maps-iOS-SDK', '~> 1.9.2'
And in your Bridge file:
#import "GoogleMaps.h"
Delete derived data and delete Podfile.lock file and then run pod install.
Maybe it'll be useful for anybody, next steps helped me:
1. Delete "Headers" and "GoogleMaps" folders manually (from the Finder).
2. Run 'pod install'
3. Re-build the project in Xcode.
In my case, I forgot that I need to open the workspace file with pods, not the project.
I'm new to jailbroken dev. I have a regular xcode application project. Now I need to convert it, or create a new application project using iOSOpenDev for jailbroken dev. I found the same question:
xcode project conversion to iOSOpenDev
But I have no idea what to do with the first step. Do I need to add some settings or change some values of existed settings? Pleas give some more details.
thanks!
About the first step, I did some tryings and it worked out. The following steps is just the same as kokoabim said:
1.change the install path to /Applications; add iOSOpenDev's include,lib,framework folder path to Framework Search Paths,delete iphonesimulator from Supported Platforms in Build Settings, Header Search Paths, Library Search Paths(I'm not sure if it's necessary);
Add a run script build phase (must be last in order) to existing target that executes /opt/iOSOpenDev/bin/iosod --xcbp.
3.Create the Debian package control file under the existing target's folder as (target's directory)/Package/DEBIAN/control.
4.Perform a Build For Profiling (Cmd-Shift-I).