前言
文章的图片链接都是在github上,可能需要...你懂得;本文含有大量关键步骤配置图片,强烈建议在合适环境下阅读
Flutter直接调用C层还是蛮有魅力,想想你练习C++,然后直接能用flutter在上层展示出效果,是不是就有大量练手的机会了,逻辑反手就用C++,Rust去写,给后面的接盘侠留下一座壮丽的克苏鲁神山,供其瞻仰
上面只是开个玩笑,目前flutter ffi的交互,主要是为了和底层交互的统一,还能直接使用到大量宝藏一样的底层库
目前ffi的同步调用还是比较可以,异步交互有办法去解决,但是使用起来比较麻烦
- 有兴趣的可以查看下面
异步消息通信
模块中贴的issue
Flutter和Rust的交互
- flutter_rust_bridge库给了一个很不错的解决方案
- 主要是他能很轻松的实现异步交互!
本文是循序渐进式,比较全面的介绍了flutter的ffi使用,ffigen使用,最后才是
rust交互
介绍;如果对ffi和ffigen不太关心,也可直接阅读
rust交互
内容
FFI交互方式
配置
Android
- 需要先配置ndk
# macndk.dir=/Users/***/Develop/SDK/android_sdk/ndk/21.3.6528147
# windowsndk.dir=F:\\SDK\\AndroidSDK\\ndk\\21.3.6528147
- 安装下CMake
- 需要在Android的build.gradle里配置下cmake路径
android {...//配置CMakeList路径
externalNativeBuild {
cmake {
path "../lib/native/CMakeLists.txt"}}}
- 因为Windows和Linux都需要用到
CMakeLists.txt
,先来看下Android的配置 - Android的比较简单,配置下需要编译的c文件就行了- 一个个添加文件的方式太麻烦了,这边直接用native_batch
批量添加文件- android会指定给定义的项目名上加上lib
,set(PROJECT_NAME "native_fun")
生成的名称应该为libnative_fun.so
# cmake_minimum_required 表示支持的 cmake 最小版本
cmake_minimum_required(VERSION 3.4.1)
# 项目名称
set(PROJECT_NAME "native_fun")
# 批量添加c文件
# add_library 关键字表示构建链接库,参数1是链接包名称; 参数2'SHARED'表示构建动态链接库; 参数2是源文件列表
file(GLOB_RECURSE native_batch ../../ios/Classes/native/*)
add_library(${PROJECT_NAME} SHARED ${native_batch})
可以发现
file(GLOB_RECURSE native_batch ../../ios/Classes/native/*)
这边路径设置在iOS的Classes文件下,这边是为了方便统一编译native文件夹下的所有c文件,macOS和iOS需要放在Classes下,可以直接编译
但是macOS和iOS没法指定编译超过父节点位置,必须放在Classes子文件夹下,超过这个节点就没法编译
所以这边iOS和macOS必须要维护俩份相同c文件(建个文件夹吧,方便直接拷贝过去);Android,Windows,Linux可以指定到这俩个中的其中之一(建议指定iOS的Classes,避免一些灵异Bug)
- 效果
iOS
- iOS可以直接编译C文件,需要放在Classes文件夹下
- 效果
macOS
- macOS也可以直接编译C文件,需要放在Classes文件夹下
- 效果
Windows
- windows下的CMakeLists.txt里面指定了lib/native下面的统一CMakeLists.txt配置
# cmake_minimum_required 表示支持的 cmake 最小版本
cmake_minimum_required(VERSION 3.4.1)
# 项目名称
set(PROJECT_NAME "libnative_fun")
# 批量添加cpp文件
# add_library 关键字表示构建链接库,参数1是链接包名称; 参数2'SHARED'表示构建动态链接库; 参数2是源文件列表
file(GLOB_RECURSE native_batch ../../ios/Classes/native/*)
add_library(${PROJECT_NAME} SHARED ${native_batch})
# Windows 需要把dll拷贝到bin目录
# 动态库的输出目录
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/$<$<CONFIG:DEBUG>:Debug>$<$<CONFIG:RELEASE>:Release>")
# 安装动态库的目标目录
set(INSTALL_BUNDLE_LIB_DIR "${CMAKE_INSTALL_PREFIX}")
# 安装动态库,到执行目录
install(FILES "${CMAKE_LIBRARY_OUTPUT_DIRECTORY}/${PROJECT_NAME}.dll" DESTINATION "${INSTALL_BUNDLE_LIB_DIR}" COMPONENT Runtime)
- 这边可以将Android和Windows的配置统一下,加下判断即可
# cmake_minimum_required 表示支持的 cmake 最小版本
cmake_minimum_required(VERSION 3.4.1)
# 项目名称
if (WIN32)
set(PROJECT_NAME "libnative_fun")
else()
set(PROJECT_NAME "native_fun")
endif()
# 批量添加c文件
# add_library 关键字表示构建链接库,参数1是链接包名称; 参数2'SHARED'表示构建动态链接库; 参数2是源文件列表
file(GLOB_RECURSE native_batch ../../ios/Classes/native/*)
add_library(${PROJECT_NAME} SHARED ${native_batch})
# Windows 需要把dll拷贝到bin目录
if (WIN32)
# 动态库的输出目录
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}/$<$<CONFIG:DEBUG>:Debug>$<$<CONFIG:RELEASE>:Release>")
# 安装动态库的目标目录
set(INSTALL_BUNDLE_LIB_DIR "${CMAKE_INSTALL_PREFIX}")
# 安装动态库,到执行目录
install(FILES "${CMAKE_LIBRARY_OUTPUT_DIRECTORY}/${PROJECT_NAME}.dll" DESTINATION "${INSTALL_BUNDLE_LIB_DIR}" COMPONENT Runtime)
endif()
- 说明下,Windows这边必须将生成的dll拷贝到bin目录下,才能调用 - 所以cmake里面,最后那段Windows的特有代码是必须要写的
- 效果
交互
- 通用加载:NativeFFI.dynamicLibrary
classNativeFFI{NativeFFI._();staticDynamicLibrary? _dyLib;staticDynamicLibraryget dynamicLibrary {if(_dyLib !=null)return _dyLib!;if(Platform.isMacOS ||Platform.isIOS){
_dyLib =DynamicLibrary.process();}elseif(Platform.isAndroid){
_dyLib =DynamicLibrary.open('libnative_fun.so');}elseif(Platform.isWindows){
_dyLib =DynamicLibrary.open('libnative_fun.dll');}else{throwException('DynamicLibrary初始化失败');}return _dyLib!;}}
Flutter同步调用Native
- dart
/// 俩数相加
int ffiAddSyncInvoke(int a, int b){final int Function(int x, int y) nativeAdd =NativeFFI.dynamicLibrary
.lookup<NativeFunction<Int32Function(Int32,Int32)>>("twoNumAdd").asFunction();returnnativeAdd(a, b);}
- native
#include<stdint.h>#ifdefWIN32#defineDART_APIextern"C"__declspec(dllexport)#else#defineDART_APIextern"C"__attribute__((visibility("default")))__attribute__((used))#endif
DART_API int32_ttwoNumAdd(int32_t x,int32_t y){return x + y;}
- 效果
Native同步触发Flutter回调
- dart
/// 传递的回调typedef _NativeCallback =Int32Function(Int32 num);/// Native方法typedef _NativeSyncCallback =VoidFunction(Pointer<NativeFunction<_NativeCallback>> callback,);/// Dart结束回调: Void和void不同,所以要区分开typedef _DartSyncCallback =voidFunction(Pointer<NativeFunction<_NativeCallback>> callback,);/// 必须使用顶层方法或者静态方法/// macos端可以打印出native层日志, 移动端只能打印dart日志
int _syncCallback(int num){print('--------');return num;}/// 在native层打印回调传入的值voidffiPrintSyncCallback(){final _DartSyncCallback dartSyncCallback =NativeFFI.dynamicLibrary
.lookup<NativeFunction<_NativeSyncCallback>>("nativeSyncCallback").asFunction();// 包装传递的回调var syncFun =Pointer.fromFunction<_NativeCallback>(_syncCallback,0);dartSyncCallback(syncFun);}
- native
#include<stdint.h>#include<iostream>#ifdefWIN32#defineDART_APIextern"C"__declspec(dllexport)#else#defineDART_APIextern"C"__attribute__((visibility("default")))__attribute__((used))#endifusingnamespace std;// 定义传递的回调类型typedefint32_t(*NativeCallback)(int32_t n);
DART_API voidnativeSyncCallback(NativeCallback callback){// 打印
std::cout <<"native log callback(666) = "<<callback(666)<< std::endl;}
- 效果
异步消息通信
说明
异步交互的写法有点复杂,可以查看下面的讨论
- https://github.com/dart-lang/sdk/issues/37022
- https://stackoverflow.com/questions/63311092/flutter-dart-how-to-use-async-callback-with-dart-ffi
异步通信需要导入额外c文件用作通信支持,但是如果你的iOS项目是swift项目,无法编译这些额外c文件
- 这些c文件我是封装在插件里,没想到办法怎么建立桥接
- 如果是OC项目,就可以直接编译
目前来看
- Android和iOS可以编译额外的消息通信的c文件
- windows和macos试了,都没法编译,麻了
使用
- dart
import'dart:async';import'dart:ffi';import'dart:isolate';import'package:flutter/material.dart';import'package:flutter_ffi_toolkit/src/native_ffi.dart';ReceivePort? _receivePort;StreamSubscription? _subscription;void_ensureNativeInitialized(){if(_receivePort ==null){WidgetsFlutterBinding.ensureInitialized();final initializeApi =NativeFFI.dynamicLibrary.lookupFunction<IntPtrFunction(Pointer<Void>),
int Function(Pointer<Void>)>("InitDartApiDL");if(initializeApi(NativeApi.initializeApiDLData)!=0){throw"Failed to initialize Dart API";}
_receivePort =ReceivePort();
_subscription = _receivePort!.listen(_handleNativeMessage);final registerSendPort =NativeFFI.dynamicLibrary.lookupFunction<VoidFunction(Int64 sendPort),voidFunction(int sendPort)>('RegisterSendPort');registerSendPort(_receivePort!.sendPort.nativePort);}}void_handleNativeMessage(dynamic address){print('---------native端通信,地址: $address');Pointer<Int32> point =Pointer<Int32>.fromAddress(address);print('---------native端通信,指针: $point');dynamic data = point.cast();print('---------native端通信,cast: $data');}voidffiAsyncMessage(int a){_ensureNativeInitialized();finalvoidFunction(int x) asyncMessage =NativeFFI.dynamicLibrary
.lookup<NativeFunction<VoidFunction(Int32)>>("NativeAsyncMessage").asFunction();asyncMessage(a);}voiddispose(){// TODO _unregisterReceivePort(_receivePort.sendPort.nativePort);
_subscription?.cancel();
_receivePort?.close();}
- native
// C#include<stdio.h>// Unix#include<unistd.h>#include<pthread.h>#include"dart_api/dart_api.h"#include"dart_api/dart_native_api.h"#include"dart_api/dart_api_dl.h"// Initialize `dart_api_dl.h`
DART_EXPORT intptr_t InitDartApiDL(void* data){returnDart_InitializeApiDL(data);}
Dart_Port send_port_;
DART_EXPORT voidRegisterSendPort(Dart_Port send_port){
send_port_ = send_port;}void*thread_func(void*args){printf("thread_func Running on (%p)\n",pthread_self());sleep(2/* seconds */);// doing something
Dart_CObject dart_object;
dart_object.type = Dart_CObject_kInt64;
dart_object.value.as_int64 =reinterpret_cast<intptr_t>(args);Dart_PostCObject_DL(send_port_,&dart_object);pthread_exit(args);}
DART_EXPORT voidNativeAsyncMessage(int32_t x){printf("NativeAsyncCallback Running on (%p)\n",pthread_self());
pthread_t message_thread;pthread_create(&message_thread,NULL, thread_func,(void*)&x);}
- 效果
ffigen使用
手写这些ffi交互代码,也是件比较麻烦的事,而且每个方法都要写对应的类型转换和相应的硬编码方法名,如果c的某个方法改变参数和方法名,再回去改对应的dart代码,无疑是一件蛋痛的事
flutter提供了一个自动生成ffi交互的代码,通俗的说:自动将c代码生成为对应dart的代码
配置
- ubuntu/linux- 安装 libclangdev:
sudo apt-get install libclang-dev
- Windows- 安装 Visual Studio with C++ development support- 安装 LLVM:
winget install -e --id LLVM.LLVM
- MacOS- 安装 Xcode- 安装 LLVM:
brew install llvm
- 引入ffigen- pub:https://pub.dev/packages/ffigen
dependencies:
ffigen:^7.2.0
ffigen:
# 输出生成的文件路径
output:'lib/src/ffigen/two_num_add.dart'
# 输出的类名
name:NativeLibrary
headers:
# 配置需要生成的文件
entry-points:-'ios/Classes/native/ffigen/add.cpp'
# 保证只转换two_num_add.cpp文件,不转换其包含的库文件,建议加上
include-directives:-'ios/Classes/native/ffigen/add.cpp'
生成文件
- 需要注意:生成的文件位置,需要和指定文件的编译位置保持一致,这样才能编译这些c文件
- ffigen生成命令
dart run ffigen
- add.cpp - 使用命令生成对应dart文件的时候,方法名前不能加我们定义的
DART_API
,不然无法生成对应dart文件- 编译的时候必须要加上DART_API
,不然无法编译该方法- 有点无语,有知道能统一处理cpp文件方法的,还请在评论区告知呀
#include<stdint.h>#ifdefWIN32#defineDART_APIextern"C"__declspec(dllexport)#else#defineDART_APIextern"C"__attribute__((visibility("default")))__attribute__((used))#endif// DART_API int32_t twoNumAddGen(int32_t x, int32_t y){// return x + y;// }int32_ttwoNumAddGen(int32_t x,int32_t y){return x + y;}
- 生成的dart文件
// AUTO GENERATED FILE, DO NOT EDIT.//// Generated by `package:ffigen`.import'dart:ffi'as ffi;classNativeLibrary{/// Holds the symbol lookup function.finalffi.Pointer<T>Function<Textendsffi.NativeType>(String symbolName)
_lookup;/// The symbols are looked up in [dynamicLibrary].NativeLibrary(ffi.DynamicLibrary dynamicLibrary): _lookup = dynamicLibrary.lookup;/// The symbols are looked up with [lookup].NativeLibrary.fromLookup(ffi.Pointer<T>Function<Textendsffi.NativeType>(String symbolName)
lookup): _lookup = lookup;
int twoNumAddGen(
int x,
int y,){return_twoNumAddGen(
x,
y,);}
late final _twoNumAddGenPtr =
_lookup<ffi.NativeFunction<ffi.Int32Function(ffi.Int32,ffi.Int32)>>('twoNumAddGen');
late final _twoNumAddGen =
_twoNumAddGenPtr.asFunction<int Function(int, int)>();}
使用
- 通用加载:NativeFFI.dynamicLibrary
classNativeFFI{NativeFFI._();staticDynamicLibrary? _dyLib;staticDynamicLibraryget dynamicLibrary {if(_dyLib !=null)return _dyLib!;if(Platform.isMacOS ||Platform.isIOS){
_dyLib =DynamicLibrary.process();}elseif(Platform.isAndroid){
_dyLib =DynamicLibrary.open('libnative_fun.so');}elseif(Platform.isWindows){
_dyLib =DynamicLibrary.open('libnative_fun.dll');}else{throwException('DynamicLibrary初始化失败');}return _dyLib!;}}
- 使用
NativeLibrary(NativeFFI.dynamicLibrary).twoNumAddGen(a, b);
- 效果
rust 交互
使用flutter_rust_bridge:flutter_rust_bridge
下面全平台的配置,我成功编译运行后写的一份详细指南(踩了一堆坑),大家务必认真按照步骤配置~
大家也可以参考官方文档,不过我觉得写的更加人性化,hhhhhh…
- 原版:https://cjycode.com/flutter_rust_bridge/
- 中文版:https://trdthg.github.io/flutter_rust_bindgen_book_zh
准备
创建Rust项目
- Rust安装:https://rustup.rs/
- 创建项目,请选择library
- Cargo.toml 需要引入三个库:[package]和[lib]中的
name
参数,请保持一致,此处示例是name = "rust_ffi"
- [lib]:crate-type =[“lib”, “staticlib”, “cdylib”]- [build-dependencies]:flutter_rust_bridge_codegen- [dependencies]:flutter_rust_bridge- 最新版本查看:https://crates.io/
[package]
name ="rust_ffi"
version ="0.1.0"
edition ="2021"[lib]
name ="rust_ffi"crate-type=["staticlib","cdylib"][build-dependencies]
flutter_rust_bridge_codegen ="=1.51.0"[dependencies]
flutter_rust_bridge ="=1.51.0"
flutter_rust_bridge_macros ="=1.51.0"
- 写rust代码需要注意下,不要在lib.rs中写代码,不然生成文件无法获取导包
Flutter项目
- flutter项目正常创建就行了
- flutter的pubspec.yaml中需要添加这些库
dependencies:
# https://pub.dev/packages/flutter_rust_bridge
flutter_rust_bridge:1.51.0
ffi:^2.0.1
dev_dependencies:
ffigen:^7.0.0
命令
- 需要先安装下代码生成工具
# 必须cargoinstall flutter_rust_bridge_codegen
# iOS和macOS 必须需要cargoinstall cargo-xcode
- 安装LLVM- ubuntu/linux- 安装 libclangdev:
sudo apt-get install libclang-dev
- Windows- 安装 Visual Studio with C++ development support- 安装 LLVM:winget install -e --id LLVM.LLVM
- MacOS- 安装 Xcode- 安装 LLVM:brew install llvm
- 生成命令
flutter_rust_bridge_codegen -r rust/src/api.rs -d lib/ffi/rust_ffi/rust_ffi.dart
- 如果需要iOS和macOS,用下面的命令,说明请参照:配置 —> iOS / macOS
flutter_rust_bridge_codegen -r rust/src/api.rs -d lib/ffi/rust_ffi/rust_ffi.dart -c ios/Runner/bridge_generated.h -c macos/Runner/bridge_generated.h
- 请注意 - 如果你在flutter侧升级了
flutter_rust_bridge
版本- rust的Cargo.toml也应该对flutter_rust_bridge_codegen
和flutter_rust_bridge
升级对应版本- 升级完版本后需要重新跑下该命令
# 自动安装最新版本cargoinstall flutter_rust_bridge_codegen
# 指定版本cargoinstall flutter_rust_bridge_codegen --version1.51.0 --force
配置
Android
- 必须要安装
cargo-ndk
:它能够将代码编译到适合的 JNI 而不需要额外的配置
cargoinstall cargo-ndk
- 添加cargo的android编译工具,在命令行执行下下述命令
rustup target add aarch64-linux-android
rustup target add armv7-linux-androideabi
rustup target add x86_64-linux-android
rustup target add i686-linux-android
- NDK:请使用NDK 22或更早的版本,NDK下载请参考下图
- 需要在gradle.properties配置下
# macANDROID_NDK=/Users/***/Develop/SDK/android_sdk/ndk/21.3.6528147
# windowsANDROID_NDK=F:\\SDK\\AndroidSDK\\ndk\\21.3.6528147
- 在
android/app/build.gradle
的最后添加下面几行 - ANDROID_NDK 就是在上面配置的变量- “…/…/rust”:此处请配置自己rust项目文件夹命名
[newTuple2('Debug',''),newTuple2('Profile','--release'),newTuple2('Release','--release')].each {def taskPostfix = it.first
def profileMode = it.second
tasks.whenTaskAdded { task ->if(task.name =="javaPreCompile$taskPostfix"){
task.dependsOn "cargoBuild$taskPostfix"}}
tasks.register("cargoBuild$taskPostfix", Exec){// Until https://github.com/bbqsrc/cargo-ndk/pull/13 is merged,// this workaround is necessary.def ndk_command ="""cargo ndk \
-t armeabi-v7a -t arm64-v8a -t x86_64 -t x86 \
-o ../android/app/src/main/jniLibs build $profileMode"""
workingDir "../../rust"
environment "ANDROID_NDK_HOME","$ANDROID_NDK"if(org.gradle.nativeplatform.platform.internal.DefaultNativePlatform.currentOperatingSystem.isWindows()){
commandLine 'cmd','/C', ndk_command
}else{
commandLine 'sh','-c', ndk_command
}}}
iOS
- iOS 需要一些额外的交叉编译目标:
# 64 bit targets (真机 & 模拟器):
rustup target add aarch64-apple-ios x86_64-apple-ios
# New simulator target for Xcode 12 and later
rustup target add aarch64-apple-ios-sim
- 需要先生成子项目
# 在rust项目下执行该命令cargo xcode
添加一些绑定文件
- 在 Xcode 中打开
ios/Runner.xcodeproj
, 接着把$crate/$crate.xcodeproj
添加为子项目:File —> Add Files to “Runner”
- 选择生成子项目,然后点击
add
- 选中那个文件夹,就会生成在哪个文件下
- 点击
Runner
根项目,TARGETS —> Build Phases —> Target Dependencies :请添加$crate-staticlib
- 展开 Link Binary With Libraries:添加
lib$crate_static.a
- 添加完毕后
绑定头文件
flutter_rust_bridge_codegen
会创建一个 C 头文件,里面列出了 Rust 库导出的所有符号,需要使用它,确保 Xcode 不会将符号去除。
在项目中需要添加
ios/Runner/bridge_generated.h
(或者
macos/Runner/bridge_generated.h
)
- 执行下述生成命令,会生成对应头文件,自动放到ios和macos目录下;可以封装成脚本,每次跑脚本就行了
flutter_rust_bridge_codegen -r rust/src/api.rs -d lib/ffi/rust_ffi/rust_ffi.dart -c ios/Runner/bridge_generated.h -c macos/Runner/bridge_generated.h
- 在
ios/Runner/Runner-Bridging-Header.h
中添加#import "GeneratedPluginRegistrant.h"+#import "bridge_generated.h"
ios/Runner/AppDelegate.swift
中添加override func application( _ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]? ) -> Bool {+ let dummy = dummy_method_to_enforce_bundling()+ print(dummy) GeneratedPluginRegistrant.register(with: self) return super.application(application, didFinishLaunchingWithOptions: launchOptions) }
macOS
说明
macos上面指向有个很奇怪的情况,官方文档说明的是需要链接
$crate-cdylib
,
$crate.dylib
;但是链接这个库,用xcode编译可以执行,但是使用android studio直接编译执行的时候会报错
与iOS保持一致,链接
$crate-staticlib
,
lib$crate_static.a
,可以顺利执行
下面配置,大家按需配置,我这边使用静态库能成功,链接动态库会失败
开始配置
- 需要先生成子项目,如果在配置iOS的时候已经执行了该命令,就不需要再次执行了(当然,再次执行也没问题)
# 在rust项目下执行该命令cargo xcode
- 在 Xcode 中打开
macos/Runner.xcodeproj
, 接着把$crate/$crate.xcodeproj
添加为子项目:File —> Add Files to “Runner”
- 点击
Runner
根项目,TARGETS —> Build Phases —> Target Dependencies :请添加$crate-staticlib
(或者 $crate-staticlib )
- 展开 Link Binary With Libraries: 添加
lib$crate_static.a
(或者$crate.dylib
)
- 需要注意的是,如果使用了动态库,编译报找不到
$crate.dylib
的时候 - 可以在Link Binary With Libraries
的时候,macOS添加的**.dylib要选择Optional
- 这个问题可能并不是必现
- Flutter 在 MacOS 上默认不使用符号,我们需要添加我们自己的- 在 Build Settings 标签页中- 把 Objective-C Bridging Header 设置为:
Runner/bridge_generated.h
- 还需要把
bridge_generated.h
文件加入macos项目
macos/Runner/AppDelegate.swift
中添加import Cocoaimport FlutterMacOS@NSApplicationMainclass AppDelegate: FlutterAppDelegate { override func applicationShouldTerminateAfterLastWindowClosed(_ sender: NSApplication) -> Bool {+ dummy_method_to_enforce_bundling() return true }}
Windows / Linux
说明
目前使用
flutter_rust_bridge
等库保持在
1.51.0
版本
- 亲测在windows,android,ios,macos可以编译运行,linux(暂时没精力折腾)
将
flutter_rust_bridge
更新到
1.54.0
版本
- 该版本有个比较大的改动,生成代码改动也比较大,需要安装最新版
flutter_rust_bridge_codegen
去生成代码 - 该版本在android,ios,macos可以编译运行,在windows上会报错
failed to run custom build commandfor`dart-sys v2.0.1`
Microsoft.CppCommon.targets(247,5): error MSB8066
猜测是作者新版本
dart-sys v2.0.1
这个库有问题,导致编译产物路径出了问题,报错了上面的错
目前本demo的版本号限制死在
1.51.0
版本;后面作者可能会解决该问题,需要使用新版本可自行尝试
- 在windows上安装编译生成库,需要安装指定版本
# 指定版本cargoinstall flutter_rust_bridge_codegen --version1.51.0 --force
重要说明
因为windows上编译需要下载Corrosion,需要开启全局xx上网,不然可能在编译的时候,会存在无法下载Corrosion的报错
推荐工具使用sstap 1.0.9.7版本,这个版本内置全局规则(可戴笠软件,不仅限浏览器),后面的版本该规则被删了
rust.make
- 需要先安装Corrosion ,可参考:https://github.com/corrosion-rs/corrosion#installation - 需要安装cmake(选择安装到环境变量的方式):https://cmake.org/download/- 然后执行下述命令
git clone https://github.com/corrosion-rs/corrosion.git
# Optionally, specify -DCMAKE_INSTALL_PREFIX=<target-install-path>. You can install Corrosion anyway
cmake -Scorrosion-Bbuild-DCMAKE_BUILD_TYPE=Release
cmake --build build --config Release
# This next step may require sudo or admin privileges if you're installing to a system location,# which is the default.
cmake --install build --config Release
windows和linux需要添加个rust.make文件:
- rust.make里面标注的内容需要和Cargo.toml里name保持一致
- rust.make
# We include Corrosion inline here, but ideally in a project with
# many dependencies we would need to install Corrosion on the system.
# See instructions on https://github.com/AndrewGaspar/corrosion#cmake-install
# Once done, uncomment this line:
# find_package(Corrosion REQUIRED)
include(FetchContent)
FetchContent_Declare(
Corrosion
GIT_REPOSITORY https://github.com/AndrewGaspar/corrosion.git
GIT_TAG origin/master # Optionally specify a version tag or branch here
)
FetchContent_MakeAvailable(Corrosion)
corrosion_import_crate(MANIFEST_PATH ../rust/Cargo.toml CRATES rust_ffi)
# Flutter-specific
set(CRATE_NAME "rust_ffi")
target_link_libraries(${BINARY_NAME} PRIVATE ${CRATE_NAME})
list(APPEND PLUGIN_BUNDLED_LIBRARIES $<TARGET_FILE:${CRATE_NAME}-shared>)
调整
- Windows:在
windows/CMakeLists.txt
添加rust.cmake文件
# Generated plugin build rules, which manage building the plugins and adding
# them to the application.
include(flutter/generated_plugins.cmake)
+include(./rust.cmake)
# === Installation ===
# Support files are copied into place next to the executable, so that it can
- Linux:在 Linux 上,你需要将 CMake 的最低版本升到 3.12,这是 Corrosion 的要求,
rust.cmake
依赖 Corrosion。需求修改linux/CMakeLists.txt
的这一行
-cmake_minimum_required(VERSION 3.10)
+cmake_minimum_required(VERSION 3.12)
...
# Generated plugin build rules, which manage building the plugins and adding
# them to the application.
include(flutter/generated_plugins.cmake)
+include(./rust.cmake)
# === Installation ===
# By default, "installing" just makes a relocatable bundle in the build
使用
- 调用
classNativeFFI{NativeFFI._();staticDynamicLibrary? _dyLib;staticDynamicLibraryget dyLib {if(_dyLib !=null)return _dyLib!;const base ='rust_ffi';if(Platform.isIOS){
_dyLib =DynamicLibrary.process();}elseif(Platform.isMacOS){
_dyLib =DynamicLibrary.executable();}elseif(Platform.isAndroid){
_dyLib =DynamicLibrary.open('lib$base.so');}elseif(Platform.isWindows){
_dyLib =DynamicLibrary.open('$base.dll');}else{throwException('DynamicLibrary初始化失败');}return _dyLib!;}}classNativeFun{staticfinal _ffi =RustFfiImpl(NativeFFI.dyLib);staticFuture<int>add(int left, int right)async{
int sum =await _ffi.add(left: left, right: right);return sum;}}
- 自动生成的类就不写了,就是上面使用的RustFfiImpl
- 使用
voidmain(){runApp(constMyApp());}classMyAppextendsStatelessWidget{constMyApp({super.key});@overrideWidgetbuild(BuildContext context){returnconstMaterialApp(title:'Flutter Demo', home:MyHomePage());}}classMyHomePageextendsStatefulWidget{constMyHomePage({super.key});@overrideState<MyHomePage>createState()=>_MyHomePageState();}class _MyHomePageState extendsState<MyHomePage>{
int _counter =0;void_incrementCounter()async{
_counter =awaitNativeFun.add(_counter,2);setState((){});}@overrideWidgetbuild(BuildContext context){returnScaffold(
appBar:AppBar(title:constText('Rust_Bridge Demo')),
body:Center(
child:Text('Count: $_counter',
style:Theme.of(context).textTheme.headline4,),),
floatingActionButton:FloatingActionButton(
onPressed: _incrementCounter,
tooltip:'Increment',
child:constIcon(Icons.add),),);}}
- 效果
结语
对于rust这块,这些配置确实有点麻烦,但是配置完,后面就不用管了
痛苦一次就行了.
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