When Swift Package Manager feature is enabled, create app and create plugin will have Swift Package Manager integration already added and will not need to undergo a migration.
Fixes https://github.com/flutter/flutter/issues/146371.
```
flutter config --enable-swift-package-manager
flutter create --ios-language swift --platforms ios,macos swift_app_name
flutter create --ios-language objc --platforms ios objc_app_name
flutter create --template=plugin --ios-language swift --platforms ios,macos swift_plugin_name
flutter create --template=plugin --ios-language objc --platforms ios objc_plugin_name
```
Adds warning to `flutter create` command that checks if detected Java version is compatible with the template AGP and template Gradle versions. If a developer is building for Android and their Java version is incompatible with either the AGP or Gradle versions that Flutter currently supports by default for new Flutter projects, then
- a warning will show noting the incompatibility and
- steps will be shown to fix the issue, the recommended option being to configure a new compatible Java version given that Flutter knows we can support the template Gradle/AGP versions and updating them manually may be risky (feedback on this approach would be greatly appreciated!)
Given that the template AGP and Gradle versions are compatible, this PR assumes that the detected Java version may only conflict with one of the template AGP or Gradle versions because:
- the minimum Java version for a given AGP version is less than the maximum Java version compatible for the minimum Gradle version required for that AGP version (too low a Java version will fail AGP compatibility test, but not Gradle compatibility).
- the maximum Java version compatible with minimum Gradle version for a given AGP version is higher than minimum Java version required for that AGP version (too high a Java version will fail Gradle compatibility test, but not AGP compatibility test).
Fixes https://github.com/flutter/flutter/issues/130515 in the sense that `flutter create foo`; `cd foo`; `flutter run` should always be successful.
Support for FFI calls with `@Native external` functions through Native assets on MacOS and iOS. This enables bundling native code without any build-system boilerplate code.
For more info see:
* https://github.com/flutter/flutter/issues/129757
### Implementation details for MacOS and iOS.
Dylibs are bundled by (1) making them fat binaries if multiple architectures are targeted, (2) code signing these, and (3) copying them to the frameworks folder. These steps are done manual rather than via CocoaPods. CocoaPods would have done the same steps, but (a) needs the dylibs to be there before the `xcodebuild` invocation (we could trick it, by having a minimal dylib in the place and replace it during the build process, that works), and (b) can't deal with having no dylibs to be bundled (we'd have to bundle a dummy dylib or include some dummy C code in the build file).
The dylibs are build as a new target inside flutter assemble, as that is the moment we know what build-mode and architecture to target.
The mapping from asset id to dylib-path is passed in to every kernel compilation path. The interesting case is hot-restart where the initial kernel file is compiled by the "inner" flutter assemble, while after hot restart the "outer" flutter run compiled kernel file is pushed to the device. Both kernel files need to contain the mapping. The "inner" flutter assemble gets its mapping from the NativeAssets target which builds the native assets. The "outer" flutter run get its mapping from a dry-run invocation. Since this hot restart can be used for multiple target devices (`flutter run -d all`) it contains the mapping for all known targets.
### Example vs template
The PR includes a new template that uses the new native assets in a package and has an app importing that. Separate discussion in: https://github.com/flutter/flutter/issues/131209.
### Tests
This PR adds new tests to cover the various use cases.
* dev/devicelab/bin/tasks/native_assets_ios.dart
* Runs an example app with native assets in all build modes, doing hot reload and hot restart in debug mode.
* dev/devicelab/bin/tasks/native_assets_ios_simulator.dart
* Runs an example app with native assets, doing hot reload and hot restart.
* packages/flutter_tools/test/integration.shard/native_assets_test.dart
* Runs (incl hot reload/hot restart), builds, builds frameworks for iOS, MacOS and flutter-tester.
* packages/flutter_tools/test/general.shard/build_system/targets/native_assets_test.dart
* Unit tests the new Target in the backend.
* packages/flutter_tools/test/general.shard/ios/native_assets_test.dart
* packages/flutter_tools/test/general.shard/macos/native_assets_test.dart
* Unit tests the native assets being packaged on a iOS/MacOS build.
It also extends various existing tests:
* dev/devicelab/bin/tasks/module_test_ios.dart
* Exercises the add2app scenario.
* packages/flutter_tools/test/general.shard/features_test.dart
* Unit test the new feature flag.
* Align `flutter pub get/upgrade/add/remove/downgrade`
* Add final . to command description
* Remove trailing whitespace
* Don't print message that command is being run
* Update expectations
* Use relative path
* Remove duplicated line
* Improve function dartdoc
* Add an integration test to plugin template example
Dart unit tests don't exercise host-side plugin code at all, so the
example tests in the plugin template currently have very little
meaningful coverage. This adds an integration test to the example app
when creating a plugin, so that there's an example of how to actually
test that a complete round-trip plugin call works.
This is done as a separate template that's currently only used by the
plugin template because I don't know what a good example for a
non-plugin case would be that isn't largely just a duplicate of the
widget tests. However, the integration test pre-includes conditionals
around the parts that are plugin-specific so that it can more easily be
expanded to other use cases later (e.g., in
https://github.com/flutter/flutter/issues/68818).
Part of https://github.com/flutter/flutter/issues/82458
* Add integration test to expected dependencies of a plugin app
* Test fixes
* Make an explicit test case
* Building shared C source code as part of the native build for platforms Android, iOS, Linux desktop, MacOS desktop, and Windows desktop.
* Sample code doing a synchronous FFI call.
* Sample code doing a long running synchronous FFI call on a helper isolate.
* Use of `package:ffigen` to generate the bindings.
initialize the flutter root as early as possible. This allows all interfaces to be normally injected into commands, even if those objects might read from the flutter root.
First pass at fixing #57985 and implementing #59602
This doesn't have enough metadata to be useful for IDEs yet, but it prevents the issue from getting worse while we iterate on it.
Adds initial support for flutter create of apps and plugins. This is derived from the current FDE example app and sample plugin, adding template values where relevant.
Since the APIs/tooling/template aren't stable yet, the app template includes a version marker, which will be updated each time there's a breaking change. The build now checks that the template version matches the version known by that version of the tool, and gives a specific error message when there's a mismatch, which improves over the current breaking change experience of hitting whatever build failure the breaking change causes and having to figure out that the problem is that the runner is out of date. It also adds a warning to the create output about the fact that it won't be stable.
Plugins don't currently have a version marker since in practice this is not a significant problem for plugins yet the way it is for runners; we can add it later if that changes.
Fixes#30704
* Update project.pbxproj files to say Flutter rather than Chromium
Also, the templates now have an empty organization so that we don't cause people to give their apps a Flutter copyright.
* Update the copyright notice checker to require a standard notice on all files
* Update copyrights on Dart files. (This was a mechanical commit.)
* Fix weird license headers on Dart files that deviate from our conventions; relicense Shrine.
Some were already marked "The Flutter Authors", not clear why. Their
dates have been normalized. Some were missing the blank line after the
license. Some were randomly different in trivial ways for no apparent
reason (e.g. missing the trailing period).
* Clean up the copyrights in non-Dart files. (Manual edits.)
Also, make sure templates don't have copyrights.
* Fix some more ORGANIZATIONNAMEs