5.0 KiB
flutter_qjs
A quickjs engine for flutter.
Feature
This plugin is a simple js engine for flutter using the quickjs
project with dart:ffi
. Plugin currently supports all the platforms except web!
Event loop of FlutterQjs
should be implemented by calling FlutterQjs.dispatch()
.
ES6 module with import
function is supported and can be managed in dart with setModuleHandler
.
A global function channel
is presented to invoke dart function. Data conversion between dart and js are implemented as follow:
dart | js |
---|---|
Bool | boolean |
Int | number |
Double | number |
String | string |
Uint8List | ArrayBuffer |
List | Array |
Map | Object |
JSFunction(...args) IsolateJSFunction(...args) |
function(....args) |
Future | Promise |
notice: function
can only be sent from js to dart. IsolateJSFunction
always returns asynchronously.
Getting Started
Run on main thread
- Create a
FlutterQjs
object, pass handlers to implement js-dart interaction and resolving modules. For example, you can useDio
to implement http in js:
final engine = FlutterQjs(
methodHandler: (String method, List arg) {
switch (method) {
case "http":
return Dio().get(arg[0]).then((response) => response.data);
default:
throw Exception("No such method");
}
},
moduleHandler: (String module) {
if(module == "hello")
return "export default (name) => `hello \${name}!`;";
throw Exception("Module Not found");
},
);
in javascript, channel
function is equiped to invoke methodHandler
, make sure the second parameter is a list:
channel("http", ["http://example.com/"]);
import
function is used to get modules:
import("hello").then(({default: greet}) => greet("world"));
notice: To use async function in module handler, try Run on isolate thread
- Then call
dispatch
to dispatch event loop.
engine.dispatch();
- Use
evaluate
to run js script, now you can use it synchronously, or use await to resolvePromise
:
try {
print(engine.evaluate(code ?? ''));
} catch (e) {
print(e.toString());
}
- Method
close
can destroy quickjs runtime that can be recreated again if you callevaluate
.
Run on isolate thread
- Create a
IsolateQjs
object, pass handlers to implement js-dart interaction and resolving modules. ThemethodHandler
is used in isolate, so the handler function must be a top-level function or a static method. Async function such asrootBundle.loadString
can be used now to get module:
dynamic methodHandler(String method, List arg) {
switch (method) {
case "http":
return Dio().get(arg[0]).then((response) => response.data);
default:
throw Exception("No such method");
}
}
final engine = IsolateQjs(
methodHandler: methodHandler,
moduleHandler: (String module) async {
return await rootBundle.loadString(
"js/" + module.replaceFirst(new RegExp(r".js$"), "") + ".js");
},
);
// not need engine.dispatch();
- Same as run on main thread, use
evaluate
to run js script. In this way,Promise
return byevaluate
will be automatically tracked and return the resolved data:
try {
print(await engine.evaluate(code ?? '', "<eval>"));
} catch (e) {
print(e.toString());
}
- Method
close
can destroy quickjs runtime that can be recreated again if you callevaluate
.
This example contains a complete demonstration on how to use this plugin.
For Mac & IOS developer
I am new to Xcode and iOS developing, and I cannot find a better way to support both simulators and real devices without combining the binary frameworks. To reduce build size, change the s.vendored_frameworks
in ios/flutter_qjs.podspec
to the specific framework.
For simulator, use:
s.vendored_frameworks = `build/Debug-iphonesimulator/ffiquickjs.framework`
For real device, use:
s.vendored_frameworks = `build/Debug-iphoneos/ffiquickjs.framework`
Two additional notes:
-
quickjs built with
release
config has bug in resolvingPromise
. Please let me know if you know the solution. -
ios/make.sh
limit the build architectures to avoid combine conflicts. Change themake.sh
to support another architectures.