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flutter_qjs/README.md
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<!--
* @Description:
* @Author: ekibun
* @Date: 2020-08-08 08:16:50
* @LastEditors: ekibun
* @LastEditTime: 2020-10-03 00:44:41
-->
# flutter_qjs
This plugin is a simple js engine for flutter using the `quickjs` project with `dart:ffi`. Plugin currently supports all the platforms except web!
## Getting Started
### Basic usage
Firstly, create a `FlutterQjs` object, then call `dispatch` to dispatch event loop:
```dart
final engine = FlutterQjs(
stackSize: 1024 * 1024, // change stack size here.
);
engine.dispatch();
```
Use `evaluate` method to run js script, now you can use it synchronously, or use await to resolve `Promise`:
```dart
try {
print(engine.evaluate(code ?? ''));
} catch (e) {
print(e.toString());
}
```
Method `close` can destroy quickjs runtime that can be recreated again if you call `evaluate`. Parameter `port` should be close to stop `dispatch` loop when you do not need it.
```dart
engine.port.close(); // stop dispatch loop
engine.close(); // close engine
engine = null;
```
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) <br> IsolateJSFunction(...args) | function(....args) |
| Future | Promise |
| Object | DartObject |
**notice:** `function` can only be sent from js to dart. `DartObject` can only be used in `moduleHandler`.
### Invoke dart function
A global JavaScript function `channel` is presented to invoke dart function.
In constructor, pass handler function to manage JavaScript call. For example, you can use `Dio` to implement http in JavaScript:
```dart
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");
}
},
);
```
then, in java script you can use channel function to invoke `methodHandler`, make sure the second parameter is a list:
```javascript
channel("http", ["http://example.com/"]);
```
### Use modules
ES6 module with `import` function is supported and can be managed in dart with `moduleHandler`:
```dart
final engine = FlutterQjs(
moduleHandler: (String module) {
if(module == "hello")
return "export default (name) => `hello \${name}!`;";
throw Exception("Module Not found");
},
);
```
then in JavaScript, `import` function is used to get modules:
```javascript
import("hello").then(({default: greet}) => greet("world"));
```
**notice:** Module handler should be called only once for each module name. To reset the module cache, call `FlutterQjs.close` then `evaluate` again.
To use async function in module handler, try [Run on isolate thread](#Run-on-isolate-thread)
### Run on isolate thread
Create a `IsolateQjs` object, pass handlers to implement js-dart interaction and resolving modules. The `methodHandler` is used in isolate, so **the handler function must be a top-level function or a static method**. Async function such as `rootBundle.loadString` can be used now to get modules:
```dart
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 by `evaluate` will be automatically tracked and return the resolved data:
```dart
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 call `evaluate`.
[This example](example/lib/main.dart) contains a complete demonstration on how to use this plugin.
## For macOS & 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:
```podspec
s.vendored_frameworks = `build/Debug-iphonesimulator/ffiquickjs.framework`
```
For real device, use:
```podspec
s.vendored_frameworks = `build/Debug-iphoneos/ffiquickjs.framework`
```
Two additional notes:
1. quickjs built with `release` config has bug in resolving `Promise`. Please let me know if you know the solution.
2. `ios/make.sh` limits the build architectures to avoid combining conflicts. Change the `make.sh` to support another architectures.