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README.md

UIWidgets Engine

Introduction

This is the engine code of UIWidgets.

How to Build (Windows)

Install depot_tools

git clone 'https://chromium.googlesource.com/chromium/tools/depot_tools.git'

Add ${PWD}/depot_tools to PATH

Build flutter txt

  1. Setting up the Engine development environment

Follow https://github.com/flutter/flutter/wiki/Setting-up-the-Engine-development-environment

  1. Compiling for Windows

Follow https://github.com/flutter/flutter/wiki/Compiling-the-engine#compiling-for-windows

  1. Checkout flutter-1.17-candidate.5
cd engine/src/flutter
git checkout flutter-1.17-candidate.5
gclient sync -D

Apply the following diff:

--- a/third_party/txt/BUILD.gn
+++ b/third_party/txt/BUILD.gn
@@ -141,6 +141,7 @@ source_set("txt") {
     "//third_party/harfbuzz",
     "//third_party/icu",
     "//third_party/skia",
+    "//third_party/skia/modules/skottie",
   ]
 
   deps = [
@@ -339,3 +340,10 @@ executable("txt_benchmarks") {
     deps += [ "//third_party/skia/modules/skparagraph" ]
   }
 }
+
+static_library("txt_lib") {
+  complete_static_lib = true
+  deps = [
+    ":txt",
+  ]
+}

update out\host_debug_unopt\args.gn

skia_use_angle = true
skia_use_egl = true

update skia

--- a/BUILD.gn
+++ b/BUILD.gn
@@ -524,6 +524,7 @@ optional("gpu") {

  if (skia_use_gl) {
    public_defines += [ "SK_GL" ]
+    include_dirs = [ "//third_party/angle/include" ]
    if (is_android) {
      sources += [ "src/gpu/gl/egl/GrGLMakeNativeInterface_egl.cpp" ]

cmd

set GYP_MSVS_OVERRIDE_PATH=C:\Program Files (x86)\Microsoft Visual Studio\2017\Community
cd engine/src
python ./flutter/tools/gn --unoptimized
ninja -C out\host_debug_unopt flutter/third_party/txt:txt_lib

Build Skia

  1. Install LLVM

https://clang.llvm.org/get_started.html

  1. Build skia
cd $FLUTTER_ROOT/third_party/skia
python2 tools/git-sync-deps
bin/gn gen out/Debug

Update out/Debug/args.gn with the following content:

clang_win = "C:\Program Files\LLVM/third_party/skia"
win_vc = "C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC"
cc = "clang"
cxx = "clang++"
is_debug = true
skia_use_angle = true
skia_use_egl = true
extra_cflags = [
  "/MTd",
  "-I../../third_party/externals/angle2/include",
]
ninja -C out/Debug -k 0

Ignore this error: "lld-link: error: could not open 'EGL': no such file or directory"

convert icudtl.dat to object file in flutter

cd flutterRoot/third_party/icu/flutter/
ld -r -b binary -o icudtl.o icudtl.dat

Build Engine

cd <uiwidigets_dir>\engine
bee

How to Build (Mac)

Build Dependencies

Setting up the Engine development environment

Please follow https://github.com/flutter/flutter/wiki/Setting-up-the-Engine-development-environment.

Check out repo and update dependencies:

cd $FLUTTER_ROOT/flutter
git checkout flutter-1.17-candidate.5
gclient sync -D

Apply following to end of flutter/third_party/txt/BUILD.gn

diff --git a/third_party/txt/BUILD.gn b/third_party/txt/BUILD.gn
index 56b73a020..d42e88045 100644
--- a/third_party/txt/BUILD.gn
+++ b/third_party/txt/BUILD.gn
@@ -141,6 +141,7 @@ source_set("txt") {
     "//third_party/harfbuzz",
     "//third_party/icu",
     "//third_party/skia",
+    "//third_party/skia/modules/skottie",
   ]
 
   deps = [
@@ -339,3 +340,10 @@ executable("txt_benchmarks") {
     deps += [ "//third_party/skia/modules/skparagraph" ]
   }
 }
+
+static_library("txt_lib") {
+  complete_static_lib = true
+  deps = [
+    ":txt",
+  ]
+}

Compile engine:

cd $FLUTTER_ROOT
./flutter/tools/gn --unoptimized

add this line to the end of out/host_debug_unopt/args.gn:

icu_use_data_file=false

finally run ninja:

ninja -C out/host_debug_unopt/ flutter/third_party/txt:txt_lib

If the compilation fails because "no available Mac SDK is found" (in flutter-1.17 the build tool will only try to find Mac 10.XX SDKs), please modify the file "/src/build/Mac/find_sdk.py" under flutter root by setting "sdks" as your current sdk, e.g., ['11.0'].

Build Engine

cd <uiwidigets_dir>\engine
mono bee.exe mac

How to Build (Android)

Build flutter fml + skia + txt

  1. Setting up the Engine development environment

Follow https://github.com/flutter/flutter/wiki/Setting-up-the-Engine-development-environment

  1. Checkout flutter-1.17-candidate.5
cd engine/src/flutter
git checkout flutter-1.17-candidate.5
gclient sync -D

Apply following to end of flutter/third_party/txt/BUILD.gn

diff --git a/third_party/txt/BUILD.gn b/third_party/txt/BUILD.gn
index 56b73a020..d42e88045 100644
--- a/third_party/txt/BUILD.gn
+++ b/third_party/txt/BUILD.gn
@@ -141,6 +141,7 @@ source_set("txt") {
     "//third_party/harfbuzz",
     "//third_party/icu",
     "//third_party/skia",
+    "//third_party/skia/modules/skottie",
+    "//third_party/libcxx",
+    "//third_party/libcxxabi",
   ]
 
   deps = [
@@ -339,3 +340,10 @@ executable("txt_benchmarks") {
     deps += [ "//third_party/skia/modules/skparagraph" ]
   }
 }
+
+static_library("txt_lib") {
+  complete_static_lib = true
+  deps = [
+    ":txt",
+  ]
+}

remove visibility = [ "../libcxx:*" ] from /build/secondary/third_party/libcxxabi/BUILD.gn

cmd

cd $FLUTTER_ROOT
python ./flutter/tools/gn --unoptimized --android
ninja -C out/android_debug_unopt/ flutter/third_party/txt:txt_lib

If the compilation fails because "no available Mac SDK is found" (in flutter-1.17 the build tool will only try to find Mac 10.XX SDKs), please modify the file "/src/build/Mac/find_sdk.py" under flutter root by setting "sdks" as your current sdk, e.g., ['11.0'].

build icu

cd <uiwidigets_dir>\engine
python $FLUTTER_ROOT/flutter/sky/tools/objcopy.py --objcopy $FLUTTER_ROOT/third_party/android_tools/ndk/toolchains/arm-linux-androideabi-4.9/prebuilt/darwin-x86_64/bin/arm-linux-androideabi-objcopy --input $FLUTTER_ROOT/third_party/icu/flutter/icudtl.dat --output icudtl.o --arch arm

build uiwidgets

cd <uiwidigets_dir>\engine
mono bee.exe android

How to Build (IOS)

The UIWidgets engine for iOS can only be built on Mac.

Preliminaries

There is a special settings, namely "Enable bitcode" we need set properly when building an ios native plugin. Generally, the program is possible to run faster when "Enable bitcode" is true while the size of the plugin will also become bigger.

You can choose to build the library with enabled or disabled "Enable bitcode" using different build commands as shown in the following two sections.

You can also build UIWidgets engine with enabled or disabled "Enable bitcode" by changing the value of "ios_bitcode_enabled" in "Build.bee.cs". Note that the value is set to false by default.

You can also change the setting of "Enable bitcode" in the XCode project generated by Unity. Specifically, you can find this setting in "Build Settings/Build Options/Enable Bitcode". This value is true by default.

You should always keep the "Enable bitcode" settings the same in the built library, the UIWidgets engine and the XCode project generated by your UIWidget project.

Build Dependencies

Setting up the Engine development environment

Please follow https://github.com/flutter/flutter/wiki/Setting-up-the-Engine-development-environment.

Check out repo and update dependencies:

cd $FLUTTER_ROOT/flutter
git checkout flutter-1.17-candidate.5
gclient sync -D

Apply following to end of flutter/third_party/txt/BUILD.gn

diff --git a/third_party/txt/BUILD.gn b/third_party/txt/BUILD.gn
index 56b73a020..d42e88045 100644
--- a/third_party/txt/BUILD.gn
+++ b/third_party/txt/BUILD.gn
@@ -141,6 +141,7 @@ source_set("txt") {
     "//third_party/harfbuzz",
     "//third_party/icu",
     "//third_party/skia",
+    "//third_party/skia/modules/skottie",
   ]
 
   deps = [
@@ -339,3 +340,10 @@ executable("txt_benchmarks") {
     deps += [ "//third_party/skia/modules/skparagraph" ]
   }
 }
+
+static_library("txt_lib") {
+  complete_static_lib = true
+  deps = [
+    ":txt",
+  ]
+}

Comiple engine:

cd $FLUTTER_ROOT
./flutter/tools/gn --unoptimized --ios            //disable bitcode
./flutter/tools/gn --unoptimized --ios --bitcode  //enable bitcode

add this line to the end of out/ios_debug_unopt/args.gn:

icu_use_data_file=false

finally run ninja:

ninja -C out/ios_debug_unopt/ flutter/third_party/txt:txt_lib

If the compilation fails because "no available Mac SDK is found" (in flutter-1.17 the build tool will only try to find Mac 10.XX SDKs), please modify the file "/src/build/Mac/find_sdk.py" under flutter root by setting "sdks" as your current sdk, e.g., ['11.0'].

If the compilation fails because "'Foundation/NSURLHandle.h' file not found" (flutter-1.17 assumes that you are using some low iphone SDK (e.g., older than 12.2), in which some platform-dependent Macros are defined differently from new SDKs like 12.2), please modify the file "/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/usr/include/TargetConditionals.h" in your system by making "TARGET_OS_EMBEDDED = 1" and "TARGET_OS_MACCATALYST = 0" for arm64-iphone architecture. You can also work-around this issue by checking out a new version of flutter (e.g., "flutter-1.18-candidate.6") and run "gclient sync -D" to get dependencies on newer iphone SDKs. Then switch back and build.

Build Engine

cd <uiwidigets_dir>\engine
mono bee.exe ios