Add a `-[FlutterViewController setFlutterViewDidRenderCallback:]` method on iOS so client applications can be notified when the Flutter view has rendered. This can be used for add2app cases to determine when to take an initial screenshot for comparisons in automated tests. The callback is expected to be an Objective-C block (or Swift closure). I chose to support only a single callback because it's much simpler (especially since it does not require a separate method to unregister the callback), and it's not clear that there are use cases that would justify additional complexity. Clients have the flexibility to make their callback invoke other callbacks anyway. I alternatively considered adding a `-[FlutterViewController viewDidRenderFirstFlutterFrame]` method that clients could override in a subclass, but using an Objective-C block seems more flexible and less of a burden. Fixes https://github.com/flutter/flutter/issues/20665
Flutter Engine
Flutter is a new way to build high-performance, cross-platform mobile apps. Flutter is optimized for today's, and tomorrow's, mobile devices. We are focused on low-latency input and high frame rates on Android and iOS.
The Flutter Engine is a portable runtime for hosting Flutter applications. It implements Flutter's core libraries, including animation and graphics, file and network I/O, accessibility support, plugin architecture, and a Dart runtime and compile toolchain. Most developers will interact with Flutter via the Flutter Framework, which provides a modern, reactive framework, and a rich set of platform, layout and foundation widgets.
Flutter is still under development and we continue to add features. However, it is ready for use by early adopters who are willing to deal with the odd wrinkle or two along the way. We hope you try it out and send us feedback.
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For information about using Flutter to build apps, please see the getting started guide.
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For information about contributing to the Flutter framework, please see the main Flutter repository.
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For information about contributing code to the engine itself, please see CONTRIBUTING.md.
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For information about the engine's architecture, please see the wiki.
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