Desktop support for Flutter
Desktop support allows you to compile Flutter source code to a native Windows, macOS, or Linux desktop app. Flutter’s desktop support also extends to plugins—you can install existing plugins that support the Windows, macOS, or Linux platforms, or you can create your own.
Beta Snapshot in stable channel
To make it easier to try out desktop support for Flutter, we are shipping a snapshot of Flutter’s desktop beta on the stable channel. This means that you can easily try desktop support without needing to switch to the Flutter beta channel. However, the snapshot included in the stable channel won’t be updated until the next Flutter stable release. If you want the latest version of desktop support, you must switch to the Flutter beta channel.
Requirements
To create a Flutter application with desktop support, you need the following software:
- Flutter SDK. See the Flutter SDK installation instructions.
- Optional: An IDE that supports Flutter. You can install Android Studio, IntelliJ IDEA, or Visual Studio Code and install the Flutter and Dart plugins to enable language support and tools for refactoring, running, debugging, and reloading your desktop app within an editor. See setting up an editor for more details.
Additional Windows requirements
For Windows desktop development, you need the following in addition to the Flutter SDK:
- Visual Studio 2019 (not to be confused with Visual Studio Code). For Win32 you need the “Desktop development with C++” workload installed, including all of its default components. For UWP you need the “Universal Windows Platform development” workload installed, with the optional UWP C++ tools.
Additional macOS requirements
For macOS desktop development, you need the following in addition to the Flutter SDK:
Additional Linux requirements
For Linux desktop development, you need the following in addition to the Flutter SDK:
The easiest way to install the Flutter SDK along with these dependencies is by using snapd. For more information, see Installing snapd.
Once you have snapd
, you can install Flutter
using the Snap Store, or at the command line:
$ sudo snap install flutter --classic
If snapd
is unavailable on the Linux distro you’re using,
you might use the following command:
$ sudo apt-get install clang cmake ninja-build pkg-config libgtk-3-dev
Create a new project
You can use the following steps to create a new project with desktop support.
Set up
At the command line, perform the following commands to make sure that you have the latest desktop support and that it’s enabled. If you see “flutter: command not found”, then make sure that you have installed the Flutter SDK and that it’s in your path.
$ flutter config --enable-<platform>-desktop
Where <platform> is windows
, macos
, or linux
:
$ flutter config --enable-windows-desktop
$ flutter config --enable-macos-desktop
$ flutter config --enable-linux-desktop
For Windows UWP desktop support perform the following commands to switch to
the dev
channel, upgrade Flutter, and enable UWP.
$ flutter channel dev
$ flutter upgrade
$ flutter config --enable-windows-uwp-desktop
To ensure that desktop is enabled, list the devices available. You should see something like the following (you’ll see Windows, macOS, or Linux, depending on which platform you are running on):
$ flutter devices
1 connected device:
Windows (desktop) • windows • windows-x64 • Microsoft Windows [Version 10.0.18362.1082]
macOS (desktop) • macos • darwin-x64 • macOS 11.2 20D64 darwin-x64
Linux (desktop) • linux • linux-x64 • Linux
You might also run flutter doctor
to see if there are
any unresolved issues. It should look something like
the following on Windows:
PS C:\> flutter doctor
Doctor summary (to see all details, run flutter doctor -v):
[√] Flutter (Channel stable, 2.0.6, on Microsoft Windows [Version 10.0.19042.804], locale en-AU)
[√] Android toolchain - develop for Android devices (Android SDK version 30.0.3)
[√] Chrome - develop for the web
[√] Visual Studio - develop for Windows (Visual Studio Community 2019 16.9.5)
[√] Android Studio (version 4.1.0)
[√] VS Code (version 1.56.2)
[√] Connected device (3 available)
! No issues found!
On macOS, you might see something like the following:
$ flutter doctor
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel stable, 2.0.6, on macOS 11.3.1 20E241 darwin-x64, locale en)
[✓] Android toolchain - develop for Android devices (Android SDK version 30.0.0)
[✓] Xcode - develop for iOS and macOS
[✓] Chrome - develop for the web
[✓] Android Studio (version 4.0)
[✓] VS Code (version 1.56.2)
[✓] Connected device (3 available)
• No issues found!
On Linux, you might see something like the following:
$ flutter doctor
Doctor summary (to see all details, run flutter doctor -v):
[✓] Flutter (Channel beta, 1.27.0-1.0.pre, on Linux, locale en_AU.UTF-8)
[✓] Android toolchain - develop for Android devices (Android SDK version 30.0.3)
[✓] Chrome - develop for the web
[✓] Linux toolchain - develop for Linux desktop
[✓] Android Studio
[✓] Connected device (2 available)
If flutter doctor
finds problems for a platform that
you don’t want to develop for, you can ignore those warnings.
You don’t have to install Android Studio and the Android SDK,
for example, if you’re writing a Linux desktop app.
After enabling desktop support, restart your IDE. You should now see windows (desktop), macOS (desktop), or linux (desktop) in the device pulldown.
Create and run
Creating a new project with desktop support is no different than creating a new Flutter project for other platforms.
Once you’ve configured your environment for desktop support, you can create and run a desktop application either in the IDE or from the command line.
Using an IDE
After you’ve configured your environment to support desktop, make sure you restart the IDE if it was already running.
Create a new application in your IDE and it automatically creates iOS, Android, web, and desktop versions of your app. From the device pulldown, select windows (desktop), macOS (desktop), or linux (desktop) and run your application to see it launch on the desktop.
From the command line
To create a new application that includes desktop support
(in addition to mobile and web support), run the following commands,
substituting myapp
with the name of your project:
$ flutter create myapp
$ cd myapp
To launch your application from the command line, enter one of the following commands from the top of the package:
PS C:\> flutter run -d windows
$ flutter run -d macos
$ flutter run -d linux
Windows UWP
To get started with Windows UWP you need to be using Windows 10. You need to install Visual Studio (not Visual Studio Code) with the “Universal Windows Platform development” workload and the optional Windows UWP C++ tools.
To configure Flutter for Windows UWP development,
perform the following commands to switch to
the dev
channel, upgrade Flutter, and enable
Windows UWP desktop support.
PS C:\> flutter channel dev
PS C:\> flutter upgrade
PS C:\> flutter config --enable-windows-uwp-desktop
To create a new application, run the following commands:
PS C:\> flutter create myapp
PS C:\> cd myapp
Running Flutter with Windows UWP is complicated due to UWP’s sandboxed runtime. You need to run an override for the sandbox to enable the injection of Dart code into the running UWP process to enable debugging and Hot Reload.
The suggested approach during development is to first run
flutter run -d winuwp
from the command line, which will
give you a command that you need to run from a PowerShell
with Administrator privileges.
PS C:\myapp> flutter run -d winuwp
Launching lib\main.dart on Windows (UWP) in debug mode...
LINK : warning LNK4075: ignoring '/INCREMENTAL' due to '/OPT:ICF' specification [C:\src\flutter-projects\myapp\build\winuwp\runner_uwp\app.vcxproj]
C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VisualStudio\v16.0\AppxPackage\Microsoft.AppXPackage.Targets(3327,5): warning : APPX4001: Build property AppxBundlePlatforms is not explicitly set and is calculated based on currently building architecture. Use 'Create App Package' wizard or edit project file to set it. [C:\src\flutter-projects\myapp\build\winuwp\runner_uwp\app.vcxproj]
Building Windows UWP application...
Enable Flutter debugging from localhost.
Windows UWP apps run in a sandboxed environment. To enable Flutter debugging
and hot reload, you will need to enable inbound connections to the app from the
Flutter tool running on your machine. To do so:
1. Launch PowerShell as an Administrator
2. Enter the following command:
checknetisolation loopbackexempt -is -n=[APP_CONTAINER_NAME]
Press "Y" once this is complete, or "N" to abort.:
Run this checknetisolation
command as shown in a PowerShell
as Administrator. You can then leave this process running for
the length of your development session, restarting your UWP app
as required.
PS C:\> checknetisolation loopbackexempt -is -n=[APP_CONTAINER_NAME]
Network Isolation Debug Session started.
Reproduce your scenario, then press Ctrl-C when done.
Once you have this process running, you can deploy to Windows UWP from within your IDE as normal, or run from the command line as follows:
PS C:\myapp> flutter run -d winuwp
Build a release app
To generate a release build, run one of the following commands:
PS C:\> flutter build windows
$ flutter build macos
$ flutter build linux
Distribution
We don’t recommend releasing a desktop application until desktop support is stable, however, here is some information that you might still find useful.
Windows
There are various approaches you can use for distributing your Windows application. Here are some options:
- Use tooling to construct an MSIX installer (described in the next section) for your application and distribute it through the Microsoft Windows App Store. You don’t need to manually create a signing certificate for this option as it is handled for you.
- Construct an MSIX installer and distribute
it through your own website. For this
option, you need to to give your application a
digital signature in the form of a
.pfx
certificate. - Collect all of the necessary pieces and build your own zip file.
MSIX packaging
MSIX, Microsoft Windows’ application package format, provides a modern packaging experience to all Windows apps. This format can either be used to ship applications to Microsoft Windows’ Apps store, or you can distribute application installers directly.
The easiest way to create an MSIX distribution
for a Flutter project is to use the
msix
pub package.
For an example of using the msix
package
from a Flutter desktop app,
see the Desktop Photo Search sample.
Create a self-signed .pfx certificate for local testing
For private deployment and testing with the help
of the MSIX installer, you need to give your application a
digital signature in the form of a .pfx
certificate.
For deployment through the Windows Store,
generating a .pfx
certificate is not required.
The Windows Store handles creation and management
of certificates for applications
distributed through its store.
Distributing your application by self hosting it on a website requires a certificate signed by a Certificate Authority known to Windows.
Use the following instructions to generate a
self-signed .pfx
certificate.
- If you haven’t already, download the OpenSSL toolkit to generate your certificates.
- Go to where you installed OpenSSL, for example,
C:\Program Files\OpenSSL-Win64\bin
. - Set an environment variable so that you can access
OpenSSL
from anywhere:
"C:\Program Files\OpenSSL-Win64\bin"
- Generate a private key as follows:
openssl genrsa -out mykeyname.key 2048
- Generate a certificate signing request (CSR)
file using the private key:
openssl req -new -key mykeyname.key -out mycsrname.csr
- Generate the signed certificate (CRT) file using
the private key and CSR file:
openssl x509 -in mycsrname.csr -out mycrtname.crt -req -signkey mykeyname.key -days 10000
- Generate the
.pfx
file using the private key and CRT file:
openssl pkcs12 -export -out CERTIFICATE.pfx -inkey mykeyname.key -in mycrtname.crt
- Install the
.pfx
certificate first on the local machine inCertificate store
asTrusted Root Certification Authorities
before installing the app.
Building your own zip file for Windows
The Flutter executable, .exe
, can be found in your
project under build\windows\runner\<build mode>\
.
In addition to that executable, you need the following:
- From the same directory:
- all the
.dll
files - the
data
directory
- all the
- The Visual C++ redistributables.
You can use any of the methods shown in the
deployment example walkthroughs on the Microsoft site
to ensure that end users have the C++ redistributables.
If you use the
application-local
option, you need to copy:msvcp140.dll
vcruntime140.dll
vcruntime140_1.dll
These 3 files can be found in C:\Windows\System32 if installed on your PC. Place the DLL files in the directory next to the executable and the other DLLs, and bundle them together in a zip file. The resulting structure will look something a little like this:
Release │ flutter_windows.dll │ msvcp140.dll │ myapp.exe │ vcruntime140.dll │ vcruntime140_1.dll │ └───data │ │ app.so │ │ icudtl.dat ...
At this point if desired it would be relatively simple to add this folder to a Windows installer such as Inno Setup, WiX, etc.
macOS
To distribute your macOS application, you can either
distribute it through the macOS App Store,
or you can distribute the .app
itself,
perhaps from your own website.
As of macOS 10.14.5, you need to notarize
your macOS application before distributing
it outside of the macOS App Store.
The first step in both of the above processes
involves working with your application inside of Xcode.
To be able to compile your application from inside of
Xcode you first need to build the application for release
using the flutter build
command, then open the
Flutter macOS Runner application.
$ flutter build macos
$ open macos/Runner.xcworkspace
Once inside of Xcode, follow either Apple’s documentation on notarizing macOS Applications, or on distributing an application through the App Store. You should also read through the macOS-specific support section below to understand how entitlements, the App Sandbox, and the Hardened Runtime impact your distributable application.
Linux
The executable binary can be found in your project under
build/linux/<build mode>/bundle/
. Alongside your
executable binary in the bundle
directory there are
two directories:
-
lib
contains the required.so
library files -
data
contains the application’s data assets, such as fonts or images
In addition to these files, your application also
relies on various operating system libraries that
it’s been compiled against.
You can see the full list by running ldd
against your application. For example,
assuming you have a Flutter desktop application
called linux_desktop_test
you could inspect
the system libraries it depends upon as follows:
$ flutter build linux --release
$ ldd build/linux/release/bundle/linux_desktop_test
To wrap up this application for distribution
you need to include everything in the bundle
directory,
and make sure the Linux system you are installing
it upon has all of the system libraries required.
This may be as simple as:
$ sudo apt-get install libgtk-3-0 libblkid1 liblzma5
For information on publishing a Linux application to the Snap Store, see Build and release a Linux application to the Snap Store.
As the tooling solidifies, stay tuned for updates on other ways to distribute a Linux desktop app.
Add desktop support to an existing Flutter app
To add desktop support to an existing Flutter project, run the following command in a terminal from the root project directory:
$ flutter create --platforms=windows,macos,linux .
This adds the necessary desktop files and directories
to your existing Flutter project.
To add only specific desktop platforms,
change the platforms
list to include only
the platform(s) you want to add.
macOS-specific support
The following information applies only to macOS development.
Entitlements and the App Sandbox
macOS builds are configured by default to be signed, and sandboxed with App Sandbox. This means that if you want to confer specific capabilities or services on your macOS app, such as the following:
- Accessing the internet
- Capturing movies and images from the built-in camera
- Accessing files
Then you must set up specific entitlements in Xcode. The following section tells you how to do this.
Setting up entitlements
Managing sandbox settings is done in the
macos/Runner/*.entitlements
files. When editing
these files, you shouldn’t remove the original
Runner-DebugProfile.entitlements
exceptions
(that support incoming network connections and JIT),
as they’re necessary for the debug
and profile
modes to function correctly.
If you’re used to managing entitlement files through the Xcode capabilities UI, be aware that the capabilities editor updates only one of the two files or, in some cases, it creates a whole new entitlements file and switches the project to use it for all configurations. Either scenario causes issues. We recommend that you edit the files directly. Unless you have a very specific reason, you should always make identical changes to both files.
If you keep the App Sandbox enabled (which is required if you
plan to distribute your application in the App Store),
you need to manage entitlements for your application
when you add certain plugins or other native functionality.
For instance, using the file_chooser
plugin
requires adding either the
com.apple.security.files.user-selected.read-only
or
com.apple.security.files.user-selected.read-write
entitlement.
Another common entitlement is
com.apple.security.network.client
,
which you must add if you make any network requests.
Without the com.apple.security.network.client
entitlement,
for example, network requests will fail with a message such as:
flutter: SocketException: Connection failed
(OS Error: Operation not permitted, errno = 1),
address = example.com, port = 443
For more information on these topics, see App Sandbox and Entitlements on the Apple Developer site.
Hardened Runtime
If you choose to distribute your application outside of the App Store, you need to notarize your application for compatibility with macOS 10.15+. This requires enabling the Hardened Runtime option. Once you have enabled it, you need a valid signing certificate in order to build.
By default, the entitlements file allows JIT for
debug builds but, as with App Sandbox, you may
need to manage other entitlements.
If you have both App Sandbox and Hardened
Runtime enabled, you may need to add multiple
entitlements for the same resource.
For instance, microphone access would require both
com.apple.security.device.audio-input
(for Hardened Runtime)
and com.apple.security.device.microphone
(for App Sandbox).
For more information on this topic, see Hardened Runtime on the Apple Developer site.
Plugin support
Flutter on the desktop supports using and creating plugins.
Using a plugin
To use a plugin that supports desktop, follow the steps for plugins in using packages. Flutter automatically adds the necessary native code to your project, as with iOS or Android.
We recommend the following plugins, which have been updated to work for desktop apps:
Use the following links to find all packages on pub.dev that support desktop apps. These links lists all packages, not just plugin packages. (Remember that plugin packages, or plugins, provide an interface to platform-specific services.)
Writing a plugin
When you start building your own plugins,
you’ll want to keep federation in mind.
Federation is the ability to define several
different packages, each targeted at a
different set of platforms, brought together
into a single plugin for ease of use by developers.
For example, the Windows implementation of the
url_launcher
is really url_launcher_windows
,
but a Flutter developer can simply add the
url_launcher
package to their pubspec.yaml
as a dependency and the build process pulls in
the correct implementation based on the target platform.
Federation is handy because different teams with
different expertise can build plugin implementations
for different platforms.
You can add a new platform implementation to any
endorsed federated plugin on pub.dev,
so long as you coordinate this effort with the
original plugin author.
For more information, including information about endorsed plugins, see the following resources:
- Developing packages and plugins, particularly the Federated plugins section.
- How to write a Flutter web plugin, part 2, covers the structure of federated plugins and contains information applicable to desktop plugins.
- Modern Flutter Plugin Development covers recent enhancements to Flutter’s plugin support.
- Federated Plugin proposal
Samples and codelabs
- Write a Flutter desktop application
- A codelab that walks you through building a desktop application that integrates the GitHub GraphQL API with your Flutter app.
You can run the following samples as desktop apps, as well as download and inspect the source code to learn more about Flutter desktop support.
- Flutter Gallery running web app, repo
- A samples project hosted on GitHub to help developers evaluate and use Flutter. The Gallery consists of a collection of Material design widgets, behaviors, and vignettes implemented with Flutter. You can clone the project and run Gallery as a desktop app by following the instructions provided in the README.
- Flokk announcement blogpost, repo
- A Google contacts manager that integrates with GitHub and Twitter. It syncs with your Google account, imports your contacts, and allows you to manage them.
- Photo Search app
- A sample application built as a desktop application that uses the following desktop-supported plugins: