The Okuna mobile app.
The project is a Flutter application.
It's dependent on the okuna-api backend.
There are many different ways to contribute to the website development, just find the one that best fits with your skills and open an issue/pull request in the repository.
Examples of contributions we love include:
- Code patches
- Bug reports
- Patch reviews
- Translations
- UI enhancements
Please read and follow our Code of Conduct.
Every contribution accepted is licensed under AGPL v3.0 or any later version. You must be careful to not include any code that can not be licensed under this license.
Please read carefully our license and ask us if you have any questions.
Cyber-hero? Check out our Vulnerability Disclosure page.
We're available almost 24/7 in the Okuna slack channel. Join us!
Help us keep the repository history consistent π!
We use gitmoji as our git message convention.
If you're using git in your command line, you can download the handy tool gitmoji-cli.
Follow the instructions here and make sure the server is running.
Visit the Flutter Install website and follow instructions.
Once you're done, make sure everything works properly by running flutter doctor
.
flutter doctor
git clone git@github.com:OkunaOrg/okuna-app.git
cd okuna-app
We use a .env.json
file to pass environment variables to the application such as the backend endpoint.
Create a copy of .sample.env.json
named .env.json
cp .sample.env.json .env.json
Edit the .env.json
file with your environment settings.
{
"API_URL": "<MANDATORY: The url of the okuna-api backend>",
"MAGIC_HEADER_NAME" : "<OPTIONAL: The name of a header to append on every request used for access-control.",
"MAGIC_HEADER_VALUE" : "<OPTIONAL: The value of the header to append on every request used for access-control.>"
}
(Android only step)
Create a keystore
If you have an existing keystore, skip to the next step. If not, create one by running the following at the command line:
keytool -genkey -v -keystore ~/key.jks -keyalg RSA -keysize 2048 -validity 10000 -alias key
Note: keytool might not be in your path. It is part of the Java JDK, which is installed as part of Android Studio. For the concrete path, run flutter doctor -v and see the path printed after βJava binary at:β, and then use that fully qualified path replacing java with keytool.
Reference the keystore from the app
Create a file named /android/key.properties that contains a reference to your keystore:
storePassword=<password from previous step>
keyPassword=<password from previous step>
keyAlias=key
storeFile=<location of the key store file, e.g. /Users/<user name>/key.jks>
Note: Although the file /android/key.properties is ignored, make double sure the file remains private; do not check it into public source control.
iOS Simulator
-
Launch Xcode
-
Click on the XCode top left menu item (Next to the Apple logo)
-
Open Developer Tool -> iOS Simulator
Android Simulator
-
Launch Android Studio
-
Select Tools -> AVD Manager
-
If no virtual device available, click Create Virtual Device and follow steps.
-
Select the
βΆοΈ icon next to the device to run.
Connect a device
-
Plug the device
-
Allow any permission request shown in the device
Note: We use flavors to configure different names and settings for different environments.
Development flavor
flutter run --flavor development
Production flavor
flutter run --flavor production
Profile
Not a flavor but Flutter's way to profile the app. Read more here.
flutter run --profile
- Add localization string get method to
openbook_app/lib/services/localizations.dart
- Run
make generate_locale
- Upload assets/i18n/en folder's contents to https://crowdin.com/project/okuna/settings#files by pressing
Update
next to the existing files. - Apply the translations on crowdin, then build and download
- Copy the contents of the downloaded archive to assets/i18n
- Run
make build_locale
At Okuna, we wanted to support different combinations of languages and country codes. For eg. Someone could want Brazilian Portugese as their language but choose country Netherlands since they live there. The country could be relevant for location relevant content, payments etc. while the language is just what the user prefers.
Most locale frameworks only allow locale pt,BR
which means Brazilian portuguese but this also sets the country code in the locale
object to Brazil which may not always be the case.
Therefore, localized locales are locales that have a language code that looks like this for eg. pt-BR
and in addition also a country code. Which makes the locale object
Locale('pt-BR', 'BR);
Our API supports many such languages which have different localized versions and we can add new languages as required.
While looking for loading locale files when a locale change takes place, the intl
library converts a locale to a canonical name where dashes in language codes become underscores.
The canonical names for Locale('nl','NL')
would be nl_NL
, ie languageCode_countryCode
. The intl
package, first looks for if a language
exists with that and if not found, next splits this on the underscore and looks for nl
.
With our custom localizedLocales, intl
library converts this to pt_BR_BR
. This confuses the intl
package as the language is stored with it as pt_BR
.
(See method __findExact
in the auto-generated file messages_all.dart
for in-depth code) . To deal with locale changes, we maintain a localizedLocales
list in the localization.dart
service which tells the
localization service to only pass along pt_BR
to intl
when it encounters a localizedLocale. This ensures it finds the right match and loads the locale.
In addition,a small note, we convert the Accept-language
header in httpie.dart
to lowercase since django expects it like that and this header is case sensitive. So django will not recognise
pt-BR
but recognises pt-br
.
- Create a folder in i18n with the localized language code, for.eg
pt-BR
and store the arb files there. - Add the localized locale in lib/translation/constants.dart
- If the language code contains 2 parts (e.g. language_country), add the localized locale code to the
localizedLocales
list inlocalization.dart
. - If the language code contains 2 parts (e.g. language_country), create a
lang_country_localization_delegate.dart
. Seelib/delegates/pt_br_material_localizations.dart
for example. 4.2 Add the delegate in the main.dart file - Run
make build_locale
as is standard.
Help us keep Okuna going! Please look into our open issues. All contribution, no matter how small, makes a big difference.
For Android please add the google-services.json
to:
android/app/
For iOS please add the GoogleService-Info.plist
to:
ios/Runner/
Then in Xcode Right click on it and the press on: "Add Files to Runner"
Build the app using flutter
flutter build ios --flavor production
Then go to Xcode, change the version and build number both for Runner
and OneSignalNotificationServiceExtension
IMPORTANT: They both must have the same version and build number
Archive the app using in Xcode the "Product -> Archive" option.
Then push it to the App Store Connect
To build the android APK
flutter build appbundle --target-platform android-arm,android-arm64
To build the iOS archive
flutter build ipa --flavor production --release
Unfortunately, Flutter is still in its early steps as a framework and ecosystem.
Workarounds to get the app to work are something we see frequently.
This is the section where we'll be documenting the workarounds to avoid confusion in the future.
The OneSignal Flutter SDK does not work out of the box.
In Android, the SDK Setup Guide contains wrong instructions which were addressed on this Github Issue.
In iOS, there was no official solution to it and the fix was an absolute "hack".
The original issue for the build error is this one and the "hack" we implemented is found in this issue plus disabling bitcode in the service extension.
When installing cocoa pods you may need this command instead
sudo arch -x86_64 gem install ffi
arch -x86_64 pod install
See: CocoaPods/CocoaPods#10598 And: https://github.com/flutter/flutter/wiki/Developing-with-Flutter-on-Apple-Silicon
Join our Slack channel, we're happy to help you troubleshoot your issue.
Have a term we use you would like an explanation for? Let us know by opening an issue!
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