Plugin Development Guide
A plugin is a package of injected code that allows the Cordova webview within which the app renders to communicate with the native platform on which it runs. Plugins provide access to device and platform functionality that is ordinarily unavailable to web-based apps. All the main Cordova API features are implemented as plugins, and many others are available that enable features such as bar code scanners, NFC communication, or to tailor calendar interfaces. There is a registry of available plugins.
Plugins comprise a single JavaScript interface along with corresponding native code libraries for each supported platform. This section steps through a simple echo plugin that passes a string from JavaScript to the native platform and back, one that you can use as a model to build far more complex features. This section discusses the basic plugin structure and the outward-facing JavaScript interface. For each corresponding native interface, see the list at the end of this section.
In addition to these instructions, when preparing to write a plugin it is best to look over existing plugins for guidance.
Building a Plugin
Application developers use the CLI's plugin add
command (discussed
in The Command-Line Interface) to apply a plugin to a project. The
argument to that command is the URL for a git repository containing
the plugin code. This example implements Cordova's Device API:
$ cordova plugin add https://git-wip-us.apache.org/repos/asf/cordova-plugin-device.git
The plugin repository must feature a top-level plugin.xml
manifest
file. There are many ways to configure this file, details for which
are available in the Plugin Specification. This abbreviated version of
the Device
plugin provides a simple example to use as a model:
<?xml version="1.0" encoding="UTF-8"?>
<plugin xmlns="http://apache.org/cordova/ns/plugins/1.0"
id="org.apache.cordova.device" version="0.2.3">
<name>Device</name>
<description>Cordova Device Plugin</description>
<license>Apache 2.0</license>
<keywords>cordova,device</keywords>
<js-module src="www/device.js" name="device">
<clobbers target="device" />
</js-module>
<platform name="ios">
<config-file target="config.xml" parent="/*">
<feature name="Device">
<param name="ios-package" value="CDVDevice"/>
</feature>
</config-file>
<header-file src="src/ios/CDVDevice.h" />
<source-file src="src/ios/CDVDevice.m" />
</platform>
</plugin>
The top-level plugin
tag's id
attribute uses the same
reverse-domain format to identify the plugin package as the apps to
they're added. The js-module
tag specifies the path to the common
JavaScript interface. The platform
tag specifies a corresponding
set of native code, for the ios
platform in this case. The
config-file
tag encapsulates a feature
tag that is injected into
the platform-specific config.xml
file to make the platform aware of
the additional code library. The header-file
and source-file
tags
specify the path to the library's component files.
Validating a Plugin
You can use the plugman
utility to check whether the plugin installs
correctly for each platform. Install plugman
with the following
node command:
$ npm install -g plugman
You need an valid app source directory, such as the top-level www
directory included in a default CLI-generated project as described in
The Command-Line Interface. Make sure the app's index.html
home
page reference the name of the plugin's JavaScript interface, as if it
were in the same source directory:
<script src="myplugin.js"></script>
Then run a command such as the following to test whether iOS dependencies load properly:
$ plugman install --platform ios --project /path/to/my/project/www --plugin /path/to/my/plugin
For details on plugman
options, see Using Plugman to Manage Plugins.
For information on how to actually debug plugins, see each
platform's native interface listed at the bottom of this page.
The JavaScript Interface
The JavaScript provides the front-facing interface, making it perhaps
the most important part of the plugin. You can structure your
plugin's JavaScript however you like, but you need to call
cordova.exec
to communicate with the native platform, using the
following syntax:
cordova.exec(function(winParam) {},
function(error) {},
"service",
"action",
["firstArgument", "secondArgument", 42, false]);
Here is how each parameter works:
-
function(winParam) {}
: A success callback function. Assuming yourexec
call completes successfully, this function executes along with any parameters you pass to it. -
function(error) {}
: An error callback function. If the operation does not complete successfully, this function executes with an optional error parameter. -
"service"
: The service name to call on the native side. This corresponds to a native class, for which more information is available in the native guides listed below. -
"action"
: The action name to call on the native side. This generally corresponds to the native class method. See the native guides listed below. -
[/* arguments */]
: An array of arguments to pass into the native environment.
Sample JavaScript
This example shows one way to implement the plugin's JavaScript interface:
window.echo = function(str, callback) {
cordova.exec(callback, function(err) {
callback('Nothing to echo.');
}, "Echo", "echo", [str]);
};
In this example, the plugin attaches itself to the window
object as
the echo
function, which plugin users would call as follows:
window.echo("echome", function(echoValue) {
alert(echoValue == "echome"); // should alert true.
});
Look at the last three arguments to the cordova.exec
function. The
first calls the Echo
service, a class name. The second requests
the echo
action, a method within that class. The third is an array
of arguments containing the echo string, which is the window.echo
function's the first parameter.
The success callback passed into exec
is simply a reference to the
callback function window.echo
takes. If the native platform fires
the error callback, it simply calls the success callback and passes it
a default string.
Native Interfaces
Once you define JavaScript for your plugin, you need to complement it with at least one native implementation. Details for each platform are listed below, and each builds on the simple Echo Plugin example above:
The Tizen platform does not support plugins.
Publishing Plugins
Once you develop your plugin, you may want to publish and share it
with the community. You can publish your plugin to the Cordova
registry (based on npmjs
) or
to any other npmjs
-based registry. Other developers can install it
automatically using either plugman
or the Cordova CLI. (For details
on each development path, see Using Plugman to Manage Plugins and The
Command-Line Interface.)
To publish a plugin you need to use the plugman
tool and go through
the following steps:
$ plugman adduser # that is if you don't have an account yet
$ plugman publish /path/to/your/plugin
That is it!
Running plugman --help
lists other available registry-based
commands.