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# Miscellaneous
*.class
*.log
*.pyc
*.swp
.DS_Store
.atom/
.build/
.buildlog/
.history
.svn/
.swiftpm/
migrate_working_dir/
# IntelliJ related
*.iml
*.ipr
*.iws
.idea/
# The .vscode folder contains launch configuration and tasks you configure in
# VS Code which you may wish to be included in version control, so this line
# is commented out by default.
#.vscode/
# Flutter/Dart/Pub related
**/doc/api/
**/ios/Flutter/.last_build_id
.dart_tool/
.flutter-plugins-dependencies
.pub-cache/
.pub/
/build/
/coverage/
# Symbolication related
app.*.symbols
# Obfuscation related
app.*.map.json
# Android Studio will place build artifacts here
/android/app/debug
/android/app/profile
/android/app/release

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# This file tracks properties of this Flutter project.
# Used by Flutter tool to assess capabilities and perform upgrades etc.
#
# This file should be version controlled and should not be manually edited.
version:
revision: "bd7a4a6b5576630823ca344e3e684c53aa1a0f46"
channel: "stable"
project_type: app
# Tracks metadata for the flutter migrate command
migration:
platforms:
- platform: root
create_revision: bd7a4a6b5576630823ca344e3e684c53aa1a0f46
base_revision: bd7a4a6b5576630823ca344e3e684c53aa1a0f46
- platform: android
create_revision: bd7a4a6b5576630823ca344e3e684c53aa1a0f46
base_revision: bd7a4a6b5576630823ca344e3e684c53aa1a0f46
- platform: ios
create_revision: bd7a4a6b5576630823ca344e3e684c53aa1a0f46
base_revision: bd7a4a6b5576630823ca344e3e684c53aa1a0f46
- platform: linux
create_revision: bd7a4a6b5576630823ca344e3e684c53aa1a0f46
base_revision: bd7a4a6b5576630823ca344e3e684c53aa1a0f46
- platform: macos
create_revision: bd7a4a6b5576630823ca344e3e684c53aa1a0f46
base_revision: bd7a4a6b5576630823ca344e3e684c53aa1a0f46
- platform: web
create_revision: bd7a4a6b5576630823ca344e3e684c53aa1a0f46
base_revision: bd7a4a6b5576630823ca344e3e684c53aa1a0f46
- platform: windows
create_revision: bd7a4a6b5576630823ca344e3e684c53aa1a0f46
base_revision: bd7a4a6b5576630823ca344e3e684c53aa1a0f46
# User provided section
# List of Local paths (relative to this file) that should be
# ignored by the migrate tool.
#
# Files that are not part of the templates will be ignored by default.
unmanaged_files:
- 'lib/main.dart'
- 'ios/Runner.xcodeproj/project.pbxproj'

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# This file configures the analyzer, which statically analyzes Dart code to
# check for errors, warnings, and lints.
#
# The issues identified by the analyzer are surfaced in the UI of Dart-enabled
# IDEs (https://dart.dev/tools#ides-and-editors). The analyzer can also be
# invoked from the command line by running `flutter analyze`.
# The following line activates a set of recommended lints for Flutter apps,
# packages, and plugins designed to encourage good coding practices.
include: package:flutter_lints/flutter.yaml
linter:
# The lint rules applied to this project can be customized in the
# section below to disable rules from the `package:flutter_lints/flutter.yaml`
# included above or to enable additional rules. A list of all available lints
# and their documentation is published at https://dart.dev/lints.
#
# Instead of disabling a lint rule for the entire project in the
# section below, it can also be suppressed for a single line of code
# or a specific dart file by using the `// ignore: name_of_lint` and
# `// ignore_for_file: name_of_lint` syntax on the line or in the file
# producing the lint.
rules:
# avoid_print: false # Uncomment to disable the `avoid_print` rule
# prefer_single_quotes: true # Uncomment to enable the `prefer_single_quotes` rule
# Additional information about this file can be found at
# https://dart.dev/guides/language/analysis-options

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gradle-wrapper.jar
/.gradle
/captures/
/gradlew
/gradlew.bat
/local.properties
GeneratedPluginRegistrant.java
.cxx/
# Remember to never publicly share your keystore.
# See https://flutter.dev/to/reference-keystore
key.properties
**/*.keystore
**/*.jks

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plugins {
id("com.android.application")
id("kotlin-android")
// The Flutter Gradle Plugin must be applied after the Android and Kotlin Gradle plugins.
id("dev.flutter.flutter-gradle-plugin")
}
android {
namespace = "com.example.cloudsy"
compileSdk = flutter.compileSdkVersion
ndkVersion = flutter.ndkVersion
compileOptions {
sourceCompatibility = JavaVersion.VERSION_17
targetCompatibility = JavaVersion.VERSION_17
}
kotlinOptions {
jvmTarget = JavaVersion.VERSION_17.toString()
}
defaultConfig {
// TODO: Specify your own unique Application ID (https://developer.android.com/studio/build/application-id.html).
applicationId = "com.example.cloudsy"
// You can update the following values to match your application needs.
// For more information, see: https://flutter.dev/to/review-gradle-config.
minSdk = flutter.minSdkVersion
targetSdk = flutter.targetSdkVersion
versionCode = flutter.versionCode
versionName = flutter.versionName
}
buildTypes {
release {
// TODO: Add your own signing config for the release build.
// Signing with the debug keys for now, so `flutter run --release` works.
signingConfig = signingConfigs.getByName("debug")
}
}
}
flutter {
source = "../.."
}

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<manifest xmlns:android="http://schemas.android.com/apk/res/android">
<!-- The INTERNET permission is required for development. Specifically,
the Flutter tool needs it to communicate with the running application
to allow setting breakpoints, to provide hot reload, etc.
-->
<uses-permission android:name="android.permission.INTERNET"/>
</manifest>

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<manifest xmlns:android="http://schemas.android.com/apk/res/android">
<application
android:label="cloudsy"
android:name="${applicationName}"
android:icon="@mipmap/ic_launcher">
<activity
android:name=".MainActivity"
android:exported="true"
android:launchMode="singleTop"
android:taskAffinity=""
android:theme="@style/LaunchTheme"
android:configChanges="orientation|keyboardHidden|keyboard|screenSize|smallestScreenSize|locale|layoutDirection|fontScale|screenLayout|density|uiMode"
android:hardwareAccelerated="true"
android:windowSoftInputMode="adjustResize">
<!-- Specifies an Android theme to apply to this Activity as soon as
the Android process has started. This theme is visible to the user
while the Flutter UI initializes. After that, this theme continues
to determine the Window background behind the Flutter UI. -->
<meta-data
android:name="io.flutter.embedding.android.NormalTheme"
android:resource="@style/NormalTheme"
/>
<intent-filter>
<action android:name="android.intent.action.MAIN"/>
<category android:name="android.intent.category.LAUNCHER"/>
</intent-filter>
</activity>
<!-- Don't delete the meta-data below.
This is used by the Flutter tool to generate GeneratedPluginRegistrant.java -->
<meta-data
android:name="flutterEmbedding"
android:value="2" />
</application>
<!-- Required to query activities that can process text, see:
https://developer.android.com/training/package-visibility and
https://developer.android.com/reference/android/content/Intent#ACTION_PROCESS_TEXT.
In particular, this is used by the Flutter engine in io.flutter.plugin.text.ProcessTextPlugin. -->
<queries>
<intent>
<action android:name="android.intent.action.PROCESS_TEXT"/>
<data android:mimeType="text/plain"/>
</intent>
</queries>
</manifest>

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package com.example.cloudsy;
import io.flutter.embedding.android.FlutterActivity;
public class MainActivity extends FlutterActivity {
}

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<?xml version="1.0" encoding="utf-8"?>
<!-- Modify this file to customize your launch splash screen -->
<layer-list xmlns:android="http://schemas.android.com/apk/res/android">
<item android:drawable="?android:colorBackground" />
<!-- You can insert your own image assets here -->
<!-- <item>
<bitmap
android:gravity="center"
android:src="@mipmap/launch_image" />
</item> -->
</layer-list>

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<?xml version="1.0" encoding="utf-8"?>
<!-- Modify this file to customize your launch splash screen -->
<layer-list xmlns:android="http://schemas.android.com/apk/res/android">
<item android:drawable="@android:color/white" />
<!-- You can insert your own image assets here -->
<!-- <item>
<bitmap
android:gravity="center"
android:src="@mipmap/launch_image" />
</item> -->
</layer-list>

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<?xml version="1.0" encoding="utf-8"?>
<resources>
<!-- Theme applied to the Android Window while the process is starting when the OS's Dark Mode setting is on -->
<style name="LaunchTheme" parent="@android:style/Theme.Black.NoTitleBar">
<!-- Show a splash screen on the activity. Automatically removed when
the Flutter engine draws its first frame -->
<item name="android:windowBackground">@drawable/launch_background</item>
</style>
<!-- Theme applied to the Android Window as soon as the process has started.
This theme determines the color of the Android Window while your
Flutter UI initializes, as well as behind your Flutter UI while its
running.
This Theme is only used starting with V2 of Flutter's Android embedding. -->
<style name="NormalTheme" parent="@android:style/Theme.Black.NoTitleBar">
<item name="android:windowBackground">?android:colorBackground</item>
</style>
</resources>

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<?xml version="1.0" encoding="utf-8"?>
<resources>
<!-- Theme applied to the Android Window while the process is starting when the OS's Dark Mode setting is off -->
<style name="LaunchTheme" parent="@android:style/Theme.Light.NoTitleBar">
<!-- Show a splash screen on the activity. Automatically removed when
the Flutter engine draws its first frame -->
<item name="android:windowBackground">@drawable/launch_background</item>
</style>
<!-- Theme applied to the Android Window as soon as the process has started.
This theme determines the color of the Android Window while your
Flutter UI initializes, as well as behind your Flutter UI while its
running.
This Theme is only used starting with V2 of Flutter's Android embedding. -->
<style name="NormalTheme" parent="@android:style/Theme.Light.NoTitleBar">
<item name="android:windowBackground">?android:colorBackground</item>
</style>
</resources>

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<manifest xmlns:android="http://schemas.android.com/apk/res/android">
<!-- The INTERNET permission is required for development. Specifically,
the Flutter tool needs it to communicate with the running application
to allow setting breakpoints, to provide hot reload, etc.
-->
<uses-permission android:name="android.permission.INTERNET"/>
</manifest>

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allprojects {
repositories {
google()
mavenCentral()
}
}
val newBuildDir: Directory =
rootProject.layout.buildDirectory
.dir("../../build")
.get()
rootProject.layout.buildDirectory.value(newBuildDir)
subprojects {
val newSubprojectBuildDir: Directory = newBuildDir.dir(project.name)
project.layout.buildDirectory.value(newSubprojectBuildDir)
}
subprojects {
project.evaluationDependsOn(":app")
}
tasks.register<Delete>("clean") {
delete(rootProject.layout.buildDirectory)
}

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org.gradle.jvmargs=-Xmx8G -XX:MaxMetaspaceSize=4G -XX:ReservedCodeCacheSize=512m -XX:+HeapDumpOnOutOfMemoryError
android.useAndroidX=true

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distributionBase=GRADLE_USER_HOME
distributionPath=wrapper/dists
zipStoreBase=GRADLE_USER_HOME
zipStorePath=wrapper/dists
distributionUrl=https\://services.gradle.org/distributions/gradle-8.14-all.zip

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pluginManagement {
val flutterSdkPath =
run {
val properties = java.util.Properties()
file("local.properties").inputStream().use { properties.load(it) }
val flutterSdkPath = properties.getProperty("flutter.sdk")
require(flutterSdkPath != null) { "flutter.sdk not set in local.properties" }
flutterSdkPath
}
includeBuild("$flutterSdkPath/packages/flutter_tools/gradle")
repositories {
google()
mavenCentral()
gradlePluginPortal()
}
}
plugins {
id("dev.flutter.flutter-plugin-loader") version "1.0.0"
id("com.android.application") version "8.11.1" apply false
id("org.jetbrains.kotlin.android") version "2.2.20" apply false
}
include(":app")

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# Cloudsy 🎧
## Slogan
Your music, in the cloud of your mind
---
## 📌 Descrição
Cloudsy é uma aplicação de música moderna desenvolvida em Flutter que combina:
- Streaming local (upload de músicas)
- Inteligência artificial (Clou)
- Funcionalidades sociais (DMs)
- Personalização avançada (temas + cores)
- Interface moderna e responsiva
---
## 🎯 Objetivo
Criar uma aplicação musical inteligente que:
- se adapta ao utilizador
- aprende com os seus gostos
- oferece uma experiência fluida e visualmente sofisticada
---
## 🤖 Clou (IA)
Clou é o assistente inteligente da app:
- Gera tags automaticamente (género + mood)
- Recomenda músicas
- Interage com o utilizador via chat
---
## 🌍 Internacionalização
Idiomas suportados:
- Português 🇵🇹 (default)
- English 🇬🇧
---
## 🎨 Design
- Interface moderna (Material 3)
- Botões arredondados (border radius alto)
- Cor principal: Azul
- Tema automático:
- segue o sistema (dark/light)

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# Arquitetura — Cloudsy 🎧
---
# 🧠 Visão Geral
Cloudsy segue uma arquitetura modular baseada em separação de responsabilidades, garantindo:
- Escalabilidade
- Manutenibilidade
- Reutilização de código
- Clareza para desenvolvimento assistido por IA
---
# 🧱 Camadas da Aplicação
A aplicação é dividida em 4 camadas principais:
## 1. Presentation Layer (UI)
Responsável pela interface com o utilizador.
## 2. Controller Layer (State Management)
Responsável por gerir estado e lógica de interação.
## 3. Service Layer (Business Logic)
Responsável por lógica de negócio e comunicação externa.
## 4. Data Layer (Firebase / APIs)
Responsável por persistência e dados externos.
---
## 🔄 Fluxo de Dados
User Interaction
UI (Screens / Widgets)
Controllers
Services
Firebase / APIs
---
# 📁 Estrutura de Pastas
/lib
/models
/services
/controllers
/screens
/widgets
/theme
/localization
/utils
---
# 🧩 Descrição das Pastas
## /models
- Representação de dados
- Classes imutáveis
- Conversão JSON ↔ Dart
Exemplo:
- UserModel
- SongModel
- PlaylistModel
- MessageModel
---
## /services
- Comunicação com Firebase e APIs
- Lógica de negócio isolada
Regras:
- Nunca conter UI
- Nunca depender de widgets
Serviços principais:
- AuthService
- MusicService
- PlaylistService
- MessageService
- AIService
- ThemeService
- LocalizationService
---
## /controllers
- Gestão de estado
- Ligação entre UI e Services
Responsabilidades:
- Processar eventos da UI
- Atualizar estado
- Chamar services
---
## /screens
- Ecrãs principais da app
- Composição de widgets
Exemplos:
- LoginScreen
- HomeScreen
- PlayerScreen
- PlaylistScreen
- ChatScreen
- SettingsScreen
---
## /widgets
- Componentes reutilizáveis
Exemplos:
- MusicCard
- PlaylistCard
- ChatBubble
- RoundedButton
---
## /theme
- Configuração de temas
- Material 3
- Cores dinâmicas
---
## /localization
- Sistema de traduções
- PT / EN
- ARB ou JSON
---
## /utils
- Funções auxiliares
- Helpers
---
# 🧠 State Management
## Abordagem recomendada:
- Provider ou Riverpod
## Regras:
- Controllers gerem estado
- UI apenas observa estado
- Services não conhecem estado
---
# 🔌 Integração com Backend
## Backend principal:
- :contentReference[oaicite:0]{index=0}
### Serviços usados:
- Authentication
- Firestore
- Storage
---
## APIs externas:
- IA (Clou)
- :contentReference[oaicite:1]{index=1}
---
# 🔐 Gestão de Autenticação
- Baseada em Firebase Auth
- Estado global (logged in / out)
- Persistência automática de sessão
---
# 🎨 Sistema de Tema
## Default:
- ThemeMode.system
## Comportamento:
- Segue tema do dispositivo
- Pode ser override manual
## UI:
- Material 3
- Botões arredondados
- Azul como cor principal
---
# 🌍 Internacionalização (i18n)
## Idiomas:
- Português (default)
- English
## Implementação:
- LocalizationService
- Keys em vez de strings
Exemplo:
tr("home.title")
---
# 🤖 Integração de IA (Clou)
## Fluxo:
User → Controller → AIService → API → Response → UI
## Funções:
- Tagging automático
- Recomendações
- Chat
---
# 💬 Sistema de Mensagens
## Estrutura:
- Chats
- Messages
## Fluxo:
UI → MessageController → MessageService → Firestore
---
# ⚡ Performance e Otimização
- Lazy loading de dados
- Evitar rebuilds desnecessários
- Uso eficiente do Firestore
- Cache local (se necessário)
---
# 🚨 Regras Críticas
## ❌ NÃO FAZER
- Colocar lógica nos widgets
- Aceder diretamente ao Firebase na UI
- Hardcode de strings
- Misturar responsabilidades
## ✅ FAZER
- Usar services para lógica
- Usar controllers para estado
- Manter UI limpa
- Usar models consistentes
---
# 🔄 Escalabilidade
Arquitetura permite adicionar facilmente:
- Novas features
- Novos serviços
- Mais APIs
- Mais idiomas
---
# 🧠 Conclusão
Esta arquitetura garante que Cloudsy:
- é modular
- é escalável
- é fácil de manter
- funciona bem com desenvolvimento assistido por IA

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# Base de Dados — Firestore
## 🔐 Users
users/
userId/
email: string
username: string
themeMode: "system" | "light" | "dark"
primaryColor: string (hex)
language: "pt" | "en"
favoriteGenres: [string]
createdAt: timestamp
---
## 🎵 Songs
songs/
songId/
title: string
artist: string
url: string
coverUrl: string
userId: string
genre: string
mood: string
duration: number
createdAt: timestamp
---
## 📂 Playlists
playlists/
playlistId/
name: string
userId: string
songs: [songId]
createdAt: timestamp
---
## 💬 Chats
chats/
chatId/
participants: [userId]
lastMessage: string
updatedAt: timestamp
---
## 📨 Messages
messages/
messageId/
chatId: string
senderId: string
text: string (optional)
songId: string (optional)
timestamp: timestamp
---
## ⚡ Regras importantes
- Nunca duplicar dados desnecessários
- Usar IDs para relações
- Otimizar leituras (Firestore billing)

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# Funcionalidades
---
## 🎵 Música
- Upload de ficheiros áudio
- Player completo:
- play/pause
- seek
- progresso
- Capa dinâmica
---
## 📂 Playlists
- Criar playlists
- Adicionar/remover músicas
- Ordenação
---
## 🤖 IA (Clou)
- Tagging automático:
- género
- mood
- Recomendações inteligentes
- Chat conversacional
---
## 💬 DMs
- Mensagens de texto
- Envio de músicas
- Visualização de músicas no chat
---
## 🎨 Personalização
- Tema automático (system)
- Override manual
- Cor principal customizável
---
## 🌍 Idiomas
- PT / EN
- Mudança dinâmica
---
## 🎼 Lyrics
- Integração com Genius API

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# Inteligência Artificial — Clou 🤖
## 🎯 Objetivo
Fornecer uma experiência musical personalizada baseada em IA.
---
## 🧠 Funcionalidades
### 1. Tagging automático
Input:
- título
- artista
Output:
- genre
- mood
---
### 2. Recomendações
Baseado em:
- histórico
- playlists
- moods
---
### 3. Chat IA
Capaz de:
- responder perguntas
- sugerir música
- analisar gostos
---
## 💬 Personalidade
Clou deve ser:
- amigável
- conciso
- focado em música
---
## ⚙️ Implementação
- API externa (ex: :contentReference[oaicite:2]{index=2})
- fallback com regras simples
---
## ⚠️ Limitações
- Não inventar dados falsos
- Evitar respostas longas

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# Plano de Desenvolvimento — Cloudsy
## ⏳ Duração: 8 semanas
---
## 🟦 Semana 1 — Fundação
- Setup Flutter
- Integração com Firebase
- Estrutura do projeto
- AuthService + Login/Register
---
## 🟦 Semana 2 — Música Core
- Upload de músicas (Storage)
- Guardar metadata (Firestore)
- Player básico
---
## 🟦 Semana 3 — Playlists
- CRUD playlists
- UI de playlists
- Navegação
---
## 🟦 Semana 4 — IA Tagging
- Integração IA
- Geração automática:
- género
- mood
---
## 🟦 Semana 5 — Chat Clou
- UI de chat
- Integração com API IA
- Recomendações
---
## 🟦 Semana 6 — UI + Temas
- Tema automático (system)
- Custom colors
- Material 3 polish
---
## 🟦 Semana 7 — DMs + Lyrics
- Sistema de mensagens
- Envio de músicas
- Integração com Genius
---
## 🟦 Semana 8 — Finalização
- Bug fixes
- UX improvements
- Preparação para apresentação

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# Prompts para Gemini (Estruturados)
## Regra base
Sempre:
- Ler /docs
- Seguir arquitetura
- Não inventar features
---
## Prompt 1 — Setup
Setup Flutter + Firebase + Auth + Localization
---
## Prompt 2 — Music Upload
Create MusicService:
- upload audio to Firebase Storage
- store metadata in Firestore
---
## Prompt 3 — Player
Create audio player using just_audio:
- play
- pause
- seek
---
## Prompt 4 — Playlists
Implement CRUD playlists with Firestore
---
## Prompt 5 — AI Tagging
Send song metadata to AI and store genre/mood
---
## Prompt 6 — Chat IA
Create chat UI + AI integration
---
## Prompt 7 — Messaging
Create DMs system:
- text messages
- send songId
---
## Prompt 8 — Themes
Implement:
- system theme
- custom colors

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# UI/UX Design System — Cloudsy ☁️🎧
---
# 🧠 Filosofia de Design
Cloudsy inspira-se em:
- leveza (cloud)
- fluidez (música)
- simplicidade moderna
A interface deve transmitir:
- suavidade
- conforto visual
- elegância tecnológica
---
# ☁️ Identidade Visual (Cloud Design)
## Conceito
A UI deve refletir uma “nuvem digital”:
- Formas arredondadas
- Elementos suaves
- Espaçamento confortável
- Sem arestas agressivas
---
## 🔵 Cor Principal
Primary Color:
- Azul (Cloud Blue)
- Exemplo: #3B82F6
Uso:
- Botões principais
- Elementos interativos
- Destaques
---
## 🌗 Sistema de Tema
### Default
- ThemeMode.system
### Comportamento
- Segue automaticamente o tema do dispositivo
- Atualização em tempo real
---
## 🎨 Paleta
### Light Mode
- Background: branco suave (#F9FAFB)
- Cards: branco
- Texto: preto suave
### Dark Mode
- Background: preto profundo (#0F172A)
- Cards: cinza escuro (#1E293B)
- Texto: branco suave
---
# 🔘 Componentes Base
---
## ☁️ Botões (Cloud Buttons)
### Estilo
- BorderRadius: MUITO alto (ex: 2030)
- Forma: pill / oval
- Aparência: “nuvem”
### Tipos
#### Primary Button
- Fundo azul
- Texto branco
- Elevation leve
#### Secondary Button
- Outline azul
- Fundo transparente
#### Icon Button
- Circular
- Fundo suave
---
## 🎵 Music Card
### Layout
- Rounded corners
- Capa à esquerda
- Info à direita
### Conteúdo
- Título
- Artista
- Mood tag (IA)
---
## 💬 Chat Bubble
### Estilo
- Bordas arredondadas
- Cores diferentes:
- User: azul
- Clou: cinza
---
## 🎵 Song Message Card
- Pequeno player embutido
- Capa + título
- Botão play
---
# 📱 Layout Geral
## Estrutura
- Safe area
- Padding consistente (16px24px)
- Espaçamento vertical suave
---
## 📊 Hierarquia Visual
1. Música (principal)
2. Ações (botões)
3. Informação secundária
---
# 🔄 Navegação
## Bottom Navigation
Tabs:
- Home
- Playlists
- Chat
- Settings
### Estilo:
- Rounded container
- Floating effect
- Azul ativo
---
# ✨ Animações
## Princípios
- Suaves
- Rápidas
- Naturais
## Exemplos
- Fade transitions
- Scale em botões
- Progress animations
---
# ⚡ Estados da UI
## Loading
- Skeleton UI
- Shimmer effect (opcional)
---
## Empty
Mensagens amigáveis:
- “Ainda não tens músicas ☁️”
- “Cria a tua primeira playlist”
---
## Error
- Mensagens claras
- Botão retry
---
# 🧠 UX Guidelines
## Simplicidade
- Evitar clutter
- Interface limpa
## Consistência
- Mesmos padrões em toda a app
## Feedback
- Sempre mostrar resposta a ações
---
# 🌍 Localização
- Todo texto via keys
- Layout adaptável a idiomas
---
# ⚙️ Settings UX
## Secções
### Perfil
- Nome
- Email
---
### Tema
- System (default)
- Light
- Dark
---
### Cor
- Azul default
- Custom
---
### Idioma
- Português
- English
---
### Conta
- Logout
---
# ☁️ Assinatura Visual Cloudsy
## Elementos únicos
- Bordas muito arredondadas
- Layout “leve”
- Espaçamento respirável
- Azul suave como base
---
# 🚀 Conclusão
A UI de Cloudsy deve parecer:
- moderna
- suave
- fluida
- inteligente
Como se a música estivesse “na nuvem”.

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# Entrega
## 🎯 Demonstração
1. Login
2. Upload música
3. IA tagging
4. Player
5. Playlist
6. Chat Clou
7. Enviar música por DM
---
## 💡 O que impressiona
- UI moderna
- IA funcional
- Fluidez
- Organização do código
---
## 🧠 Dica
Mostrar fluxo completo:
upload → IA → playlist → chat → DM

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# Progress Report
## Estrutura
Data:
Tarefa:
Descrição:
Ficheiros:
Estado:
Notas:
---
## Regras
- Atualizar após cada tarefa
- Ser claro e objetivo

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# Error Log
## Estrutura
Data:
Erro:
Causa:
Solução:
Prevenção:
---
## Objetivo
Evitar repetir erros e melhorar debugging

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# Models
## User
- id
- email
- username
- themeMode
- primaryColor
- language
---
## Song
- id
- title
- artist
- url
- coverUrl
- genre
- mood
- duration
---
## Playlist
- id
- name
- userId
- songs[]
---
## Message
- id
- chatId
- senderId
- text
- songId
- timestamp
---
## Chat
- id
- participants[]
- lastMessage

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# Models
## User
- id
- email
- username
- themeMode
- primaryColor
- language
---
## Song
- id
- title
- artist
- url
- coverUrl
- genre
- mood
- duration
---
## Playlist
- id
- name
- userId
- songs[]
---
## Message
- id
- chatId
- senderId
- text
- songId
- timestamp
---
## Chat
- id
- participants[]
- lastMessage

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# Services
## AuthService
- login
- register
- logout
---
## MusicService
- uploadSong
- getSongs
- deleteSong
---
## PlaylistService
- createPlaylist
- addSong
- removeSong
---
## AIService
- generateTags
- getRecommendations
- chatWithClou
---
## MessageService
- sendMessage
- getMessages
---
## ThemeService
- setThemeMode
- setPrimaryColor
---
## LocalizationService
- setLanguage
- getLanguage
- translate

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# Testing — Cloudsy 🧪
## 🎯 Objetivo
Garantir que todas as funcionalidades da aplicação:
- funcionam corretamente
- são estáveis
- oferecem boa experiência ao utilizador
---
# 🧠 Tipos de Testes
## 1. Testes Funcionais
Verificar se cada funcionalidade funciona como esperado.
## 2. Testes de UI/UX
Garantir que:
- interface é intuitiva
- estados visuais funcionam (loading, error, empty)
## 3. Testes de Integração
Verificar comunicação entre:
- Flutter ↔ Firebase
- App ↔ APIs (IA, lyrics)
---
# 🔐 AUTHENTICATION
## Testes
- [ ] Registo com email válido
- [ ] Registo com password fraca → erro
- [ ] Login com credenciais corretas
- [ ] Login com credenciais erradas → erro
- [ ] Logout funciona
---
# 🎵 MÚSICA
## Upload
- [ ] Upload de ficheiro válido
- [ ] Upload falha → erro visível
- [ ] Música aparece na lista após upload
## Player
- [ ] Play funciona
- [ ] Pause funciona
- [ ] Barra de progresso atualiza
- [ ] Música troca corretamente
---
# 📂 PLAYLISTS
- [ ] Criar playlist
- [ ] Adicionar música
- [ ] Remover música
- [ ] Lista atualiza corretamente
---
# 🤖 IA (Clou)
## Tagging
- [ ] Música recebe género
- [ ] Música recebe mood
## Chat
- [ ] Responde a perguntas
- [ ] Sugere músicas
- [ ] Não crasha com inputs inválidos
---
# 💬 DMs
- [ ] Enviar mensagem de texto
- [ ] Receber mensagem
- [ ] Enviar música
- [ ] Música aparece corretamente no chat
---
# 🌍 LOCALIZAÇÃO
- [ ] App inicia em português
- [ ] Mudança para inglês funciona
- [ ] UI atualiza sem restart
- [ ] Nenhum texto hardcoded
---
# 🎨 UI / UX
## Tema
- [ ] Segue tema do telemóvel (system)
- [ ] Dark mode funciona
- [ ] Light mode funciona
## Botões
- [ ] Todos são clicáveis
- [ ] Feedback visual funciona
- [ ] Bordas arredondadas consistentes
---
# ⚡ ESTADOS DA APP
## Loading
- [ ] Indicadores visuais presentes
## Empty
- [ ] Mensagens amigáveis
## Error
- [ ] Mensagens claras
---
# 🔥 TESTES CRÍTICOS (DEMO)
Antes da apresentação:
- [ ] Login
- [ ] Upload música
- [ ] Player
- [ ] IA tagging
- [ ] Chat IA
- [ ] Enviar música por DM
---
# 🧠 DEBUGGING GUIDELINES
## Problemas comuns
### Firebase não responde
- Verificar config
- Verificar regras
### Upload falha
- Verificar Storage rules
### IA não responde
- Verificar API key
---
# 🚀 NOTA FINAL
Testes não precisam ser automatizados para este projeto.
Mas:
- Devem ser executados manualmente
- Devem ser demonstráveis
---
# 📌 CONCLUSÃO
Um sistema testado:
- reduz bugs
- melhora UX
- aumenta a qualidade percebida

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# MVP
## Obrigatório
- Auth
- Upload música
- Player
- Playlists
- IA tagging
- Chat IA
- DMs
- Lyrics
- Temas

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# Wireframes — Cloudsy ☁️🎧
---
# 🧠 Objetivo
Definir a estrutura visual, comportamento e fluxo de cada ecrã da aplicação.
Este documento complementa:
- 07_ui_ux.md (design system)
- 01_architecture.md (estrutura)
---
# ☁️ Princípios Globais
- UI arredondada (cloud style)
- Botões com bordas suaves
- Azul como cor principal
- Tema automático (system)
- Layout limpo e espaçado
---
# 🏠 1. HOME SCREEN
## 🎯 Objetivo
Mostrar músicas do utilizador + acesso rápido
---
## 🧱 Layout
### Top Bar
- Logo "Cloudsy"
- Avatar do utilizador
- Botão Settings (⚙️)
---
### Secção principal
#### Lista de músicas
Cada item:
- Capa (rounded)
- Título
- Artista
- Tag (mood IA)
---
### Floating Action Button (FAB)
- Forma: circular arredondada
- Cor: azul
- Ícone: +
- Ação: Upload música
---
## ⚡ Estados
- Loading → skeleton list
- Empty → "Ainda não tens músicas ☁️"
- Error → mensagem + retry
---
# 🎧 2. PLAYER SCREEN
## 🎯 Objetivo
Reprodução completa de música
---
## 🧱 Layout
### Top
- Botão back
- Nome da playlist
---
### Centro
- Capa da música (grande, rounded)
- Título
- Artista
---
### Barra de progresso
- Linha suave
- Thumb arredondado
---
### Controlos
- Play / Pause (botão principal azul)
- Next / Previous
---
### Ações extra
- Adicionar à playlist
- Ver lyrics
- Partilhar (DM)
---
## ✨ UX
- Animação ao trocar música
- Feedback visual nos controlos
---
# 📂 3. PLAYLISTS SCREEN
## 🎯 Objetivo
Gestão de playlists
---
## 🧱 Layout
### Lista de playlists
Cada item:
- Nome
- Nº de músicas
- Estilo rounded card
---
### Botão criar
- Botão azul arredondado
---
## 📂 Dentro da playlist
- Lista de músicas
- Botões:
- remover
- reorder
---
## ⚡ Estados
- Empty → “Cria a tua primeira playlist ☁️”
---
# 💬 4. CHAT IA (Clou)
## 🎯 Objetivo
Interação com IA
---
## 🧱 Layout
### Chat area
- Bolhas arredondadas
- User → azul
- Clou → cinza
---
### Input
- Campo rounded
- Botão enviar
---
## 🤖 Funcionalidades
- Perguntas livres
- Recomendações
- Análise de gosto
---
## ✨ UX
- Scroll automático
- Loading message (typing...)
---
# 👥 5. DMs (Mensagens)
## 🎯 Objetivo
Comunicação entre utilizadores
---
## 🧱 Lista de conversas
- Nome
- Última mensagem
- Timestamp
---
## 🧱 Chat individual
### Mensagens
- Texto
- Música (card)
---
### Input
- Campo texto
- Botão enviar
- Botão enviar música 🎵
---
## 🎵 Mensagem de música
- Capa
- Nome
- Botão play
---
# 📤 6. UPLOAD SCREEN
## 🎯 Objetivo
Adicionar música
---
## 🧱 Layout
- Selecionar ficheiro
- Input:
- título
- artista
---
### Botão upload
- Azul
- Rounded
---
## 🤖 Após upload
- IA gera:
- género
- mood
---
# ⚙️ 7. SETTINGS SCREEN
## 🎯 Objetivo
Personalização da app
---
## 🧱 Layout
### ☁️ Perfil
- Nome
- Email
---
### 🎨 Aparência
#### Tema
- System (default)
- Light
- Dark
#### Cor
- Azul (default)
- Custom picker
---
### 🌍 Idioma
- Português
- English
---
### 🎵 Preferências
- Géneros favoritos
- Moods favoritos
---
### 🔐 Conta
- Logout
---
# 📊 8. ESTADOS GLOBAIS
## Loading
- Skeleton
- Shimmer
---
## Empty
- Mensagens amigáveis
- UI leve
---
## Error
- Mensagem clara
- Botão retry
---
## Offline
- Aviso “Sem internet”
---
# 🔄 9. FLUXO PRINCIPAL
## 🎯 Jornada do utilizador
1. Login
2. Upload música
3. IA gera tags
4. Música aparece na Home
5. Criar playlist
6. Ouvir música
7. Chat com Clou
8. Enviar música via DM
---
# ☁️ Assinatura Cloudsy
- UI suave
- Bordas arredondadas
- Azul elegante
- Layout respirável
- Experiência fluida
---
# 🚀 Conclusão
Wireframes definem:
- Estrutura
- UX
- Comportamento
E garantem que a app Cloudsy:
- parece moderna
- é intuitiva
- tem identidade única

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<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>PreviewsEnabled</key>
<false/>
</dict>
</plist>

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import Flutter
import UIKit
@main
@objc class AppDelegate: FlutterAppDelegate {
override func application(
_ application: UIApplication,
didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?
) -> Bool {
GeneratedPluginRegistrant.register(with: self)
return super.application(application, didFinishLaunchingWithOptions: launchOptions)
}
}

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{
"images" : [
{
"size" : "20x20",
"idiom" : "iphone",
"filename" : "Icon-App-20x20@2x.png",
"scale" : "2x"
},
{
"size" : "20x20",
"idiom" : "iphone",
"filename" : "Icon-App-20x20@3x.png",
"scale" : "3x"
},
{
"size" : "29x29",
"idiom" : "iphone",
"filename" : "Icon-App-29x29@1x.png",
"scale" : "1x"
},
{
"size" : "29x29",
"idiom" : "iphone",
"filename" : "Icon-App-29x29@2x.png",
"scale" : "2x"
},
{
"size" : "29x29",
"idiom" : "iphone",
"filename" : "Icon-App-29x29@3x.png",
"scale" : "3x"
},
{
"size" : "40x40",
"idiom" : "iphone",
"filename" : "Icon-App-40x40@2x.png",
"scale" : "2x"
},
{
"size" : "40x40",
"idiom" : "iphone",
"filename" : "Icon-App-40x40@3x.png",
"scale" : "3x"
},
{
"size" : "60x60",
"idiom" : "iphone",
"filename" : "Icon-App-60x60@2x.png",
"scale" : "2x"
},
{
"size" : "60x60",
"idiom" : "iphone",
"filename" : "Icon-App-60x60@3x.png",
"scale" : "3x"
},
{
"size" : "20x20",
"idiom" : "ipad",
"filename" : "Icon-App-20x20@1x.png",
"scale" : "1x"
},
{
"size" : "20x20",
"idiom" : "ipad",
"filename" : "Icon-App-20x20@2x.png",
"scale" : "2x"
},
{
"size" : "29x29",
"idiom" : "ipad",
"filename" : "Icon-App-29x29@1x.png",
"scale" : "1x"
},
{
"size" : "29x29",
"idiom" : "ipad",
"filename" : "Icon-App-29x29@2x.png",
"scale" : "2x"
},
{
"size" : "40x40",
"idiom" : "ipad",
"filename" : "Icon-App-40x40@1x.png",
"scale" : "1x"
},
{
"size" : "40x40",
"idiom" : "ipad",
"filename" : "Icon-App-40x40@2x.png",
"scale" : "2x"
},
{
"size" : "76x76",
"idiom" : "ipad",
"filename" : "Icon-App-76x76@1x.png",
"scale" : "1x"
},
{
"size" : "76x76",
"idiom" : "ipad",
"filename" : "Icon-App-76x76@2x.png",
"scale" : "2x"
},
{
"size" : "83.5x83.5",
"idiom" : "ipad",
"filename" : "Icon-App-83.5x83.5@2x.png",
"scale" : "2x"
},
{
"size" : "1024x1024",
"idiom" : "ios-marketing",
"filename" : "Icon-App-1024x1024@1x.png",
"scale" : "1x"
}
],
"info" : {
"version" : 1,
"author" : "xcode"
}
}

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{
"images" : [
{
"idiom" : "universal",
"filename" : "LaunchImage.png",
"scale" : "1x"
},
{
"idiom" : "universal",
"filename" : "LaunchImage@2x.png",
"scale" : "2x"
},
{
"idiom" : "universal",
"filename" : "LaunchImage@3x.png",
"scale" : "3x"
}
],
"info" : {
"version" : 1,
"author" : "xcode"
}
}

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# Launch Screen Assets
You can customize the launch screen with your own desired assets by replacing the image files in this directory.
You can also do it by opening your Flutter project's Xcode project with `open ios/Runner.xcworkspace`, selecting `Runner/Assets.xcassets` in the Project Navigator and dropping in the desired images.

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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="12121" systemVersion="16G29" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" launchScreen="YES" colorMatched="YES" initialViewController="01J-lp-oVM">
<dependencies>
<deployment identifier="iOS"/>
<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="12089"/>
</dependencies>
<scenes>
<!--View Controller-->
<scene sceneID="EHf-IW-A2E">
<objects>
<viewController id="01J-lp-oVM" sceneMemberID="viewController">
<layoutGuides>
<viewControllerLayoutGuide type="top" id="Ydg-fD-yQy"/>
<viewControllerLayoutGuide type="bottom" id="xbc-2k-c8Z"/>
</layoutGuides>
<view key="view" contentMode="scaleToFill" id="Ze5-6b-2t3">
<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
<subviews>
<imageView opaque="NO" clipsSubviews="YES" multipleTouchEnabled="YES" contentMode="center" image="LaunchImage" translatesAutoresizingMaskIntoConstraints="NO" id="YRO-k0-Ey4">
</imageView>
</subviews>
<color key="backgroundColor" red="1" green="1" blue="1" alpha="1" colorSpace="custom" customColorSpace="sRGB"/>
<constraints>
<constraint firstItem="YRO-k0-Ey4" firstAttribute="centerX" secondItem="Ze5-6b-2t3" secondAttribute="centerX" id="1a2-6s-vTC"/>
<constraint firstItem="YRO-k0-Ey4" firstAttribute="centerY" secondItem="Ze5-6b-2t3" secondAttribute="centerY" id="4X2-HB-R7a"/>
</constraints>
</view>
</viewController>
<placeholder placeholderIdentifier="IBFirstResponder" id="iYj-Kq-Ea1" userLabel="First Responder" sceneMemberID="firstResponder"/>
</objects>
<point key="canvasLocation" x="53" y="375"/>
</scene>
</scenes>
<resources>
<image name="LaunchImage" width="168" height="185"/>
</resources>
</document>

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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<document type="com.apple.InterfaceBuilder3.CocoaTouch.Storyboard.XIB" version="3.0" toolsVersion="10117" systemVersion="15F34" targetRuntime="iOS.CocoaTouch" propertyAccessControl="none" useAutolayout="YES" useTraitCollections="YES" initialViewController="BYZ-38-t0r">
<dependencies>
<deployment identifier="iOS"/>
<plugIn identifier="com.apple.InterfaceBuilder.IBCocoaTouchPlugin" version="10085"/>
</dependencies>
<scenes>
<!--Flutter View Controller-->
<scene sceneID="tne-QT-ifu">
<objects>
<viewController id="BYZ-38-t0r" customClass="FlutterViewController" sceneMemberID="viewController">
<layoutGuides>
<viewControllerLayoutGuide type="top" id="y3c-jy-aDJ"/>
<viewControllerLayoutGuide type="bottom" id="wfy-db-euE"/>
</layoutGuides>
<view key="view" contentMode="scaleToFill" id="8bC-Xf-vdC">
<rect key="frame" x="0.0" y="0.0" width="600" height="600"/>
<autoresizingMask key="autoresizingMask" widthSizable="YES" heightSizable="YES"/>
<color key="backgroundColor" white="1" alpha="1" colorSpace="custom" customColorSpace="calibratedWhite"/>
</view>
</viewController>
<placeholder placeholderIdentifier="IBFirstResponder" id="dkx-z0-nzr" sceneMemberID="firstResponder"/>
</objects>
</scene>
</scenes>
</document>

49
ios/Runner/Info.plist Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>$(DEVELOPMENT_LANGUAGE)</string>
<key>CFBundleDisplayName</key>
<string>Cloudsy</string>
<key>CFBundleExecutable</key>
<string>$(EXECUTABLE_NAME)</string>
<key>CFBundleIdentifier</key>
<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>cloudsy</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>$(FLUTTER_BUILD_NAME)</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>$(FLUTTER_BUILD_NUMBER)</string>
<key>LSRequiresIPhoneOS</key>
<true/>
<key>UILaunchStoryboardName</key>
<string>LaunchScreen</string>
<key>UIMainStoryboardFile</key>
<string>Main</string>
<key>UISupportedInterfaceOrientations</key>
<array>
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
</array>
<key>UISupportedInterfaceOrientations~ipad</key>
<array>
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationPortraitUpsideDown</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
</array>
<key>CADisableMinimumFrameDurationOnPhone</key>
<true/>
<key>UIApplicationSupportsIndirectInputEvents</key>
<true/>
</dict>
</plist>

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#import "GeneratedPluginRegistrant.h"

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import Flutter
import UIKit
import XCTest
class RunnerTests: XCTestCase {
func testExample() {
// If you add code to the Runner application, consider adding tests here.
// See https://developer.apple.com/documentation/xctest for more information about using XCTest.
}
}

122
lib/main.dart Normal file
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import 'package:flutter/material.dart';
void main() {
runApp(const MyApp());
}
class MyApp extends StatelessWidget {
const MyApp({super.key});
// This widget is the root of your application.
@override
Widget build(BuildContext context) {
return MaterialApp(
title: 'Flutter Demo',
theme: ThemeData(
// This is the theme of your application.
//
// TRY THIS: Try running your application with "flutter run". You'll see
// the application has a purple toolbar. Then, without quitting the app,
// try changing the seedColor in the colorScheme below to Colors.green
// and then invoke "hot reload" (save your changes or press the "hot
// reload" button in a Flutter-supported IDE, or press "r" if you used
// the command line to start the app).
//
// Notice that the counter didn't reset back to zero; the application
// state is not lost during the reload. To reset the state, use hot
// restart instead.
//
// This works for code too, not just values: Most code changes can be
// tested with just a hot reload.
colorScheme: .fromSeed(seedColor: Colors.deepPurple),
),
home: const MyHomePage(title: 'Flutter Demo Home Page'),
);
}
}
class MyHomePage extends StatefulWidget {
const MyHomePage({super.key, required this.title});
// This widget is the home page of your application. It is stateful, meaning
// that it has a State object (defined below) that contains fields that affect
// how it looks.
// This class is the configuration for the state. It holds the values (in this
// case the title) provided by the parent (in this case the App widget) and
// used by the build method of the State. Fields in a Widget subclass are
// always marked "final".
final String title;
@override
State<MyHomePage> createState() => _MyHomePageState();
}
class _MyHomePageState extends State<MyHomePage> {
int _counter = 0;
void _incrementCounter() {
setState(() {
// This call to setState tells the Flutter framework that something has
// changed in this State, which causes it to rerun the build method below
// so that the display can reflect the updated values. If we changed
// _counter without calling setState(), then the build method would not be
// called again, and so nothing would appear to happen.
_counter++;
});
}
@override
Widget build(BuildContext context) {
// This method is rerun every time setState is called, for instance as done
// by the _incrementCounter method above.
//
// The Flutter framework has been optimized to make rerunning build methods
// fast, so that you can just rebuild anything that needs updating rather
// than having to individually change instances of widgets.
return Scaffold(
appBar: AppBar(
// TRY THIS: Try changing the color here to a specific color (to
// Colors.amber, perhaps?) and trigger a hot reload to see the AppBar
// change color while the other colors stay the same.
backgroundColor: Theme.of(context).colorScheme.inversePrimary,
// Here we take the value from the MyHomePage object that was created by
// the App.build method, and use it to set our appbar title.
title: Text(widget.title),
),
body: Center(
// Center is a layout widget. It takes a single child and positions it
// in the middle of the parent.
child: Column(
// Column is also a layout widget. It takes a list of children and
// arranges them vertically. By default, it sizes itself to fit its
// children horizontally, and tries to be as tall as its parent.
//
// Column has various properties to control how it sizes itself and
// how it positions its children. Here we use mainAxisAlignment to
// center the children vertically; the main axis here is the vertical
// axis because Columns are vertical (the cross axis would be
// horizontal).
//
// TRY THIS: Invoke "debug painting" (choose the "Toggle Debug Paint"
// action in the IDE, or press "p" in the console), to see the
// wireframe for each widget.
mainAxisAlignment: .center,
children: [
const Text('You have pushed the button this many times:'),
Text(
'$_counter',
style: Theme.of(context).textTheme.headlineMedium,
),
],
),
),
floatingActionButton: FloatingActionButton(
onPressed: _incrementCounter,
tooltip: 'Increment',
child: const Icon(Icons.add),
),
);
}
}

1
linux/.gitignore vendored Normal file
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flutter/ephemeral

128
linux/CMakeLists.txt Normal file
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# Project-level configuration.
cmake_minimum_required(VERSION 3.13)
project(runner LANGUAGES CXX)
# The name of the executable created for the application. Change this to change
# the on-disk name of your application.
set(BINARY_NAME "cloudsy")
# The unique GTK application identifier for this application. See:
# https://wiki.gnome.org/HowDoI/ChooseApplicationID
set(APPLICATION_ID "com.example.cloudsy")
# Explicitly opt in to modern CMake behaviors to avoid warnings with recent
# versions of CMake.
cmake_policy(SET CMP0063 NEW)
# Load bundled libraries from the lib/ directory relative to the binary.
set(CMAKE_INSTALL_RPATH "$ORIGIN/lib")
# Root filesystem for cross-building.
if(FLUTTER_TARGET_PLATFORM_SYSROOT)
set(CMAKE_SYSROOT ${FLUTTER_TARGET_PLATFORM_SYSROOT})
set(CMAKE_FIND_ROOT_PATH ${CMAKE_SYSROOT})
set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
set(CMAKE_FIND_ROOT_PATH_MODE_PACKAGE ONLY)
set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
endif()
# Define build configuration options.
if(NOT CMAKE_BUILD_TYPE AND NOT CMAKE_CONFIGURATION_TYPES)
set(CMAKE_BUILD_TYPE "Debug" CACHE
STRING "Flutter build mode" FORCE)
set_property(CACHE CMAKE_BUILD_TYPE PROPERTY STRINGS
"Debug" "Profile" "Release")
endif()
# Compilation settings that should be applied to most targets.
#
# Be cautious about adding new options here, as plugins use this function by
# default. In most cases, you should add new options to specific targets instead
# of modifying this function.
function(APPLY_STANDARD_SETTINGS TARGET)
target_compile_features(${TARGET} PUBLIC cxx_std_14)
target_compile_options(${TARGET} PRIVATE -Wall -Werror)
target_compile_options(${TARGET} PRIVATE "$<$<NOT:$<CONFIG:Debug>>:-O3>")
target_compile_definitions(${TARGET} PRIVATE "$<$<NOT:$<CONFIG:Debug>>:NDEBUG>")
endfunction()
# Flutter library and tool build rules.
set(FLUTTER_MANAGED_DIR "${CMAKE_CURRENT_SOURCE_DIR}/flutter")
add_subdirectory(${FLUTTER_MANAGED_DIR})
# System-level dependencies.
find_package(PkgConfig REQUIRED)
pkg_check_modules(GTK REQUIRED IMPORTED_TARGET gtk+-3.0)
# Application build; see runner/CMakeLists.txt.
add_subdirectory("runner")
# Run the Flutter tool portions of the build. This must not be removed.
add_dependencies(${BINARY_NAME} flutter_assemble)
# Only the install-generated bundle's copy of the executable will launch
# correctly, since the resources must in the right relative locations. To avoid
# people trying to run the unbundled copy, put it in a subdirectory instead of
# the default top-level location.
set_target_properties(${BINARY_NAME}
PROPERTIES
RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/intermediates_do_not_run"
)
# Generated plugin build rules, which manage building the plugins and adding
# them to the application.
include(flutter/generated_plugins.cmake)
# === Installation ===
# By default, "installing" just makes a relocatable bundle in the build
# directory.
set(BUILD_BUNDLE_DIR "${PROJECT_BINARY_DIR}/bundle")
if(CMAKE_INSTALL_PREFIX_INITIALIZED_TO_DEFAULT)
set(CMAKE_INSTALL_PREFIX "${BUILD_BUNDLE_DIR}" CACHE PATH "..." FORCE)
endif()
# Start with a clean build bundle directory every time.
install(CODE "
file(REMOVE_RECURSE \"${BUILD_BUNDLE_DIR}/\")
" COMPONENT Runtime)
set(INSTALL_BUNDLE_DATA_DIR "${CMAKE_INSTALL_PREFIX}/data")
set(INSTALL_BUNDLE_LIB_DIR "${CMAKE_INSTALL_PREFIX}/lib")
install(TARGETS ${BINARY_NAME} RUNTIME DESTINATION "${CMAKE_INSTALL_PREFIX}"
COMPONENT Runtime)
install(FILES "${FLUTTER_ICU_DATA_FILE}" DESTINATION "${INSTALL_BUNDLE_DATA_DIR}"
COMPONENT Runtime)
install(FILES "${FLUTTER_LIBRARY}" DESTINATION "${INSTALL_BUNDLE_LIB_DIR}"
COMPONENT Runtime)
foreach(bundled_library ${PLUGIN_BUNDLED_LIBRARIES})
install(FILES "${bundled_library}"
DESTINATION "${INSTALL_BUNDLE_LIB_DIR}"
COMPONENT Runtime)
endforeach(bundled_library)
# Copy the native assets provided by the build.dart from all packages.
set(NATIVE_ASSETS_DIR "${PROJECT_BUILD_DIR}native_assets/linux/")
install(DIRECTORY "${NATIVE_ASSETS_DIR}"
DESTINATION "${INSTALL_BUNDLE_LIB_DIR}"
COMPONENT Runtime)
# Fully re-copy the assets directory on each build to avoid having stale files
# from a previous install.
set(FLUTTER_ASSET_DIR_NAME "flutter_assets")
install(CODE "
file(REMOVE_RECURSE \"${INSTALL_BUNDLE_DATA_DIR}/${FLUTTER_ASSET_DIR_NAME}\")
" COMPONENT Runtime)
install(DIRECTORY "${PROJECT_BUILD_DIR}/${FLUTTER_ASSET_DIR_NAME}"
DESTINATION "${INSTALL_BUNDLE_DATA_DIR}" COMPONENT Runtime)
# Install the AOT library on non-Debug builds only.
if(NOT CMAKE_BUILD_TYPE MATCHES "Debug")
install(FILES "${AOT_LIBRARY}" DESTINATION "${INSTALL_BUNDLE_LIB_DIR}"
COMPONENT Runtime)
endif()

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# This file controls Flutter-level build steps. It should not be edited.
cmake_minimum_required(VERSION 3.10)
set(EPHEMERAL_DIR "${CMAKE_CURRENT_SOURCE_DIR}/ephemeral")
# Configuration provided via flutter tool.
include(${EPHEMERAL_DIR}/generated_config.cmake)
# TODO: Move the rest of this into files in ephemeral. See
# https://github.com/flutter/flutter/issues/57146.
# Serves the same purpose as list(TRANSFORM ... PREPEND ...),
# which isn't available in 3.10.
function(list_prepend LIST_NAME PREFIX)
set(NEW_LIST "")
foreach(element ${${LIST_NAME}})
list(APPEND NEW_LIST "${PREFIX}${element}")
endforeach(element)
set(${LIST_NAME} "${NEW_LIST}" PARENT_SCOPE)
endfunction()
# === Flutter Library ===
# System-level dependencies.
find_package(PkgConfig REQUIRED)
pkg_check_modules(GTK REQUIRED IMPORTED_TARGET gtk+-3.0)
pkg_check_modules(GLIB REQUIRED IMPORTED_TARGET glib-2.0)
pkg_check_modules(GIO REQUIRED IMPORTED_TARGET gio-2.0)
set(FLUTTER_LIBRARY "${EPHEMERAL_DIR}/libflutter_linux_gtk.so")
# Published to parent scope for install step.
set(FLUTTER_LIBRARY ${FLUTTER_LIBRARY} PARENT_SCOPE)
set(FLUTTER_ICU_DATA_FILE "${EPHEMERAL_DIR}/icudtl.dat" PARENT_SCOPE)
set(PROJECT_BUILD_DIR "${PROJECT_DIR}/build/" PARENT_SCOPE)
set(AOT_LIBRARY "${PROJECT_DIR}/build/lib/libapp.so" PARENT_SCOPE)
list(APPEND FLUTTER_LIBRARY_HEADERS
"fl_basic_message_channel.h"
"fl_binary_codec.h"
"fl_binary_messenger.h"
"fl_dart_project.h"
"fl_engine.h"
"fl_json_message_codec.h"
"fl_json_method_codec.h"
"fl_message_codec.h"
"fl_method_call.h"
"fl_method_channel.h"
"fl_method_codec.h"
"fl_method_response.h"
"fl_plugin_registrar.h"
"fl_plugin_registry.h"
"fl_standard_message_codec.h"
"fl_standard_method_codec.h"
"fl_string_codec.h"
"fl_value.h"
"fl_view.h"
"flutter_linux.h"
)
list_prepend(FLUTTER_LIBRARY_HEADERS "${EPHEMERAL_DIR}/flutter_linux/")
add_library(flutter INTERFACE)
target_include_directories(flutter INTERFACE
"${EPHEMERAL_DIR}"
)
target_link_libraries(flutter INTERFACE "${FLUTTER_LIBRARY}")
target_link_libraries(flutter INTERFACE
PkgConfig::GTK
PkgConfig::GLIB
PkgConfig::GIO
)
add_dependencies(flutter flutter_assemble)
# === Flutter tool backend ===
# _phony_ is a non-existent file to force this command to run every time,
# since currently there's no way to get a full input/output list from the
# flutter tool.
add_custom_command(
OUTPUT ${FLUTTER_LIBRARY} ${FLUTTER_LIBRARY_HEADERS}
${CMAKE_CURRENT_BINARY_DIR}/_phony_
COMMAND ${CMAKE_COMMAND} -E env
${FLUTTER_TOOL_ENVIRONMENT}
"${FLUTTER_ROOT}/packages/flutter_tools/bin/tool_backend.sh"
${FLUTTER_TARGET_PLATFORM} ${CMAKE_BUILD_TYPE}
VERBATIM
)
add_custom_target(flutter_assemble DEPENDS
"${FLUTTER_LIBRARY}"
${FLUTTER_LIBRARY_HEADERS}
)

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//
// Generated file. Do not edit.
//
// clang-format off
#include "generated_plugin_registrant.h"
void fl_register_plugins(FlPluginRegistry* registry) {
}

View File

@@ -0,0 +1,15 @@
//
// Generated file. Do not edit.
//
// clang-format off
#ifndef GENERATED_PLUGIN_REGISTRANT_
#define GENERATED_PLUGIN_REGISTRANT_
#include <flutter_linux/flutter_linux.h>
// Registers Flutter plugins.
void fl_register_plugins(FlPluginRegistry* registry);
#endif // GENERATED_PLUGIN_REGISTRANT_

View File

@@ -0,0 +1,23 @@
#
# Generated file, do not edit.
#
list(APPEND FLUTTER_PLUGIN_LIST
)
list(APPEND FLUTTER_FFI_PLUGIN_LIST
)
set(PLUGIN_BUNDLED_LIBRARIES)
foreach(plugin ${FLUTTER_PLUGIN_LIST})
add_subdirectory(flutter/ephemeral/.plugin_symlinks/${plugin}/linux plugins/${plugin})
target_link_libraries(${BINARY_NAME} PRIVATE ${plugin}_plugin)
list(APPEND PLUGIN_BUNDLED_LIBRARIES $<TARGET_FILE:${plugin}_plugin>)
list(APPEND PLUGIN_BUNDLED_LIBRARIES ${${plugin}_bundled_libraries})
endforeach(plugin)
foreach(ffi_plugin ${FLUTTER_FFI_PLUGIN_LIST})
add_subdirectory(flutter/ephemeral/.plugin_symlinks/${ffi_plugin}/linux plugins/${ffi_plugin})
list(APPEND PLUGIN_BUNDLED_LIBRARIES ${${ffi_plugin}_bundled_libraries})
endforeach(ffi_plugin)

View File

@@ -0,0 +1,26 @@
cmake_minimum_required(VERSION 3.13)
project(runner LANGUAGES CXX)
# Define the application target. To change its name, change BINARY_NAME in the
# top-level CMakeLists.txt, not the value here, or `flutter run` will no longer
# work.
#
# Any new source files that you add to the application should be added here.
add_executable(${BINARY_NAME}
"main.cc"
"my_application.cc"
"${FLUTTER_MANAGED_DIR}/generated_plugin_registrant.cc"
)
# Apply the standard set of build settings. This can be removed for applications
# that need different build settings.
apply_standard_settings(${BINARY_NAME})
# Add preprocessor definitions for the application ID.
add_definitions(-DAPPLICATION_ID="${APPLICATION_ID}")
# Add dependency libraries. Add any application-specific dependencies here.
target_link_libraries(${BINARY_NAME} PRIVATE flutter)
target_link_libraries(${BINARY_NAME} PRIVATE PkgConfig::GTK)
target_include_directories(${BINARY_NAME} PRIVATE "${CMAKE_SOURCE_DIR}")

6
linux/runner/main.cc Normal file
View File

@@ -0,0 +1,6 @@
#include "my_application.h"
int main(int argc, char** argv) {
g_autoptr(MyApplication) app = my_application_new();
return g_application_run(G_APPLICATION(app), argc, argv);
}

View File

@@ -0,0 +1,148 @@
#include "my_application.h"
#include <flutter_linux/flutter_linux.h>
#ifdef GDK_WINDOWING_X11
#include <gdk/gdkx.h>
#endif
#include "flutter/generated_plugin_registrant.h"
struct _MyApplication {
GtkApplication parent_instance;
char** dart_entrypoint_arguments;
};
G_DEFINE_TYPE(MyApplication, my_application, GTK_TYPE_APPLICATION)
// Called when first Flutter frame received.
static void first_frame_cb(MyApplication* self, FlView* view) {
gtk_widget_show(gtk_widget_get_toplevel(GTK_WIDGET(view)));
}
// Implements GApplication::activate.
static void my_application_activate(GApplication* application) {
MyApplication* self = MY_APPLICATION(application);
GtkWindow* window =
GTK_WINDOW(gtk_application_window_new(GTK_APPLICATION(application)));
// Use a header bar when running in GNOME as this is the common style used
// by applications and is the setup most users will be using (e.g. Ubuntu
// desktop).
// If running on X and not using GNOME then just use a traditional title bar
// in case the window manager does more exotic layout, e.g. tiling.
// If running on Wayland assume the header bar will work (may need changing
// if future cases occur).
gboolean use_header_bar = TRUE;
#ifdef GDK_WINDOWING_X11
GdkScreen* screen = gtk_window_get_screen(window);
if (GDK_IS_X11_SCREEN(screen)) {
const gchar* wm_name = gdk_x11_screen_get_window_manager_name(screen);
if (g_strcmp0(wm_name, "GNOME Shell") != 0) {
use_header_bar = FALSE;
}
}
#endif
if (use_header_bar) {
GtkHeaderBar* header_bar = GTK_HEADER_BAR(gtk_header_bar_new());
gtk_widget_show(GTK_WIDGET(header_bar));
gtk_header_bar_set_title(header_bar, "cloudsy");
gtk_header_bar_set_show_close_button(header_bar, TRUE);
gtk_window_set_titlebar(window, GTK_WIDGET(header_bar));
} else {
gtk_window_set_title(window, "cloudsy");
}
gtk_window_set_default_size(window, 1280, 720);
g_autoptr(FlDartProject) project = fl_dart_project_new();
fl_dart_project_set_dart_entrypoint_arguments(
project, self->dart_entrypoint_arguments);
FlView* view = fl_view_new(project);
GdkRGBA background_color;
// Background defaults to black, override it here if necessary, e.g. #00000000
// for transparent.
gdk_rgba_parse(&background_color, "#000000");
fl_view_set_background_color(view, &background_color);
gtk_widget_show(GTK_WIDGET(view));
gtk_container_add(GTK_CONTAINER(window), GTK_WIDGET(view));
// Show the window when Flutter renders.
// Requires the view to be realized so we can start rendering.
g_signal_connect_swapped(view, "first-frame", G_CALLBACK(first_frame_cb),
self);
gtk_widget_realize(GTK_WIDGET(view));
fl_register_plugins(FL_PLUGIN_REGISTRY(view));
gtk_widget_grab_focus(GTK_WIDGET(view));
}
// Implements GApplication::local_command_line.
static gboolean my_application_local_command_line(GApplication* application,
gchar*** arguments,
int* exit_status) {
MyApplication* self = MY_APPLICATION(application);
// Strip out the first argument as it is the binary name.
self->dart_entrypoint_arguments = g_strdupv(*arguments + 1);
g_autoptr(GError) error = nullptr;
if (!g_application_register(application, nullptr, &error)) {
g_warning("Failed to register: %s", error->message);
*exit_status = 1;
return TRUE;
}
g_application_activate(application);
*exit_status = 0;
return TRUE;
}
// Implements GApplication::startup.
static void my_application_startup(GApplication* application) {
// MyApplication* self = MY_APPLICATION(object);
// Perform any actions required at application startup.
G_APPLICATION_CLASS(my_application_parent_class)->startup(application);
}
// Implements GApplication::shutdown.
static void my_application_shutdown(GApplication* application) {
// MyApplication* self = MY_APPLICATION(object);
// Perform any actions required at application shutdown.
G_APPLICATION_CLASS(my_application_parent_class)->shutdown(application);
}
// Implements GObject::dispose.
static void my_application_dispose(GObject* object) {
MyApplication* self = MY_APPLICATION(object);
g_clear_pointer(&self->dart_entrypoint_arguments, g_strfreev);
G_OBJECT_CLASS(my_application_parent_class)->dispose(object);
}
static void my_application_class_init(MyApplicationClass* klass) {
G_APPLICATION_CLASS(klass)->activate = my_application_activate;
G_APPLICATION_CLASS(klass)->local_command_line =
my_application_local_command_line;
G_APPLICATION_CLASS(klass)->startup = my_application_startup;
G_APPLICATION_CLASS(klass)->shutdown = my_application_shutdown;
G_OBJECT_CLASS(klass)->dispose = my_application_dispose;
}
static void my_application_init(MyApplication* self) {}
MyApplication* my_application_new() {
// Set the program name to the application ID, which helps various systems
// like GTK and desktop environments map this running application to its
// corresponding .desktop file. This ensures better integration by allowing
// the application to be recognized beyond its binary name.
g_set_prgname(APPLICATION_ID);
return MY_APPLICATION(g_object_new(my_application_get_type(),
"application-id", APPLICATION_ID, "flags",
G_APPLICATION_NON_UNIQUE, nullptr));
}

View File

@@ -0,0 +1,21 @@
#ifndef FLUTTER_MY_APPLICATION_H_
#define FLUTTER_MY_APPLICATION_H_
#include <gtk/gtk.h>
G_DECLARE_FINAL_TYPE(MyApplication,
my_application,
MY,
APPLICATION,
GtkApplication)
/**
* my_application_new:
*
* Creates a new Flutter-based application.
*
* Returns: a new #MyApplication.
*/
MyApplication* my_application_new();
#endif // FLUTTER_MY_APPLICATION_H_

7
macos/.gitignore vendored Normal file
View File

@@ -0,0 +1,7 @@
# Flutter-related
**/Flutter/ephemeral/
**/Pods/
# Xcode-related
**/dgph
**/xcuserdata/

View File

@@ -0,0 +1 @@
#include "ephemeral/Flutter-Generated.xcconfig"

View File

@@ -0,0 +1 @@
#include "ephemeral/Flutter-Generated.xcconfig"

View File

@@ -0,0 +1,10 @@
//
// Generated file. Do not edit.
//
import FlutterMacOS
import Foundation
func RegisterGeneratedPlugins(registry: FlutterPluginRegistry) {
}

View File

@@ -0,0 +1,705 @@
// !$*UTF8*$!
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defaultConfigurationIsVisible = 0;
defaultConfigurationName = Release;
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rootObject = 33CC10E52044A3C60003C045 /* Project object */;
}

View File

@@ -0,0 +1,8 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>IDEDidComputeMac32BitWarning</key>
<true/>
</dict>
</plist>

View File

@@ -0,0 +1,99 @@
<?xml version="1.0" encoding="UTF-8"?>
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LastUpgradeVersion = "1510"
version = "1.3">
<BuildAction
parallelizeBuildables = "YES"
buildImplicitDependencies = "YES">
<BuildActionEntries>
<BuildActionEntry
buildForTesting = "YES"
buildForRunning = "YES"
buildForProfiling = "YES"
buildForArchiving = "YES"
buildForAnalyzing = "YES">
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "33CC10EC2044A3C60003C045"
BuildableName = "cloudsy.app"
BlueprintName = "Runner"
ReferencedContainer = "container:Runner.xcodeproj">
</BuildableReference>
</BuildActionEntry>
</BuildActionEntries>
</BuildAction>
<TestAction
buildConfiguration = "Debug"
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
shouldUseLaunchSchemeArgsEnv = "YES">
<MacroExpansion>
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "33CC10EC2044A3C60003C045"
BuildableName = "cloudsy.app"
BlueprintName = "Runner"
ReferencedContainer = "container:Runner.xcodeproj">
</BuildableReference>
</MacroExpansion>
<Testables>
<TestableReference
skipped = "NO"
parallelizable = "YES">
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "331C80D4294CF70F00263BE5"
BuildableName = "RunnerTests.xctest"
BlueprintName = "RunnerTests"
ReferencedContainer = "container:Runner.xcodeproj">
</BuildableReference>
</TestableReference>
</Testables>
</TestAction>
<LaunchAction
buildConfiguration = "Debug"
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
launchStyle = "0"
useCustomWorkingDirectory = "NO"
ignoresPersistentStateOnLaunch = "NO"
debugDocumentVersioning = "YES"
debugServiceExtension = "internal"
enableGPUValidationMode = "1"
allowLocationSimulation = "YES">
<BuildableProductRunnable
runnableDebuggingMode = "0">
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "33CC10EC2044A3C60003C045"
BuildableName = "cloudsy.app"
BlueprintName = "Runner"
ReferencedContainer = "container:Runner.xcodeproj">
</BuildableReference>
</BuildableProductRunnable>
</LaunchAction>
<ProfileAction
buildConfiguration = "Profile"
shouldUseLaunchSchemeArgsEnv = "YES"
savedToolIdentifier = ""
useCustomWorkingDirectory = "NO"
debugDocumentVersioning = "YES">
<BuildableProductRunnable
runnableDebuggingMode = "0">
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "33CC10EC2044A3C60003C045"
BuildableName = "cloudsy.app"
BlueprintName = "Runner"
ReferencedContainer = "container:Runner.xcodeproj">
</BuildableReference>
</BuildableProductRunnable>
</ProfileAction>
<AnalyzeAction
buildConfiguration = "Debug">
</AnalyzeAction>
<ArchiveAction
buildConfiguration = "Release"
revealArchiveInOrganizer = "YES">
</ArchiveAction>
</Scheme>

View File

@@ -0,0 +1,7 @@
<?xml version="1.0" encoding="UTF-8"?>
<Workspace
version = "1.0">
<FileRef
location = "group:Runner.xcodeproj">
</FileRef>
</Workspace>

View File

@@ -0,0 +1,8 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>IDEDidComputeMac32BitWarning</key>
<true/>
</dict>
</plist>

View File

@@ -0,0 +1,13 @@
import Cocoa
import FlutterMacOS
@main
class AppDelegate: FlutterAppDelegate {
override func applicationShouldTerminateAfterLastWindowClosed(_ sender: NSApplication) -> Bool {
return true
}
override func applicationSupportsSecureRestorableState(_ app: NSApplication) -> Bool {
return true
}
}

View File

@@ -0,0 +1,68 @@
{
"images" : [
{
"size" : "16x16",
"idiom" : "mac",
"filename" : "app_icon_16.png",
"scale" : "1x"
},
{
"size" : "16x16",
"idiom" : "mac",
"filename" : "app_icon_32.png",
"scale" : "2x"
},
{
"size" : "32x32",
"idiom" : "mac",
"filename" : "app_icon_32.png",
"scale" : "1x"
},
{
"size" : "32x32",
"idiom" : "mac",
"filename" : "app_icon_64.png",
"scale" : "2x"
},
{
"size" : "128x128",
"idiom" : "mac",
"filename" : "app_icon_128.png",
"scale" : "1x"
},
{
"size" : "128x128",
"idiom" : "mac",
"filename" : "app_icon_256.png",
"scale" : "2x"
},
{
"size" : "256x256",
"idiom" : "mac",
"filename" : "app_icon_256.png",
"scale" : "1x"
},
{
"size" : "256x256",
"idiom" : "mac",
"filename" : "app_icon_512.png",
"scale" : "2x"
},
{
"size" : "512x512",
"idiom" : "mac",
"filename" : "app_icon_512.png",
"scale" : "1x"
},
{
"size" : "512x512",
"idiom" : "mac",
"filename" : "app_icon_1024.png",
"scale" : "2x"
}
],
"info" : {
"version" : 1,
"author" : "xcode"
}
}

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