react-native-class-exists
v1.0.1
Published
Do runtime checks if a native class exists or device has certain capabilities. Useful when you weak link libraries (like iOS 11 having ARKit, and you still want iOS 10 users to be able to use your app without ARKit features).
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react-native-class-exists
Works currently with:
| iOS | Android | Windows | | --- | ------- | ------- | | Yes | No | No |
Why would I use this?
The situation may arise where you want to incorporate 'new features' that may not run on all your users devices. For instance, a user with iOS 9 will not be able to use SiriKit, whereas a user with iOS 10 will. You can check at run time whether a class exists using this module. You can also use this module to check for device capabilities. For instance, being able to check if a user's device supports ARKit (even if they have iOS 11+, their hardware may not support it).
Getting started
$ npm install react-native-class-exists --save
Mostly automatic installation
$ react-native link react-native-class-exists
Manual installation
iOS
- In XCode, in the project navigator, right click
Libraries
➜Add Files to [your project's name]
- Go to
node_modules
➜react-native-class-exists
and addRNClassExists.xcodeproj
- In XCode, in the project navigator, select your project. Add
libRNClassExists.a
to your project'sBuild Phases
➜Link Binary With Libraries
- Run your project (
Cmd+R
)<
Android
- Open up
android/app/src/main/java/[...]/MainActivity.java
- Add
import com.reactlibrary.RNClassExistsPackage;
to the imports at the top of the file - Add
new RNClassExistsPackage()
to the list returned by thegetPackages()
method
- Append the following lines to
android/settings.gradle
:include ':react-native-class-exists' project(':react-native-class-exists').projectDir = new File(rootProject.projectDir, '../node_modules/react-native-class-exists/android')
- Insert the following lines inside the dependencies block in
android/app/build.gradle
:compile project(':react-native-class-exists')
Static Functions:
| function | arguments | notes | | -------- | --------------------| ----- | | exists() | className, callback | If you just want to check if a certain class exists at runtime, this is how you do it. | | classMethodResponse() | className, methodName, responseType, callback | Sometimes you want to be able to do more than just check if a class exists at runtime. Sometimes you need to call a class method and get a return value. This is how you do it. As of now, we only wrote the code to allow you to call static class methods with no arguments. Look below for a list of supported return types |
| Supported Return Types for classMethodResponse (ObjC types) | Javascript form returned | | ----------------------------------------------------------- | ------------------------ | | BOOL | Boolean | | NSNumber | Number | | NSString or String | String | Remember to include the correct returnType for the method you will be calling
Usage Examples
Checking if UIAlertController works (introduced in iOS 8)
import React, { Component } from 'react'
import { Platform } from 'react-native'
import ClassExists from 'react-native-class-exists'
export default class App extends React.Component {
componentDidMount() {
if (Platform.OS == 'ios') {
ClassExists.exists("UIAlertController", exists=>{
console.log(exists ? "It exists! " : "Does not exist")
})
}
}
}
Checking if the user can make payments (checking for the class isn't enough. So we can check for the class, AND run a method if it exists, as well as get a return value)
if (Platform.OS == 'ios') {
ClassExists.classMethodResponse("SKPaymentQueue", "canMakePayments", "BOOL", (success, response)=>{
if (success && response) {
console.log("User can make payments")
} else {
console.log("User cannot make payments")
}
})
}
Checking if the user's device will run ARKit (Augmented Reality Kit from iOS 11+)
if (Platform.OS == 'ios') {
ClassExists.classMethodResponse("ARConfiguration", "isSupported", "BOOL", (success, response)=>{
if (success) {
if (response) {
console.log("User can use ARKit")
} else {
console.log("User has software for ARKit, but device doesn't support it. (Probably iOS 11+, but not on a newer device)")
}
} else {
console.log("User cannot use ARKit")
}
})
}