Back to Uno

Platform-specific C# code

doc/articles/platform-specific-csharp.md

6.6-release-branch-cut7.3 KB
Original Source

Platform-specific C# code

Uno Platform allows you to reuse views and business logic across platforms. Sometimes though, you may want to write different code per platform. You may need to access platform-specific native APIs and 3rd-party libraries, or want your app to look and behave differently depending on the platform.

[!Video https://www.youtube-nocookie.com/embed/WgKNG8Yjbc4]

This guide covers multiple approaches to managing per-platform code in C#. See this guide for managing per-platform XAML.

Project structure

There are multiple ways to restrict code or XAML markup to be used only on a specific platform:

  • Use conditional code based on the OperatingSystem.IsXXX method
  • Use conditionals in a source file
  • Place the code in a separate file which is only included in the desired platform.

The structure of an Uno Platform app created with the default Visual Studio template is explained in more detail here.

OperatingSystem.IsXXX

The Uno Platform templates differentiate platforms using the current target framework, yet it's possible to determine the running platform at runtime using:

csharp
if (OperatingSystem.IsBrowser())
{
   // Do something WebAssembly specific
}

When building an application that uses the Skia renderer, it is generally best to use such conditionals in order to build for only one target framework in class libraries (e.g., when only targeting net10.0, without a platform specifier like net10.0-ios).

[!NOTE] JSImport/JSExport and BrowserHtmlElement are available on all platforms targeting .NET 7 and later, and code using those APIs to be conditionally excluded at compile time, and should only use OperatingSystem conditions.

#if conditionals

The most basic means of authoring platform-specific code is to use #if conditionals:

csharp
#if __UNO__
Console.WriteLine("Uno Platform - Pixel-perfect WinUI apps that run everywhere");
#else
Console.WriteLine("Windows - Built with Microsoft's own tooling");
#endif

If the supplied condition is not met, e.g. if __UNO__ is not defined, then the enclosed code will be ignored by the compiler.

The following conditional symbols are predefined for each Uno platform:

PlatformSymbolRemarks
Android__ANDROID__
iOS__IOS__
tvOS__TVOS__
Catalyst__MACCATALYST__
iOS or tvOS or Catalyst__APPLE_UIKIT__
WebAssembly__WASM__Only available in the net10.0-browserwasm target framework, see below
Desktop__DESKTOP__Only available in the net10.0-desktop target framework.
Skia__UNO_SKIA__Only available with SkiaRenderer feature.
Non-Windows__UNO__To learn about symbols available when __UNO__ is not present, see below

[!TIP] Conditionals can be combined with boolean operators, e.g. #if __ANDROID__ || __IOS__. It is also possible to define custom conditional compilation symbols per project in the 'Build' tab in the project's properties.

Windows-specific code

On net10.0-windows10.0.xxxxx target framework, an Uno Platform application isn't using Uno.UI at all. It's compiled using Microsoft's own tooling. For that reason, the __UNO__ symbol is not defined on Windows. This aspect can optionally be leveraged to write code specifically intended for Uno.

Apps generated with the default unoapp solution template use Windows App SDK when targeting Windows. While this is the recommended path for new Windows apps, some solutions instead use UWP to target Windows. Both app models define a different conditional symbol:

App modelSymbolRemarks
Windows App SDKWINDOWS10_0_18362_0_OR_GREATERDepending on the TargetFramework value, the 18362 part may need adjustment
Universal Windows PlatformNETFX_CORENo longer defined in new apps by default

Type aliases

Defining a type alias with the using directive, in combination with #if conditionals, can make for cleaner code. For example:

csharp
#if __ANDROID__
using _View = Android.Views.View;
#elif __IOS__
using _View = UIKit.UIView;
#else
using _View = Windows.UI.Xaml.UIElement;
#endif

...

public IEnumerable<_View> FindDescendants(FrameworkElement parent) => ...

Partial class definitions

Heavy usage of #if conditionals in shared code makes it hard to read and comprehend. A better approach is to use partial class definitions to split shared and platform-specific code.

Starting from Uno Platform 5.2, in project or class libraries using the Uno.Sdk, a set of implicit file name conventions can be used to target specific platforms:

  • *.wasm.cs is built only for net10.0-browserwasm
  • *.browserwasm.cs is built only for net10.0-browserwasm
  • *.desktop.cs is built only for net10.0-desktop
  • *.iOS.cs is built only for net10.0-ios and net10.0-maccatalyst
  • *.tvOS.cs is built only for net10.0-tvos
  • *.UIKit.cs is built only for net10.0-ios and net10.0-maccatalyst and net10.0-tvos
  • *.Apple.cs is built only for net10.0-ios and net10.0-maccatalyst and net10.0-tvos
  • *.Android.cs is built only for net10.0-android
  • *.WinAppSDK.cs is built only for net10.0-windows10 (eg. net10.0-windows10.0.22621)

In addition, for class libraries:

  • *.reference.cs is built only for reference implementation
  • *.crossruntime.cs is built for WebAssembly, Desktop, and reference implementation

[!NOTE] For backwards compatibility, using .skia.cs is currently equivalent to .desktop.cs. This might change in the future, so we recommend using the suffixes above instead.

Using file name conventions allows for reducing the use of #if compiler directives.

A simple example

Shared code in PROJECTNAME/NativeWrapperControl.cs:

csharp
public partial class NativeWrapperControl : Control {

...

  protected override void OnApplyTemplate()
  {
    base.OnApplyTemplate();
   
      _nativeView = CreateNativeView();
  }

Platform-specific code in PROJECTNAME/NativeWrapperControl.Android.cs:

csharp
#if __ANDROID__
public partial class NativeWrapperControl : Control {

...

  private View CreateNativeView() {
   ... //Android-specific code
  }

Platform-specific code in PROJECTNAME/NativeWrapperControl.iOS.cs:

csharp
#if __IOS__
public partial class NativeWrapperControl : Control {

...

  private UIView CreateNativeView() {
   ... //iOS-specific code
  }

You can use partial methods when only one platform needs specialized logic.