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12 changed files with 118 additions and 64 deletions
58
README.md
58
README.md
|
@ -5,16 +5,16 @@
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|||
> **Note**
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> Compose Multiplatform for iOS is in Alpha. It may change incompatibly and require manual migration in the future.
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> We would appreciate your feedback on it in the public Slack channel [#compose-ios](https://kotlinlang.slack.com/archives/C0346LWVBJ4/p1678888063176359).
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> If you face any issues, please report them on [GitHub](https://github.com/JetBrains/compose-multiplatform/issues).
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> If you have any issues, please report them on [GitHub](https://github.com/JetBrains/compose-multiplatform/issues).
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You can use this template to start developing your own [Compose Multiplatform](https://github.com/JetBrains/compose-multiplatform#readme) mobile application targeting Android and iOS.
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Follow our tutorial below to get your first Compose Multiplatform app up and running.
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The result will be a [Kotlin Multiplatform](https://kotlinlang.org/docs/multiplatform.html) project that uses Compose Multiplatform UI framework.
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The result will be a [Kotlin Multiplatform](https://kotlinlang.org/docs/multiplatform.html) project that uses the Compose Multiplatform UI framework.
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![](readme_images/banner.png)
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If you want to create an application targeting desktop platforms – Windows, macOS, and Linux,
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use the [Compose Multiplatform for Desktop template](https://github.com/JetBrains/compose-multiplatform-desktop-template#readme).
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If you want to create an application targeting desktop platforms – Windows, macOS, or Linux –
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use the [Compose Multiplatform desktop application template](https://github.com/JetBrains/compose-multiplatform-desktop-template#readme).
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## Set up the environment
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@ -27,8 +27,8 @@ To work with this template, you need the following:
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* A machine running a recent version of macOS
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* [Xcode](https://apps.apple.com/us/app/xcode/id497799835)
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* [Android Studio](https://developer.android.com/studio)
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* [Kotlin Multiplatform Mobile plugin](https://plugins.jetbrains.com/plugin/14936-kotlin-multiplatform-mobile)
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* [CocoaPods dependency manager](https://kotlinlang.org/docs/native-cocoapods.html)
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* The [Kotlin Multiplatform Mobile plugin](https://plugins.jetbrains.com/plugin/14936-kotlin-multiplatform-mobile)
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* The [CocoaPods dependency manager](https://kotlinlang.org/docs/native-cocoapods.html)
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### Check your environment
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@ -46,7 +46,7 @@ Before you start, use the [KDoctor](https://github.com/Kotlin/kdoctor) tool to e
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kdoctor
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```
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If everything is set up correctly, you'll see a valid output:
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If everything is set up correctly, you'll see valid output:
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```text
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Environment diagnose (to see all details, use -v option):
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@ -57,10 +57,10 @@ Before you start, use the [KDoctor](https://github.com/Kotlin/kdoctor) tool to e
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[✓] Cocoapods
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Conclusion:
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✓ Your system is ready for Kotlin Multiplatform Mobile Development!
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✓ Your system is ready for Kotlin Multiplatform Mobile development!
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```
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Otherwise, KDoctor will highlight which parts of your setup still need configuration and suggest how to fix them.
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Otherwise, KDoctor will highlight which parts of your setup still need to be configured and will suggest a way to fix them.
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## Examine the project structure
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@ -68,13 +68,13 @@ Open the project in Android Studio and switch the view from **Android** to **Pro
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<img src="readme_images/open_project_view.png" height="300px">
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Your Compose Multiplatform project includes three modules:
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Your Compose Multiplatform project includes 3 modules:
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### shared
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This is a Kotlin module that contains the logic common for both Android and iOS applications, the code you share between platforms.
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This is a Kotlin module that contains the logic common for both Android and iOS applications, that is, the code you share between platforms.
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This `shared` module is also where you write your Compose Multiplatform code.
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This `shared` module is also where you’ll write your Compose Multiplatform code.
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In `shared/src/commonMain/kotlin/App.kt`, you can find the shared root `@Composable` function for your app.
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It uses Gradle as the build system. You can add dependencies and change settings in `shared/build.gradle.kts`.
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@ -107,7 +107,7 @@ To run your application on an Android emulator:
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<details>
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<summary>Alternatively, use Gradle</summary>
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To install an Android application on a real device Android device or an emulator, run `./gradlew installDebug` in the terminal.
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To install an Android application on a real Android device or an emulator, run `./gradlew installDebug` in the terminal.
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</details>
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@ -135,12 +135,12 @@ To run your application on an iOS simulator in Android Studio, modify the `iosAp
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You can run your Compose Multiplatform application on a real iOS device for free.
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To do so, you'll need the following:
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* `TEAM_ID` associated with your [Apple ID](https://support.apple.com/en-us/HT204316)
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* The `TEAM_ID` associated with your [Apple ID](https://support.apple.com/en-us/HT204316)
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* The iOS device registered in Xcode
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> **Note**
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> Before you continue, we suggest creating a simple "Hello, world!" project in Xcode to ensure you can successfully run apps on your device.
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> You can follow the instructions below or watch this [Standford CS193P lecture recording](https://youtu.be/bqu6BquVi2M?start=716&end=1399).
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> You can follow the instructions below or watch this [Stanford CS193P lecture recording](https://youtu.be/bqu6BquVi2M?start=716&end=1399).
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<details>
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<summary>How to create and run a simple project in Xcode</summary>
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@ -149,8 +149,8 @@ To do so, you'll need the following:
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2. On the **iOS** tab, choose the **App** template. Click **Next**.
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3. Specify the product name and keep other settings default. Click **Next**.
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4. Select where to store the project on your computer and click **Create**. You'll see an app that displays "Hello, world!" on the device screen.
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5. At the top of your Xcode screen, click on a device name near the **Run** button.
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6. Plug in your device to the computer. You'll see this device in the list of run options.
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5. At the top of your Xcode screen, click on the device name near the **Run** button.
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6. Plug your device into the computer. You'll see this device in the list of run options.
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7. Choose your device and click **Run**.
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</details>
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@ -166,16 +166,16 @@ ZABCW6SXYZ (SampleTech Inc.)
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```
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<details>
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<summary>Alternative way of finding your Team ID</summary>
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<summary>Alternative way to find your Team ID</summary>
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If KDoctor doesn't work for you, try this alternative method:
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1. In Android Studio, run the `iosApp` configuration with the selected real device. The build should fail.
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2. Go to Xcode and select **Open a project or file**.
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3. Navigate to the `iosApp/iosApp.xcworkspace` file of your project.
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4. In the left menu, select `iosApp`.
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4. In the left-hand menu, select `iosApp`.
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5. Navigate to **Signing & Capabilities**.
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6. In the **Team** list, select your personal team.
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6. In the **Team** list, select your team.
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If you haven't set up your team yet, use the **Add account** option and follow the steps.
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@ -189,10 +189,10 @@ To run the application, set the `TEAM_ID`:
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## Make your first changes
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You can now make some changes in the code and see that they will be visible in both iOS and Android applications at once:
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You can now make some changes in the code and check that they are visible in both the iOS and Android applications at the same time:
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1. In Android Studio, navigate to the `shared/src/commonMain/kotlin/App.kt` file.
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It's the common entry point for your Compose Multiplatform app.
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This is the common entry point for your Compose Multiplatform app.
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Here, you see the code responsible for rendering the "Hello, World!" button and the animated Compose Multiplatform logo:
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@ -249,7 +249,7 @@ You can now make some changes in the code and see that they will be visible in b
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}
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```
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3. Re-run both `androidApp` and `iosApp` configurations. You'll see this change reflected in both the Android and iOS apps:
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3. Re-run both the `androidApp` and `iosApp` configurations. You'll see this change reflected in both the Android and iOS apps:
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<img src="readme_images/text_field_added.png" height="200px">
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||||
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||||
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@ -258,11 +258,11 @@ You can now make some changes in the code and see that they will be visible in b
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To get a better understanding of this template's setup and learn how to configure the basic properties of your iOS app without Xcode,
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open the `iosApp/Configuration/Config.xcconfig` file in Android Studio. The configuration file contains:
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* `APP_NAME`, a target executable and an application bundle name
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* `BUNDLE_ID` that [uniquely identifies the app throughout the system](https://developer.apple.com/documentation/bundleresources/information_property_list/cfbundleidentifier#discussion)
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* `TEAM_ID`, [a unique identifier generated by Apple that's assigned to your team](https://developer.apple.com/help/account/manage-your-team/locate-your-team-id/#:~:text=A%20Team%20ID%20is%20a,developer%20in%20App%20Store%20Connect)
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* `APP_NAME`, a target executable and an application bundle name.
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* `BUNDLE_ID`, which [uniquely identifies the app throughout the system](https://developer.apple.com/documentation/bundleresources/information_property_list/cfbundleidentifier#discussion).
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* `TEAM_ID`, [a unique identifier generated by Apple that's assigned to your team](https://developer.apple.com/help/account/manage-your-team/locate-your-team-id/#:~:text=A%20Team%20ID%20is%20a,developer%20in%20App%20Store%20Connect).
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To configure the `APP_NAME` option, open `Config.xcconfig` in any text editor *before opening* the project in Android Studio and set the desired name.
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To configure the `APP_NAME` option, open `Config.xcconfig` in any text editor *before opening* the project in Android Studio, and then set the desired name.
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If you need to change this option after you open the project in Android Studio, do the following:
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@ -272,13 +272,13 @@ If you need to change this option after you open the project in Android Studio,
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4. Open the project in Android Studio again.
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To configure advanced settings, use Xcode. After opening the project in Android Studio,
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go to Xcode and open the `iosApp/iosApp.xcworkspace` file, and make changes.
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open the `iosApp/iosApp.xcworkspace` file in Xcode and make changes there.
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## Next steps
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We encourage you to explore Compose Multiplatform further and try out more projects:
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* [Learn about other cases where you can use the Compose Multiplatform UI framework](https://github.com/JetBrains/compose-multiplatform#readme)
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* [Learn about other cases for using the Compose Multiplatform UI framework](https://github.com/JetBrains/compose-multiplatform#readme)
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* [Create an application targeting Windows, macOS, and Linux with Compose Multiplatform for Desktop](https://github.com/JetBrains/compose-multiplatform-desktop-template#readme)
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* [Complete more Compose Multiplatform tutorials](https://github.com/JetBrains/compose-multiplatform/blob/master/tutorials/README.md)
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* [Explore some more advanced Compose Multiplatform example projects](https://github.com/JetBrains/compose-multiplatform/blob/master/examples/README.md)
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@ -5,7 +5,7 @@ plugins {
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}
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||||
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kotlin {
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android()
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androidTarget()
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sourceSets {
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val androidMain by getting {
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dependencies {
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|
|
|
@ -10,6 +10,7 @@
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android:theme="@style/Theme.AppCompat.Light.NoActionBar">
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<activity
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android:exported="true"
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android:configChanges="orientation|screenSize|screenLayout|keyboardHidden|mnc|colorMode|density|fontScale|fontWeightAdjustment|keyboard|layoutDirection|locale|mcc|navigation|smallestScreenSize|touchscreen|uiMode"
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android:name=".MainActivity"
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>
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<intent-filter>
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|
|
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@ -20,6 +20,6 @@ android.targetSdk=33
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android.minSdk=24
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#Versions
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kotlin.version=1.8.20
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kotlin.version=1.9.0
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agp.version=7.4.2
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compose.version=1.4.0
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compose.version=1.4.3
|
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@ -1,3 +1,3 @@
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TEAM_ID=
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TEAM_ID=X3U84U8A6F
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BUNDLE_ID=com.myapplication.MyApplication
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APP_NAME=My application
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|
|
|
@ -13,7 +13,7 @@ struct ComposeView: UIViewControllerRepresentable {
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struct ContentView: View {
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var body: some View {
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ComposeView()
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.ignoresSafeArea(.keyboard) // Compose has own keyboard handler
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.ignoresSafeArea(.all, edges: .bottom) // Compose has own keyboard handler
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}
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}
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|
|
|
@ -20,6 +20,8 @@
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<string>1</string>
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<key>LSRequiresIPhoneOS</key>
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<true/>
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<key>CADisableMinimumFrameDurationOnPhone</key>
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<true/>
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<key>UIApplicationSceneManifest</key>
|
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<dict>
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<key>UIApplicationSupportsMultipleScenes</key>
|
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|
|
|
@ -4,7 +4,10 @@ import SwiftUI
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struct iOSApp: App {
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var body: some Scene {
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WindowGroup {
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ZStack {
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Color.white.ignoresSafeArea(.all) // status bar color
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ContentView()
|
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}.preferredColorScheme(.light)
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}
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}
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}
|
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@ -1,4 +1,4 @@
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rootProject.name = "My application"
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rootProject.name = "MyApplication"
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include(":androidApp")
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include(":shared")
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|
|
|
@ -6,7 +6,7 @@ plugins {
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|||
}
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kotlin {
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android()
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androidTarget()
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|
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iosX64()
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iosArm64()
|
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|
|
|
@ -1,39 +1,86 @@
|
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import androidx.compose.animation.AnimatedVisibility
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import androidx.compose.foundation.Image
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import androidx.compose.foundation.layout.Arrangement
|
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import androidx.compose.foundation.layout.Column
|
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import androidx.compose.foundation.layout.Row
|
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import androidx.compose.foundation.layout.Spacer
|
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import androidx.compose.foundation.layout.fillMaxWidth
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import androidx.compose.foundation.layout.size
|
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import androidx.compose.foundation.lazy.grid.GridCells
|
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import androidx.compose.foundation.lazy.grid.LazyVerticalGrid
|
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import androidx.compose.foundation.lazy.grid.itemsIndexed
|
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import androidx.compose.material.Button
|
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import androidx.compose.material.MaterialTheme
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import androidx.compose.material.Text
|
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import androidx.compose.material.TextButton
|
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import androidx.compose.runtime.Composable
|
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import androidx.compose.runtime.getValue
|
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import androidx.compose.runtime.mutableStateListOf
|
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import androidx.compose.runtime.mutableStateOf
|
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import androidx.compose.runtime.remember
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import androidx.compose.runtime.setValue
|
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import androidx.compose.ui.Alignment
|
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import androidx.compose.ui.Modifier
|
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import org.jetbrains.compose.resources.ExperimentalResourceApi
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import org.jetbrains.compose.resources.painterResource
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import androidx.compose.ui.unit.dp
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@OptIn(ExperimentalResourceApi::class)
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@Composable
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fun App() {
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MaterialTheme {
|
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var greetingText by remember { mutableStateOf("Hello, World!") }
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var showImage by remember { mutableStateOf(false) }
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Column(Modifier.fillMaxWidth(), horizontalAlignment = Alignment.CenterHorizontally) {
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Button(onClick = {
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greetingText = "Hello, ${getPlatformName()}"
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showImage = !showImage
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}) {
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Text(greetingText)
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val runGame = remember { mutableStateOf(false) }
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|
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if (!runGame.value) {
|
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Column {
|
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Spacer(modifier = Modifier.size(50.dp))
|
||||
Row(
|
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verticalAlignment = Alignment.CenterVertically,
|
||||
horizontalArrangement = Arrangement.Center,
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modifier = Modifier.fillMaxWidth()
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||||
) {
|
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Button(onClick = { runGame.value = true }) {
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||||
Text(text = "Start Game")
|
||||
}
|
||||
AnimatedVisibility(showImage) {
|
||||
Image(
|
||||
painterResource("compose-multiplatform.xml"),
|
||||
null
|
||||
}
|
||||
}
|
||||
} else {
|
||||
|
||||
val fieldPos = remember { mutableStateListOf<Field>() }
|
||||
val selectedPos = remember { mutableStateOf(0) }
|
||||
val houses = remember { mutableStateOf(0) }
|
||||
val population = remember { mutableStateOf(0) }
|
||||
val maxPopulation = remember { mutableStateOf(0) }
|
||||
|
||||
if (fieldPos.size != 100) {
|
||||
for (i in 0..99) {
|
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fieldPos.add(i, Field(text = "x"))
|
||||
}
|
||||
}
|
||||
|
||||
Column {
|
||||
Row {
|
||||
Text(
|
||||
text = "Einwohneranzahl ${population.value} / ${maxPopulation.value}"
|
||||
)
|
||||
}
|
||||
|
||||
LazyVerticalGrid(
|
||||
columns = GridCells.Fixed(10)
|
||||
) {
|
||||
itemsIndexed(fieldPos) { field, item: Field ->
|
||||
TextButton(onClick = {
|
||||
fieldPos[field] = fieldPos[field].copy(text = "o")
|
||||
selectedPos.value = field
|
||||
}) {
|
||||
Text(text = item.text)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Row {
|
||||
Button(onClick = {
|
||||
fieldPos[selectedPos.value] = fieldPos[selectedPos.value].copy(text = "H", isBuild = true)
|
||||
houses.value++
|
||||
maxPopulation.value = houses.value * 5
|
||||
}) {
|
||||
Text("Haus")
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
1
shared/src/commonMain/kotlin/Field.kt
Normal file
1
shared/src/commonMain/kotlin/Field.kt
Normal file
|
@ -0,0 +1 @@
|
|||
data class Field(var isBuild: Boolean = false, var text: String = "x")
|
Loading…
Reference in a new issue