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Compose Multiplatform mobile application

Compose Multiplatform is in Alpha. It may change incompatibly and require manual migration in the future.

You can use this template to start developing your own Compose Multiplatform application. The result will be a Kotlin Multiplatform project targeting Android and iOS.

Set up an environment

Important. You need a Mac with macOS to write and run iOS-specific code on simulated or real devices. This is an Apple requirement.

To work with this template, you need the following:

Check your environment

When you install all the tools, use the KDoctor tool to ensure that your development environment is configured correctly:

  1. Install KDoctor with Homebrew:

    brew install kdoctor
    
  2. Run KDoctor in your terminal:

    kdoctor
    

    If everything is set up correctly, you'll see a valid output:

    Environment diagnose (to see all details, use -v option):
    [✓] Operation System
    [✓] Java
    [✓] Android Studio
    [✓] Xcode
    [✓] Cocoapods
    
    Conclusion:
      ✓ Your system is ready for Kotlin Multiplatform Mobile Development!
    

    Otherwise, KDoctor will highlight which parts of your setup still need configuration and suggest how to fix them.

Examine the project structure

Open the project in Android Studio and switch the view from Android to Project to see all the files and targets belonging to the project:

Your Compose Multiplatform project includes three modules:

shared

This is a Kotlin module that contains the logic common for both Android and iOS applications, the code you share between platforms.

This shared module is also where you write your Compose Multiplatform code. In shared/src/commonMain/kotlin/App.kt, you can find the shared root @Composable function for your app.

It uses Gradle as the build system. You can add dependencies and change settings in shared/build.gradle.kts. The shared module builds into an Android library and an iOS framework.

androidApp

This is a Kotlin module that builds into an Android application. It uses Gradle as the build system. The androidApp module depends on and uses the shared module as a regular Android library.

iosApp

This is an Xcode project that builds into an iOS application. It depends on and uses the shared module as a CocoaPods dependency.

Run your application

On Android

To run your application on an Android emulator:

  1. Create an Android virtual device.

  2. In the list of run configurations, select androidApp.

  3. Choose your virtual device and click Run:

Alternatively, use Gradle

To install an Android application on a real device Android device or an emulator, run ./gradlew installDebug in the terminal.

On iOS

Running on a simulator

To run your application on an iOS simulator in Android Studio, modify the iosApp run configuration:

  1. In the list of run configurations, select Edit Configurations:

  2. Navigate to iOS Application | iosApp.

  3. In the Execution target list, select your target device. Click OK:

  4. The iosApp run configuration is now available. Click Run next to your virtual device:

Running on a real device

You can run your Compose Multiplatform application on a real iOS device. To do that, you'll need the following:

  • TEAM_ID associated with your Apple ID
  • The iOS device registered in Xcode

Before you continue, we suggest creating a simple "Hello, world!" project in Xcode to ensure you can successfully run apps on your device. You can follow the instructions below or watch this this Standford CS193P lecture recording.

How to create and run a simple project in Xcode
  1. On the Xcode welcome screen, select Create a new project in Xcode.
  2. On the iOS tab, choose the App template. Click Next.
  3. Specify the product name and keep other settings default. Click Next.
  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.
  5. At the top of your Xcode screen, click on a device name near the Run button.
  6. Plug in your device to the computer. You'll see this device in the list of run options.
  7. Choose your device and click Run.
Finding your Team ID

In the terminal, run kdoctor --team-ids to find your Team ID. KDoctor will list all Team IDs currently configured on your system, for example:

3ABC246XYZ (Max Sample)
ZABCW6SXYZ (SampleTech Inc.)
Alternative way of finding your Team ID

If KDoctor doesn't work for you, try this alternative method:

  1. In Android Studio, run the iosApp configuration with the selected real device. The build should fail.

  2. Go to Xcode and select Open a project or file.

  3. Navigate to the iosApp/iosApp.xcworkspace file of your project.

  4. In the left menu, select iosApp.

  5. Navigate to Signing & Capabilities.

  6. In the Team list, select your personal team.

    If you haven't set up your team yet, use the Add account option and follow the steps.

To run the application, set the TEAM_ID:

  1. In the template, navigate to the iosApp/Configuration/Config.xcconfig file.
  2. Set your TEAM_ID.
  3. Re-open the project in Android Studio. It should show the registered iOS device in the iosApp run configuration.

Make your first changes

  1. In Android Studio, navigate to the shared/src/commonMain/kotlin/App.kt file. It's the common entry point for your Compose Multiplatform app.

    Here, you see the code responsible for rendering the "Hello, World!" button and the animated Compose Multiplatform logo:

    @OptIn(ExperimentalResourceApi::class)
    @Composable
    internal fun App() {
        MaterialTheme {
            var greetingText by remember { mutableStateOf("Hello, World!") }
            var showImage by remember { mutableStateOf(false) }
            Column(Modifier.fillMaxWidth(), horizontalAlignment = Alignment.CenterHorizontally) {
                Button(onClick = {
                    greetingText = "Hello, ${getPlatformName()}"
                    showImage = !showImage
                }) {
                    Text(greetingText)
                }
                AnimatedVisibility(showImage) {
                    Image(
                        painterResource("compose-multiplatform.xml"),
                        null
                    )
                }
            }
        }
    }
    
  2. Update the shared code by adding a text field that will update the name displayed on the button:

    @OptIn(ExperimentalResourceApi::class)
    @Composable
    internal fun App() {
        MaterialTheme {
            var greetingText by remember { mutableStateOf("Hello, World!") }
            var showImage by remember { mutableStateOf(false) }
            Column(Modifier.fillMaxWidth(), horizontalAlignment = Alignment.CenterHorizontally) {
                Button(onClick = {
                    greetingText = "Hello, ${getPlatformName()}"
                    showImage = !showImage
                }) {
                    Text(greetingText)
                }
    +           TextField(greetingText, onValueChange = { greetingText = it })
                AnimatedVisibility(showImage) {
                    Image(
                        painterResource("compose-multiplatform.xml"),
                        null
                    )
                }
            }
        }
    }
    
  3. Re-run both androidApp and iosApp configurations. You'll see this change reflected on both the Android and iOS apps:

How to configure the iOS application

You can further configure the basic properties of your iOS app using this template without opening Xcode. In Android Studio, navigate to the iosApp/Configuration/Config.xcconfig configuration file. It contains:

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.

If you need to change this option after you open the project in Android Studio, do the following:

  1. Close the project in Android Studio.
  2. Run ./cleanup.sh in your terminal.
  3. Change the setting.
  4. Open the project in Android Studio again.

To configure advanced settings, use Xcode. After opening the project in Android Studio, go to Xcode and open the iosApp/iosApp.xcworkspace file, and make changes.