197 lines
8.3 KiB
Markdown
197 lines
8.3 KiB
Markdown
[![official project](http://jb.gg/badges/official.svg)](https://confluence.jetbrains.com/display/ALL/JetBrains+on+GitHub)
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[![License](https://img.shields.io/badge/License-Apache_2.0-blue.svg)](https://opensource.org/licenses/Apache-2.0)
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# [Compose Multiplatform](https://github.com/JetBrains/compose-multiplatform) Mobile Application
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Use this template to start developing your own Compose Multiplatform application targeting Android and iOS (Alpha).
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## Setting up your development environment
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Your Compose Multiplatform application targeting Android and iOS is a Kotlin Multiplatform project.
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Let's make sure you have set up your environment for mobile development with Kotlin Multiplatform.
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> **Warning**
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> Writing and running iOS-specific code for a simulated or real device requires macOS. This is an Apple limitation.
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To work with this template, you will need:
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- A machine running a recent version of macOS
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- [Xcode](https://developer.apple.com/xcode/)
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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](https://kotlinlang.org/docs/native-cocoapods.html)
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### Checking your development environment with `kdoctor`
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**Before opening the project in Android Studio**, use [`kdoctor`](https://github.com/Kotlin/kdoctor) to ensure your development environment is configured correctly. Install `kdoctor` via [`brew`](https://brew.sh/):
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```
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brew install kdoctor
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```
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Then, run `kdoctor` from your terminal. If everything is set up correctly, you should see valid output. Otherwise, `kdoctor` will provide you which parts of your setup still need configuration:
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```
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Environment diagnose (to see all details, use -v option):
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[✓] Operation System
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[✓] Java
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[✓] Android Studio
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[✓] Xcode
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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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```
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## Opening the project
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Use Android Studio to open the project. Make sure you have the [Kotlin Multiplatform Mobile plugin](https://plugins.jetbrains.com/plugin/14936-kotlin-multiplatform-mobile) installed.
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## Examining the project structure
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Switch to the Project View to see all files and targets belonging to the project.
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<img src="readme_images/open_project_view.png" width="50%" height="50%">
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Your Compose Multiplatform project includes three modules:
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### `shared`
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This 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 also where you will write your Compose Multiplatform code**.
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The shared root `@Composable` function for your app lives in `shared/src/commonMain/kotlin/App.kt`.
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`shared` 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.
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### `androidApp`
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This 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.
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### `iosApp`
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This is the Xcode project that builds into an iOS application. It depends on and uses the shared module as a CocoaPods dependency.
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## Running your application
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## Android
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To run your application on an Android emulator:
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- Create an [Android virtual device](https://developer.android.com/studio/run/managing-avds#createavd).
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- Select the `androidApp` run configuration.
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- Select your target device and press **Run**.
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![](readme_images/run_on_android.png)
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![](readme_images/android_app_running.png)
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<details>
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<summary>Using Gradle</summary>
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`./gradlew installDebug` - install Android application on an Android device (on a real device or on an emulator)
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</details>
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## iOS
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We suggest going through the "Hello, World" steps of creating and deploying a sample project in Xcode to a simulator and/or your physical device.
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A video tutorial for setting up Xcode and running your first "Hello, World" application is available in [this Standford CS193P lecture recording](https://youtu.be/bqu6BquVi2M?start=716&end=1399).
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### Running on an iOS simulator
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Once you have configured your environment correctly, you will be able to select which iOS simulator to run your application in Android Studio on by modifying the `iosApp` run configuration.
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Select "Run" | "Edit Configurations..." and navigate to the "iOS Application" | "iosApp" run configuration. In the "Execution target" drop-down, select your target device.
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![](readme_images/edit_run_config.png)
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![](readme_images/target_device.png)
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Press the "Run" button to run your Compose Multiplatform app on the iOS simulator.
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![](readme_images/hello_world_ios.png)
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### Running on a real iOS device
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Running your Compose Multiplatform application on a physical device can be done for free. You need:
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- an [Apple ID](https://support.apple.com/en-us/HT204316)
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- the registered iOS device in Xcode
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Before you continue, make sure that you can successfully run a plain "Hello, World" application from Xcode on your physical device.
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To run the application, set the `TEAM_ID` associated with your Apple ID in `iosApp/Configuration/Config.xcconfig`.
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#### Finding your Team ID
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Use `kdoctor --team-ids` to find and set your Team ID. This will list all Team IDs currently configured on your system, for example:
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```
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3ABC246XYZ (Max Sample)
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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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If you're running into trouble with the method described above, you can try this alternative method.
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- Run the `iosApp` run configuration from Android Studio (it will fail)
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- Open the `iosApp/iosApp.xcworkspace` in Xcode
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- Select `iosApp` in the menu on the left side
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- Navigate to "Signing & Capabilities"
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- Select your Personal Team in the "Team" dropdown. If you haven't set up your team, use the "Add account..." option and follow the steps inside Xcode.
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</details>
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Set this Team ID in `iosApp/Configuration/Config.xcconfig` in the `TEAM_ID` field.
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After that you can re-open the project in Android Studio, and it will show the registered iOS device in the `iosApp`
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run configuration.
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### Make your first changes
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The common entry point for your Compose Multiplatform app is located in `shared/src/commonMain/kotlin/App.kt`. Here, you will see the code that is responsible for rendering the "Hello, World" button. If you make changes here, you will see them reflected on both Android and iOS:
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```kotlin
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@Composable
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internal fun App() {
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MaterialTheme {
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var text by remember { mutableStateOf("Hello, World!") }
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Button(onClick = {
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text = "Hello, ${getPlatformName()}"
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}) {
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Text(text)
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}
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}
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}
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```
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Update the shared code by adding a text field that will update the name displayed on the button:
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```kotlin
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@Composable
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internal fun App() {
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MaterialTheme {
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var text by remember { mutableStateOf("Hello, World!") }
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Column {
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Button(onClick = {
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text = "Hello, ${getPlatformName()}"
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}) {
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Text(text)
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}
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TextField(text, onValueChange = { text = it })
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}
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}
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}
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```
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![](readme_images/text_field_added.png)
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### Configuring the iOS application
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This template contains a `iosApp/Configuration/Config.xcconfig` configuration file that allows you to configure most basic properties without having to move to Xcode. It contains:
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- `APP_NAME` - target executable and application bundle name
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- `BUNDLE_ID` - [bundle identifier](https://developer.apple.com/documentation/bundleresources/information_property_list/cfbundleidentifier#discussion)
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- `TEAM_ID` - [Team ID](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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Note: To configure the `APP_NAME` setting, open `Config.xcconfig` in any text editor *before opening* the project in Android Studio, and set the desired name.
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If you need to change this setting after you open the project in Android Studio, please do the following:
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- close the project in Android Studio
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- run `./cleanup.sh` in your terminal
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- change the setting
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- open the project in Android Studio again
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For configuring advanced settings, you can use Xcode. Open the `iosApp/iosApp.xcworkspace` in Xcode after opening the project in Android Studio, and use Xcode to make your changes.
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