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So far, nearly all the articles I have seen about SwiftUI show it being used for iOS, more particularly for iPhone.But SwiftUI works on all Apple’s platforms, and as I am primarily a Mac developer, I decided to try out a Mac app and see what happened.
In the Project Navigator you will find all files and groups that Xcode creates by default for a Cocoa App. What is new here (comparing again to iOS projects), is an.entitlements file. This is a property list file that contains rights an app is granted with. Most of the times there is no need to edit it manually. Step by Step Tutorials for Xcode 8 and IOS 10 begins with videos explain starter videos then gives some app and game examples for Iphone and Mac. Here is full video content: 1. Installing Xcode on Mac 2. Labels and Buttons Tutorial 3. How to Add Background Image 5. Variables Tutorial 6. If Statements 8. Tutorial How To Sign Apps With Xcode + iOS App Signer (Requires a Mac, Hackintosh, or Virtual Machine) Tutorial Credit to u/asdf23451 and Dantheman827 for this. Download the latest version of Xcode on your Mac free from the App Store. To download the latest version of Xcode. Open the App Store app on your Mac (by default it’s in the Dock). In the search field in the top-right corner, type Xcode and press the Return key. The Xcode app shows up as the first search result. Click Get and then click. Tutorial How To Sign Apps With Xcode + iOS App Signer (Requires a Mac, Hackintosh, or Virtual Machine) Tutorial. IPhone XR, 13.5 9 months ago. Archived Tutorial How To Sign Apps With Xcode + iOS App Signer (Requires a Mac, Hackintosh, or Virtual Machine) Tutorial. Credit to u/asdf23451 and Dantheman827 for this.
Setup
I opened up Xcode and created a new project selecting the macOS App template. The project opened at the usual ContentView.swift but there were a few differences in the project structure as well as one in the ContentView struct.
The first thing to notice is that the default “Hello, World!” Text view has a frame set:
If I removed this frame modifier, the preview display in the Canvas changed so that the view was only the size of the text instead of being a standard window size. I guess an iOS device always knows what size it is, but a Mac window can be any size, so you have to be more explicit to stop SwiftUI shrinking the container view to the minimum size possible.
The next thing is to look at the files that are included in the project. There is no SceneDelegate.swift as you would see in an iOS project. And to my surprise, there was still a Main.storyboard file! And going to the General settings for the app target, I could see that this storyboard was selected as the Main Interface.
Opening it up reveals that this is where the application menu is configured. I had wondered where the menus were configured in Mac SwiftUI apps.
The AppDelegate was the next thing I looked at and here I found some of the code that I would have expected to find in a SceneDelegate. The
applicationDidFinishLaunching(_:)
method creates an instance of ContentView, creates an NSWindow and uses an NSHostingView to display the ContentView inside the window. At this stage, running the app gives me what I would expect: a fully-fledged Mac app with a window and a menu, both with all the functions you would expect in any standard Mac app.The Canvas
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I was not expecting the Canvas to be much use when it came to previewing a Mac app. It works so well with an iPhone app because the iPhone is tall and thin and fits neatly into one side of the code window. But a Mac view is likely to be much bigger, so it would have to be scaled down a lot to avoid talking up too much precious space in my Xcode window.
But it works as expected, and even scaled down, you get a good idea of the layout while still getting the live reloading that is part of what makes developing in SwiftUI so much fun.
But here is where I got my first real surprise, with a feature that I had not seen yet in any SwiftUI tutorial or article. Click the Live Preview button and see what happens…
Of course I clicked “Bring Forward” and there was my app running in a window called “Xcode Preview”. There was an app in my Dock and when I chose “Show in Finder”, I found that the app is buried deep in DerivedData. Positioning my windows so I could type in Xcode while watching this preview window, I saw that it instantly updated my view as I typed, just like an iPhone in the Canvas.
If I changed the structure of the view, the app closed and re-opened immediately with the new content. This is amazing and shows that the Xcode & SwiftUI teams really thought about how to use these new features in Mac apps as well as iOS.
In Xcode 11.3, I found that I was having trouble with the previews. They would not display and above the Canvas, I got the super helpful message “Cannot preview in this file — SwiftUI-Mac.app may have crashed.”. It turned out that this was a signing issue. If you go to the app target and look in the Signing and Capabilities section, check that Signing Certificate is not set to “Sign to Run Locally”. If it is, switch to “Development” and the previews will start working again.
Laying out the View
Now that I have the project and I know how to preview it, it’s time to work out what to display in the app. The next real app I want to work on will use a master-detail layout, so that is what I decided to try here.
Before worrying about the data, I decided to try populating the master view with a static list and using that to navigate to a detail view that was simply a Text view.
This worked, except that the left column was only about 20 pixels wide. But I was able to use the mouse to drag it wider and there were my List entries. Clicking on one did indeed show the detail I wanted, but it shrunk the window to one line high!
The first thing I did was to apply a
listStyle
modifier to make it show the semi-transparent Mac sidebar. This fixed the width of the sidebar. But the whole window still shrunk when I selected an item.I tried applying the frame modifier to the NavigationView and that made the window stay the same size, but the content still shrunk into a tiny section in the middle. It looks like I need to apply that frame modifier to the detail view as well.
And as you can see from this gif, I then had a full functional master-detail view with a collapsible and expandable semi-transparent sidebar.
Adding Data
After some scouting around for a free API that I could hook into, I came across HTTP Cats which is a site that serves up a cat image to match almost every HTTP status code.
This sounded ideal: I can list the codes in the master view on the left and display the image in the detail view on the right.
First I created a JSON file to list all the HTTP status codes so that I could put them into a List view. This was a very simple array with each entry having a code and a title:
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I created an HttpStatus struct with these 2 properties and I borrowed Paul Hudson’s excellent Helper Bundle extension to decode the JSON file. For a first attempt, I used the numeric codes to build the list and showed the title of the selected one in the detail view. But one of the best things about SwiftUI is that it makes it so easy to configure table rows, so it is time to create a new View to do this.
After some experimentation, I had a TableRowView that I liked the look of, but the default sidebar width was too narrow and truncated the status code titles, so I added a frame modifier to the List to set a minimum and maximum width for the sidebar.
Outline List
At this point I decided that it would be more useful to have a outline list with the status codes grouped by their category.
So I re-did the JSON file to show this, added an HttpSection struct and a SectionHeaderView and modified the data loading method and @State variable.
This worked really well and I was thrilled to find that the sections automatically had Show/Hide toggles!
Detail View
Up until now, I had been using a standard Text view as the destination for my navigation. This is a really useful technique as you can build the interface gradually but have it work from the beginning. But now it was time to create a new view for the details.
I set up the view and added a method that would download the correct cat image when the view appeared but there was no image. After some digging, I realised that sand-boxed Mac apps do not allow network access by default. I went to the Signing & Capabilities section of the target settings and turned on “Outgoing Connections (Client)”. And then I had my cat pictures.
It really should have a loading image to display while the cat image is being downloaded, but to my disappointment, I found that the SF Symbols are not available to a Mac app! But I added a Text view to say “Loading…”.
Now that I have a functioning Mac app with a Master-Detail view, the next thing is to explore some more of the challenges that will need to be solved before I can write a Mac app completely using SwiftUI.
If you want to check out the project at this stage, here is a link to the relevant GitHub commit. Or if you would prefer, here is a link to the final version of the project.
In part 2 of this series, I will look into:
- how to interact with the menus
- how to open a secondary window
- more user interface controls
- how to pass data around between windows
Remarks
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Xcode is an integrated development environment for macOS which supports the development of native apps for macOS, iOS, watchOS, and tvOS. Xcode is the successor to NeXT's Project Builder and PBX. (In fact, Xcode's project manifest files are still named with the
.pbxproj
extension.)Xcode releases include stable versions of the clang C/C++/Obj-C compiler, the Swift compiler, the LLDB debugger, and iOS/watchOS/tvOS simulators. Xcode also includes Interface Builder, as well as tools for viewing and editing 3D models and scenes, image assets, and more.
Versions
Version | Release Date |
---|---|
1.0 | 2003-09-28 |
2.0 | 2005-04-04 |
3.0 | 2007-10-26 |
4.0 | 2011-03-14 |
5.0 | 2013-09-18 |
6.0 | 2014-09-17 |
7.0 | 2015-09-16 |
7.1.1 | 2015-11-09 |
7.2 | 2015-12-08 |
7.2.1 | 2016-02-03 |
7.3 | 2016-03-21 |
7.3.1 | 2016-05-03 |
8.0 | 2016-09-13 |
8.1 | 2016-10-27 |
8.2 | 2016-12-12 |
8.2.1 | 2016-12-19 |
8.3 | 2017-03-27 |
8.3.1 | 2017-04-06 |
8.3.2 | 2017-04-18 |
8.3.3 | 2017-06-05 |
![Xcode 6 Tutorial Mac App Xcode 6 Tutorial Mac App](https://i.ytimg.com/vi/v06uPtnxVgw/maxresdefault.jpg)
Changing The Color Scheme
Many developers like to customize the font, text, and background color of their IDE's. You can do this in Xcode by opening the app preference pane, either by going to XCODE->Preferences, or by pressing '⌘,'
With the preference pane open you can click on the 'Fonts and Colors' tab.
From here you can change the source AND console background and font colors. There are many pre-made color and font schemes provided with Xcode. You choose these from the list on the left (Basic, Chalkboard, etc). You can find and download more online (like here for example).
To further customize any theme, you can customize any of the types listed in the right pane (Plain Text, Comments, Documentation Markup, etc). For example, say I really want my 'Numbers' to show up in my code. So I change the font to 'American Typewriter' at 24 px, the color to a greenish color, and set the line highlighting to red:
Now in my text editing, I can really see my numbers:
Now you can customize the look and feel of the 'Source Editor' and 'Console' to your hearts delight!
Pro Tip
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Many developers like to theme their IDS dark (light text, dark background). In Xcode, you can only do this for the 'Source Editor' and the 'Console'. However, the Navigation (left side), Debug (bottom), and Utility (far right) sections are non-customizable. There are two work arounds to this. First (kind of tricky, is to leave the IDE light themed (Light background, dark text) then invert the screen colors all together. This will make everything dark, but colors in the simulator and in the rest of the system are now wonky. The second work around is to hide The Navigation, Debug, and Utility areas when not in use. You can toggle these areas quickly using the following commands:
Navigator : ⌘0
Debug Area : ⇧⌘Y
Utility : ⌥⌘0
Get Started
- Download Xcode from the Mac App Store.
- Click to create a new project or playground:
Use multiple versions of Xcode
You can have multiple versions of Xcode installed at the same time (including beta versions). Simply rename the application in Finder to avoid conflicts.
Note: Installing Xcode from the App Store will tend to overwrite an existing version on your machine. You can also install Xcode from a direct download to get more control over which versions you have.
Each copy of Xcode includes command line tools (
clang
, xcodebuild
, etc.). You can choose which ones are invoked by the commands in /usr/bin
.Xcode 6 Tutorial Mac App Store
In Xcode's preferences, under the Locations tab, choose a version of Xcode:
Or you can manage versions from the command line using
xcode-select
: