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Run ipad app on mac
Run ipad app on mac













  1. #Run ipad app on mac how to
  2. #Run ipad app on mac for mac
  3. #Run ipad app on mac code
  4. #Run ipad app on mac mac

Open the same project with Xcode 11 beta 2 (or higher) on macOS Catalina beta, select "My Mac" as device target, and run - see that it actually compiles and runs. Open RNTester/RNTester.xcodeproj with Xcode 10.2, run it like a normal iOS app - make sure it compiles and runs correctly (no regression) Fixed compilation for macOS (Project Catalyst) - not meant for production use yet React-native-community/discussions-and-proposals#131

#Run ipad app on mac how to

Again - temporary, until someone with more knowledge knows how to fix this.

#Run ipad app on mac code

The biggest limitation right now is that I couldn't get Web Socket code to successfully compile, and so there are a lot of temporary platform checks for that, and the RCTWebSocket.xcodeproj is marked as not supporting UIKitForMac.

#Run ipad app on mac mac

telephony, and deprecated APIs are removed on Mac ���- those had to be ifdef'd out via platform checks. Some APIs are not supported on the Mac - e.g. This is not yet meant for production, but this is enough for RNTester to successfully compile and mostly work :)

run ipad app on mac

This PR adds initial support for Project Catalyst a.k.a.

run ipad app on mac

A react-native-community repo(s) might (and should) spring up for enhancing Catalyst apps (supporting extra features only available for the Mac). Therefore, the core of RN for Catalyst apps should remain the same, and in the same repo. It's not listed as a separate OS in code (all platform checks reference iOS, not macOS), and you're not really supposed to create a separate Xcode target for Catalyst apps (the way you are for tvOS or watchOS - or truly native/AppKit Mac apps), just check the checkbox, add necessary configuration for macOS, and if necessary - add extra target environment checks in code to ifdef APIs not available on macOS/outside of macOS.

#Run ipad app on mac for mac

UIKit for Mac / Marzipan / Catalyst is a weird beast, but the way Apple treats it, Mac is only a separate device target for the iOS app. It's not really a separate OS, from a technical standpoint. TvOS is treated by Apple as a separate OS, with most things in common with iOS and UIKit, but a separate target nonetheless. I feel that the likely outcome is that it will be something closer to react-native-tvos in terms of implementation than it being integrated in the main repo. Will share hiccups I get along the way.Īnyone else thinking/planning something similar, on iPad/Mac adaptations of your RN apps? What else do you see missing inside RN that's needed for these adaptations? Am I missing anything that needs RN core support to make happen, or am I right that all the pieces are already in place as I've outlined above? RNN provides the splitView, while Xcode 11 provides not just iPad layout but also a new Mac option you simply turn on. So this is my own plan for bringing my iPhone app ( WonderSwipe) to iPad and Mac. Add splitView so my 1 column iPhone layout become 2 columns, then it should be ready for the new Catalyst conversion for macOS.Īpple's new HIG docs for iPad apps on Mac says explicitly that splitView on iPad will get automatic conversion to equivalent on macOS. Dimensions window support for Split View and Slide Over on iPad in #16152 link above means afaik, I got what I need to fully convert my iPhone RN app to support the iPad's screen. The latter is very different, while ipadOS is for all intents and purposes of app makers, the same as iOS 13. I disagree about treating ipadOS support in RN like tvOS. Relevant, important links while I was researching this: How automatic is such "porting" from iPad to Mac?

run ipad app on mac

Ya I'm looking for docs and experience on this.















Run ipad app on mac