With all the buzz about Final Cut, it sure would have been a good time for me to have had my clapperboard app ready to go, huh? ๐Ÿ˜’
I think I can take a sprint at this before WWDC, might make some progress. I have Freeform prepped, Xcode open. I have a bunch of things to do before I can get this to a shippable 1.0, including changing the core navigation & library structure, and removing all the SwiftUI I added in the early days. Fortunately, past-me was smart enough to port the whole project to Swift already, so itโ€™s ready for me to pick up and run with it
Rework in progress ๐Ÿ‘Œ
Since I started this project in 2019, the design language I use in my apps has shifted a bit โ€” and that of iPadOS, too. Restructuring it is kinda fun

If I'm to cut features to get to a ship target, itโ€™ll primarily be by not including iPhone & Mac support at launch. Even so, I'll be progressing all three platforms at the same time as I go, as iPad still needs multiple resizable windows and compact/regular size class switching.

No platforms means I don't have to have a sync strategy out of the gate, tooโ€ฆ ๐Ÿ‘€

Working a little on my editing modes and interactions, reducing the gesture overload I had in earlier versions and splitting them out into distinct states (rearranging vs text/field editing, etc)
Fewer mystery meat gestures and weird animations, more buttons
Finding the right SF Symbols for my use case is impossible, so I think I'm going to use this form instead
@stroughtonsmith lovely state transition there