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? πŸ˜’
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 it’s ready for me to pick up and run with it
Rework in progress πŸ‘Œ
Since I started this project in 2019, the design language I use in my apps has shifted a bit β€” and that of iPadOS, too. Restructuring it is kinda fun

If I'm to cut features to get to a ship target, it’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, too… πŸ‘€

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
Layouts all work on iPhone!
My module library was a UITableView, of all things. Well that had to go
As I flesh out the rest of the UI, I'm starting to see ways for this to make sense on macOS, even if the use cases are very different to iPhone or iPad β€” I didn't get that impression from the last two development sprints I did on this (in 2019, and 2020)
@stroughtonsmith Please make the clapper break out of the NSWindow frame. This will be a good use of your time πŸ˜