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)
Quick UI roundup; I can see a path towards completing and shipping this app before WWDC, on iPad. I don't know that I'll be able to hit that target before distraction comes knocking, but it's worth a try. I've made quite a bit of progress in the past day, and it's starting to look good
Doing away with the context menus frees up some confusion with Pencil usage. Trying out a dashed line pattern too, though it might still need some tweaking. I also cleaned up the @takeoneapp Mastodon profile a tad
Here's a bunch of screenshots from the early development of @takeoneapp, in June 2019, since I haven't posted them over here. That’s before I'd started work on Broadcasts or Pastel, in a very different era of iPad app development. In hindsight, the improvements to the iPad SDK vis a vis UIKit & Mac Catalyst have been tremendous in the past 4 years. All of that effort is going to pay off for an AR headset built around the iPadOS app platform, if the rumors are true
Reimplemented the stripes color picker as a collection view, works nicely πŸ‘Œ
Those popovers adapt to my favorite sheet style on iPhone, custom title and close button included πŸ˜„
Very easy to add new palettes too β€” I can copy paste them into the codebase directly from @pastelapp πŸ˜„
I'm quite partial to the hazard stripes!
End of day 2! @takeoneapp is starting to look so good that if I don't ship this at the end of this sprint, I will be so mad at myself. Apart from the major areas I have yet to implement, I think the UI is nearly at a production-ready level β€” you'd easily mistake it for a shipping app. I maaay do a TestFlight run of this before release, but no promises. I expect pricing to be very similar to Broadcasts and Pastel, so free to try + $5 ish IAP to make more than one board (or something like that)
@stroughtonsmith @takeoneapp this is fun to follow along :)