Porting Xogot to Mac, I might have taken an idea of two from Xcode:
@Migueldeicaza thanks for going out of your way for something so niche! I’ve been planning a project for awhile that I want to build in Godot with Swift, but Xodot seemed like a fun way to get started with it and I don’t have an iPad
@Migueldeicaza how beautiful is that???

@Migueldeicaza The ”Play” toolbar button on the right of the screen sits grouped with the Sidebar toggle. With Liquid Glass I have sometimes seen precision problems with the ”hitbox” when you click grouped buttons. Are you able to click the Play button without mistakenly toggling the sidebar?

EDIT: I created a test app in Xcode to try my theory in practice. I was wrong, disregard my comment ;)

@Migueldeicaza I also want to say that you have done an excellent job with getting the UI looking fresh on macOS while still making it familiar for iPad users! I look at the ControlGroup and other toolbar button placements, the hierarchical tree views and so on: the SwiftUI code for the layout parts alone must be pretty substantial. Hopefully you’re able to reuse all (or most code) from the iPad version 🙂

@Arcticulate it is mostly the same, just a few places where structurally things needs to be different - on the iPad I had to remove a lot of stuff, but on the Mac you have much more space.

Or where things have better homes

@Migueldeicaza Ah, that makes sense. I can find it tedious to use the “if available”, “if os(macOS)” preprocessing statements (or “(at)available” when there are a lot of platform-specific code in the project.

I have seen noticeable improvements in this area, though, over the course of the almost 7 years SwiftUI has existed outside of the Apple HQ. More and more things are rewritten to be “write once, use on every Apple platform”, thankfully.

@Arcticulate oh that I am doing for Apple platforms. This is more about going to Windows and Linux