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License: MIT License
Simple & Tiny iOS/mac os Application Framework
License: MIT License
$ carthage bootstrap --platform iOS
build failed.
*** Building scheme "KabuKit" in KabuKit.xcodeproj
** BUILD FAILED **
The following build commands failed:
PhaseScriptExecution [CP]\ Check\ Pods\ Manifest.lock Build/Intermediates/KabuKit.build/Release-iphoneos/KabuKit.build/Script-4D286322F4FD3E46231E45CD.sh
(1 failure)
error: The sandbox is not in sync with the Podfile.lock. Run 'pod install' or update your CocoaPods installation.
A shell task (/usr/bin/xcrun xcodebuild -project /path/to/carthage/Carthage/Checkouts/KabuKit/KabuKit.xcodeproj -scheme KabuKit -configuration Release -sdk iphoneos ONLY_ACTIVE_ARCH=NO BITCODE_GENERATION_MODE=bitcode CODE_SIGNING_REQUIRED=NO CODE_SIGN_IDENTITY= CARTHAGE=YES clean build) failed with exit code 65:
** BUILD FAILED **
I found KabuKit
has two shared scheme for iOS platform
Why KabuKit
scheme are duplicated?
Shared KabuKit
scheme conflicts with KabuKit-iOS
scheme when fetching via Carthage.
To fix carthage build, delete or configure some settings shared KabuKit
scheme.
Run podlint to Kabukit.podspec
and publish/register KabuKit to cocoapods repogitory
I have to add README.md and explain how to use KabuKit
now, SceneSequece cannot stop.
So, unuse Sequence retain Stage Object.(example. UIViewController)
I have to add stop
method to SceneSequence
To create typealias StageType
every view controller is redundant, I think.
public protocol SceneLinkage : SceneRouter {
public func guide(to destination: Self.DestinationType) -> KabuKit.SceneTransition<Self.DestinationType.StageType>?
}
to
public protocol SceneLinkage : SceneRouter {
public func guide(to destination: Self.DestinationType) -> KabuKit.SceneTransition<UIViewController>?
}
Scene
based Frame
because of swift term.
but, Frame
is hard to understand.
So, rename Frame
to SceneBase
Using as!
is not safe (it has possibilities of crush).
so use as?
instead of as!
@kmhjs
I wrote figure of architecture.
Can you understand this?
Create SceneGuard
in order to prevent to call SceneBase
directly.
Now, SceneSequence
cannot stop and maybe leak when dispose sub sequence.
So, I have to remodel SceneSequence
leave
is called, SceneSequence will be able to be disposed.Context
is useless. So, SceneSequence's type generics match with First Scene.self.context
.PROBREM
Now, SceneOperation
class regenerate scenario
object every time when scene transition is happened.
Scenario
is just transition logic.
Regenerating Scenario
process is useless.
Solution
Define Transition
class.
Not regenerating
Scenario by SceneOperation
, but generating Transition
by Scenario
.
add sample code
example:
class ViewController: UIViewController, ActionScene, SceneLinkage {
func guide(to destination: ViewController.Destination) -> SceneTransition<DestinationType.StageType>? {
return nil // Crash!
}
...
guide
should return non-optional value?
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