hammer-editor/DEVELOPMENT.md
Adam Brown a2998adcba
Re-enable public-storage projects on F-Droid builds (#568)
Restores the "store projects in public storage" feature, gated to F-Droid builds (the required MANAGE_EXTERNAL_STORAGE permission is disallowed on Google Play).

- Expose the build channel at runtime via BuildConfig.FDROID in the common module.
- Declare the storage permissions only in src/fdroid/AndroidManifest.xml, swapped in for F-Droid builds.
- Restore the storage-location toggle + file-access UI, gated on BuildConfig.FDROID; reconcile the toggle with the real location on open.
- Build the GitHub release APK as the F-Droid flavor.
- Extract the directory move into a tested FileSystem.moveDirectory() helper (fixes the same-path data-loss crash; runs off the UI thread).
- Read the fdroid flag consistently across settings.gradle.kts and module scripts.
- Document the F-Droid build flag in DEVELOPMENT.md.
2026-06-07 19:16:42 -07:00

7.8 KiB

Development

Running The App

There are several run configurations provided for IntelliJ, stored in /.run.

Desktop App

gradlew :desktop:run --args='--dev' This will run in development mode. To run in developmeny mode manually, simply pass --dev as an argument when running it. Passing nothing will run in release mode.

dev mode will use a separate config directory so that you don't accidentally mess with production data.

Android App

Select the Android run target in the IDE and run it.

You can install the development version alongside a production version, they will have different names and icons so you can tell them apart.

Running the Server

gradlew server:run

Running Tests

Our mocking library mockk does not yet support Kotlin/Native, thus we need to choose one of the JVM targets to write the tests for. We chose desktop:

gradlew desktopTest

And for the Server:

gradlew server:test

Checking code coverage

gradlew koverHtmlReport

The results of which will be here: Code Coverage Report

Writing Tests

Common Module Tests:

Most tests live in the desktopTest source set, but a few do live in commonTest

Testing utilities:

BaseTest sets you up for injecting with Koin and dealing with coroutines for testing.

TestProjectUtils.kt has functions for generating test data.

ComposeUI Module Tests:

Again, most tests live in the desktopTest source set, but a few live in commonTest

Useful reference for UI testing: Compose Test Cheatsheet

Overal Project Structure (modules)

flowchart TD
	Base(["Base"]) --> Server["Server"] & Common(["Common"])
	Common --> ComposeUI(["ComposeUI"]) & iOS["iOS"]
	ComposeUI --> Android["Android"] & Desktop["Desktop"]

	Server:::serverColor
	iOS:::iosColor
	Android:::androidColor
	Desktop:::desktopColor
	
	classDef serverColor fill:#f94144,stroke:#333,stroke-width:2px,color:#FFFFFF;
	classDef iosColor fill:#f8961e,stroke:#333,stroke-width:2px,color:#FFFFFF;
	classDef androidColor fill:#90be6d,stroke:#333,stroke-width:2px,color:#FFFFFF;
	classDef desktopColor fill:#577590,stroke:#333,stroke-width:2px,color:#FFFFFF;

Build Variants

The F-Droid build flag

F-Droid builds are produced by the same modules as the Google Play build, but with a single build flag toggled. There are no Gradle product flavors; instead the flag is read directly from a Gradle property (or an environment variable) wherever it's needed:

  • Property: -Pfdroid=true (any non-empty value works)
  • Environment variable: FDROID_BUILD (any value, even empty, enables it)

Build the F-Droid APK locally with:

./gradlew :android:assembleRelease -Pfdroid=true

Omitting the flag produces the default (Google Play) build.

What the flag changes

Location Effect when set
settings.gradle.kts Skips the foojay toolchain resolver (F-Droid can't reach foojay) and excludes the :desktop module from the build.
common/build.gradle.kts Emits BuildConfig.FDROID = true (via the buildConfig {} block) so runtime code can branch on the build channel. Reachable from common, composeUi, and android.
android/build.gradle.kts Swaps the app manifest to android/src/fdroid/AndroidManifest.xml, which additionally declares the storage permissions needed for public-storage projects.

Public-storage projects (F-Droid only)

Storing projects in shared/public storage requires MANAGE_EXTERNAL_STORAGE (All Files Access), which Google Play does not allow, so the feature is gated to F-Droid builds:

  • The permissions live only in android/src/fdroid/AndroidManifest.xml. That file is a full copy of src/main/AndroidManifest.xml plus the storage permissions — if you add or remove an activity/receiver/provider in the main manifest, mirror the change there.
  • The settings UI (PlatformSettingsUi.android.kt) shows the storage-location toggle only when BuildConfig.FDROID is true.
  • HammerApplication forces internal storage on non-F-Droid builds, so a leftover preference can never point a Google Play build at a directory it has no permission for.

When adding new runtime behaviour that should differ between channels, branch on com.darkrockstudios.apps.hammer.common.BuildConfig.FDROID rather than re-reading the Gradle property.

Client Development

Client Architecture

Please check out the Architecture doc for a deeper dive into the Client Architecture

Coroutines

Repository Layer

Repositories will need to declare their own coroutine scope, there is no common base class to do so.

	// The various dispatcher can be injected as such
	private val mainDispatcher by injectMainDispatcher()
	private val defaultDispatcher by injectDefaultDispatcher()
	private val ioDispatcher by injectIoDispatcher()

Component layer

Component base class ComponentBase has a coroutine scope defined already: scope

This scope will be canceled for you when the component is destroyed.

You can inject the various contexts as such:

	private val mainDispatcher by injectMainDispatcher()
	private val defaultDispatcher by injectDefaultDispatcher()
	private val ioDispatcher by injectIoDispatcher()

	// `scope` here is from the `ComponentBase` parent class
	scope.launch {
        // Scope uses the default dispatcher, so make sure to switch contexts when necessary
        withContext(mainDispatcher) {
			// Make sure you update all of your state variables on the main thread
		}
	}

UI Layer: Compose

	// Define your own, or use scope hoisting to a parent Composable
	val scope = rememberCoroutineScope()

	// inject which ever dispatcher you need
	val mainDispatcher = rememberMainDispatcher()
val defaultDispatcher = rememberDefaultDispatcher()
val ioDispatcher = rememberIoDispatcher()

scope.launch(defaultDispatcher) {
	// Do stuff in background
	withContext(mainDispatcher) {
		// Back on main thread
	}
}

Logging

Client

On the client you can log using Napier it works on all supported platforms:

Napier.i("message")
Napier.w("message")
Napier.e("message")
Napier.d("message")

Server

On server you can log anywhere you have access to the ktor Application

log.info("message")
log.debug("message")

You can also access it from a ktor Call object: call.application.environment.log.info("Hello from a Call!")

If you need logging below the HTTP layer 🤷 Pass the logger down? Idk we don't have a great solution for this yet.

Synchronization

The protocol for synchronizing data between client and server is outlined here: SYNCING-PROTOCOL.md

How to Release

When develop is ready to release, run: ./gradlew prepareForRelease

For full instructions check out the full doc here.

Re-generate open source library data

This data drives the Opensource Licenses UI in the apps.

Desktop Target: Must be regenerated manually when an open source dependency is added/changed: ./gradlew :desktop:exportLibraryDefinitions -P"aboutLibraries.exportPath=src\jvmMain\resources"

Android Target: Auto-generated on every build by the aboutlibraries.plugin.android plugin into android/build/generated/aboutLibraries/<variant>/res/raw/aboutlibraries.json. No manual step required.

iOS Target: ???

Asset Generation

All graphical assets (app icons, store-listing graphics, MSIX tiles, favicons, the Play Store feature graphic, the Snap featured banner, etc.) are generated from a single manifest at scripts/assets.yaml. Run scripts/generate-assets.sh to (re)build everything.

See ASSET-GENERATION.md for the manifest schema, dependencies, asset types, and how to add or modify outputs.