Phase 3, third step, of docs/material-design-conformance.md. Nine screens and a dialog carry text fields. One of them called `imePadding()`; the audit had said seven screens, and was wrong about that too. `Scaffold`'s `contentWindowInsets` defaults to `systemBars`, which does **not** include the ime, so a `Scaffold` on its own does nothing about a keyboard covering the field being typed into. `Modifier.imePadding()` on the Scaffold lifts the whole screen, which is the standard shape and the one that needs no per-field handling. Eight screens get it: AddArtifact, AddChapter, AddDialect, TranslateChunk, ChatRoomCreation, CreateProfile, SignIn, WriteNewNote. Each carries a one-line comment saying why, since a bare modifier in a Scaffold argument list is the kind of thing that gets deleted in a cleanup. **ChatRoomMessagingScreen is deliberately not one of them**, and the reason is now written where somebody would look for it. Its composer already reserves its own bottom inset with `navigationBarsPadding()`. Adding `imePadding()` to the Scaffold as well would pad twice while the keyboard is up, because the ime inset already covers the navigation bar area that row is separately reserving. Getting that combination right wants a device with a keyboard open, not a compiler, and it is the one screen where the existing code shows signs of having been tuned by hand. **Not device-verified, and worth saying so plainly.** The emulator's account boots to a populated home screen, and reaching any of the eight means several hops through onboarding; what was confirmed is only that the keyboard interaction works on the path that was reachable -- the npub dialog's field moved from a bottom edge of y=1250 to y=840 with `mInputShown=true`, so ime handling is live on this build. The eight Scaffolds themselves were not each opened with a keyboard up. `ChatRoomCreationScreen`, reached through New Chat -> Start a group chat, is the shortest path for whoever checks. **Tests.** 944 pass, 595 jvm over 72 classes and 349 android over 44, unchanged. Window insets are a property of a running composition against a real window; there is no Compose UI test infrastructure here to assert them, and a test that the modifier is present would only restate the diff. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This is a Kotlin Multiplatform project targeting Android, iOS, Desktop (JVM).
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/composeApp is for code that will be shared across your Compose Multiplatform applications. It contains several subfolders:
- commonMain is for code that’s common for all targets.
- Other folders are for Kotlin code that will be compiled for only the platform indicated in the folder name. For example, if you want to use Apple’s CoreCrypto for the iOS part of your Kotlin app, the iosMain folder would be the right place for such calls. Similarly, if you want to edit the Desktop (JVM) specific part, the jvmMain folder is the appropriate location.
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/iosApp contains iOS applications. Even if you’re sharing your UI with Compose Multiplatform, you need this entry point for your iOS app. This is also where you should add SwiftUI code for your project.
Build and Run Android Application
To build and run the development version of the Android app, use the run configuration from the run widget in your IDE’s toolbar or build it directly from the terminal:
- on macOS/Linux
./gradlew :composeApp:assembleDebug - on Windows
.\gradlew.bat :composeApp:assembleDebug
Build and Run Desktop (JVM) Application
To build and run the development version of the desktop app, use the run configuration from the run widget in your IDE’s toolbar or run it directly from the terminal:
- on macOS/Linux
./gradlew :composeApp:run - on Windows
.\gradlew.bat :composeApp:run
Build and Run iOS Application
To build and run the development version of the iOS app, use the run configuration from the run widget in your IDE’s toolbar or open the /iosApp directory in Xcode and run it from there.
Learn more about Kotlin Multiplatform…