Adopting Liquid Glass with a Xojo made application

I think I’ve finished my article on how to adopt Liquid Glass in a Xojo made application.

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Very nice, but how do we build the little slider switch and the sidebar then?

You mean after all these years they’re still not included as part of Xojo? Tsck… They come from my App Kit, I could strip them out if you’d like.

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This does not work here. Tried 2 apps and it is not showing the app running with the liquid glass look.

I have an idea as to why it might not work for you, but has been working for me. I’ll try to test that idea today and devise a plan to resolve it. I thought this transition was the same as the Big Sur, but it’s not.

That was kinda fun. I updated an internal tool and confirmed my theory. I then checked the source code and it proved the theory was correct. I updated the code and tested it, even with App Wrapper :slight_smile: What took the most time was trying to get it posted to my site, for some reason it kept failing to upload yesterday, so I tried again today and it worked.

So please give this version of App Wrapper a try.

As you’ll see, I have some work to do before it truly fits in with Apple’s Liquid Glass style.

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Have you started to adopt Liquid Glass in your Xojo made application? If so, what have you noticed that needs changing.

So far, I’ve noticed that NSSwitches need to be at least 54 pixels wide (when using standard control size). TextFields need to be 24 pixels high to stop text being cut off.

My trick for faking a split view toolbar doesn’t work because of the new toolbar items drop shadow.

The bomb inside is: it is still beta and Apple will do changes anyhow. We know now nothing about the end product. It is lie a known company releases: not baken to the end. We have to wait what will come out. And Xojo, inc has to do the needed changes for their product to be compliant with the new api of macOS and iOS. We sill see if they will get ready with it in time.

Also: with the new needs of control sizes the design in many cases has to be rewritten cause the liquid glass design needs on many places new dimensions of controls. Otherwise it will not work anymore. We have to be clear: that will not start working from the first moment on with all vendors. I am still waiting that QT will react but I guess they will be much faster. Even from QT we know that they will change stuffs for liquid glass in QT6 but not in QT5. Means all developers with QT5 applications should do a change to QT6 to support it. Like described here:

At this late in the game I don’t expect Apple to make many surprising changes, I think the low contrast controls with different sizes are here to stay for this release. They will probably make some improvements next year.

I think you’re absolutely right. They committed right from the start.

They did the same with iOS 7 and the stupidly thin fonts.

Now I gotta trade VoiceOver for whatever the hell Talkback on Android sounds like.

When changing the last time there was between the Beta and the Release: Java was out of Order cause they have changed their memory management. They fixed it later but still.

Once before thei changed the behavior of their mouse events. Many 3D CAD Applications using OpebGL suffered from this and the mouse events ran out of correct functionality. Also from beta to release. So yes: there can be always something really new in the box from one day to the other.