compose-multiplatform
Compose Multiplatform / KMP patterns - expect/actual composables, platform-specific code, density and font handling cross-target, iOS/Android/Desktop interop.
git clone --depth 1 https://github.com/AThevon/genjutsu /tmp/compose-multiplatform && cp -r /tmp/compose-multiplatform/skills/_jutsu/compose-multiplatform ~/.claude/skills/compose-multiplatformSKILL.md
# Compose Multiplatform
> Compose Multiplatform (CMP) and Kotlin Multiplatform (KMP) patterns for cross-platform UI.
> Loaded for projects with `org.jetbrains.compose` plugin.
> Foundation: `../compose-motion/SKILL.md` for animation API; this file covers what's specific to writing one Compose codebase for Android + iOS + Desktop + Web.
---
## KMP vs CMP - quick clarification
**KMP** (Kotlin Multiplatform) is the language and build infrastructure: shared Kotlin code compiled to JVM, Native (iOS, macOS, Linux, Windows), and Wasm. **CMP** (Compose Multiplatform) is the UI framework on top of KMP, built by JetBrains as a port of Jetpack Compose. You write a single Compose codebase in `commonMain` that runs on Android, iOS, Desktop (JVM), and Web (Wasm). Platform-specific code lives in `androidMain`, `iosMain`, `desktopMain`, `wasmJsMain` and is wired in via `expect`/`actual` declarations.
---
## Project structure
```
composeApp/
├── src/
│ ├── commonMain/ ← shared Compose code (most of the app)
│ │ └── kotlin/
│ ├── androidMain/ ← Android-specific (uses Activity, Context)
│ ├── iosMain/ ← iOS-specific (uses UIKit/UIView interop)
│ ├── desktopMain/ ← JVM desktop (uses java.awt/swing if needed)
│ └── wasmJsMain/ ← Wasm web target
├── build.gradle.kts
iosApp/ ← Xcode project consuming the generated framework
androidApp/ ← Android Application module (often merged into composeApp)
```
The `commonMain` folder should hold 80-95% of your code in a well-architected CMP project. If `iosMain` or `androidMain` start growing past a few hundred lines, you're probably leaking platform concerns into UI logic that could stay shared.
---
## `expect`/`actual` pattern
The KMP escape hatch when you genuinely need different implementations per target. Declare the contract once in `commonMain`, implement it once per target.
```kotlin
// commonMain
expect fun openShareSheet(text: String)
// androidMain
actual fun openShareSheet(text: String) {
val intent = Intent(Intent.ACTION_SEND).apply {
type = "text/plain"
putExtra(Intent.EXTRA_TEXT, text)
}
context.startActivity(Intent.createChooser(intent, null))
}
// iosMain
actual fun openShareSheet(text: String) {
val activityVC = UIActivityViewController(
activityItems = listOf(text),
applicationActivities = null
)
UIApplication.sharedApplication.keyWindow
?.rootViewController
?.presentViewController(activityVC, true, null)
}
```
`expect`/`actual` works for top-level functions, classes, type aliases, and properties. The signature in `actual` must match exactly, including modifiers and default values.
---
## `expect`/`actual` for composables
Composables follow the same rules. Useful when a feature needs a platform-specific Compose API (Android `RuntimeShader`, iOS `UIKitView`, Desktop `SwingPanel`).
```kotlin
// commonMain
@Composable
expect fun PlatformBlur(modifier: Modifier = Modifier, content: @Composable () -> Unit)
// androidMain (uses RuntimeShader on Android 13+)
@Composable
actual fun PlatformBlur(modifier: Modifier, content: @Composable () -> Unit) {
Box(modifier.graphicsLayer { renderEffect = blurEffect }) { content() }
}
// iosMain (uses UIVisualEffectView via UIKitView)
@Composable
actual fun PlatformBlur(modifier: Modifier, content: @Composable () -> Unit) {
Box(modifier) {
UIKitView(
factory = { UIVisualEffectView(effect = UIBlurEffect.systemMaterial()) },
modifier = Modifier.matchParentSize()
)
content()
}
}
```
Rule: `expect` composables should be the exception, not the rule. Most "platform feel" differences can be tuned via tokens (colors, corner radii, spring stiffness) in `commonMain`, not via separate code paths.
---
## `LocalDensity` cross-platform
On Android, `LocalDensity.current.density` reflects the device DPI bucket (1.0, 1.5, 2.0, 3.0...). On iOS, density is computed from `UIScreen.scale` (typically 2.0 or 3.0 on Retina). On Desktop, density depends on the screen scaling factor (1.0 by default; 2.0 on Retina-class displays; user-configurable on Windows). On Wasm, density follows `window.devicePixelRatio`.
Don't hardcode `Dp` to pixel ratios; trust `Dp` and `LocalDensity` to handle conversion. If you need an exact pixel value (e.g., for a `Canvas` draw operation), do the conversion explicitly:
```kotlin
val density = LocalDensity.current
val pxValue = with(density) { 16.dp.toPx() }
```
Avoid reading `density` inside hot loops; cache the conversion.
---
## `LocalConfiguration` and platform-aware UI
`LocalConfiguration.current` is **Android-only** and lives in `androidMain`. For CMP, prefer the cross-platform alternatives:
- `LocalWindowInfo.current.containerSize` - the window/screen size as `IntSize`, available in `commonMain`.
- `LocalDensity.current` - density, available in `commonMain`.
- `LocalLayoutDirection.current` - LTR / RTL.
- `BoxWithConstraints { ... }` - read `maxWidth` / `maxHeight` directly inside layout.
If you need real device characteristics (orientation, idiom, model), wrap the access in `expect`/`actual` and pass a typed object like `PlatformInfo` to the common layer.
---
## Fonts cross-platform via Compose Resources
`org.jetbrains.compose.resources` is the shared resources plugin. Drop fonts in `commonMain/composeResources/font/`, and the Gradle plugin generates a typed `Res` accessor.
```
composeApp/src/commonMain/composeResources/
├── font/
│ ├── Inter-Regular.ttf
│ └── Inter-Bold.ttf
├── drawable/
│ └── logo.svg
└── values/
├── strings.xml ← default locale
└── strings.fr.xml ← French overrides
```
Usage in `commonMain`:
```kotlin
import myproject.composeapp.generated.resources.Inter_Regular
import myproject.composeapp.generated.resources.Inter_Bold
import myproject.composeapp.generated.resources.Res
val InterFamily = FontFamily(
Font(Res.fAlgorithmic and generative art with Canvas 2D - particles, flow fields, noise, fractals, L-systems.
Advanced Compose visuals - Material 3 Expressive motion physics, AGSL shaders (Android 13+), Canvas/DrawScope generative, graphicsLayer effects.
Jetpack Compose animation foundations - animate*AsState, AnimatedVisibility, Crossfade, updateTransition, SharedTransitionLayout, gestures.
Zero-dependency animations and visual techniques - scroll-driven, View Transitions, @starting-style, modern CSS.
Design audit checklist - motion gaps, accessibility, color consistency, responsive, performance.
Desktop-specific UX principles - hover states, pointer precision, keyboard shortcuts, multi-window, focus management. Covers macOS, Windows, Linux, web desktop.
Framer Motion / Motion sub-skill - AnimatePresence, layout animations, gestures, motion values.
GSAP animation engine sub-skill - core, timeline, ScrollTrigger, plugins.