* desktop: add bounded animated image decoder Skia's Codec is already on the desktop classpath through skiko and decodes both GIF and animated WebP. The frames come from a file somebody else composed, so the decoder is bounded before it allocates: the raster is measured in bytes with the sides multiplied as Long, each side is capped separately so an extreme aspect ratio cannot slip under the byte budget, and the encoded size is checked before the bytes are copied into native memory. Anything outside the bounds, or any failure, keeps the still image the chat already renders. Nothing calls this yet. * desktop: animate GIFs in chat items and full screen Both views drew the first frame only. The full screen view also decoded its still on every recomposition, which an animation recomposes once per frame, so that decode is remembered against the data it comes from. The chat list preview stays a still image: it is a 36dp box that the desktop layout keeps on screen the whole time, so animating it would hold a raster and spend a frame of work per listed chat, without pause. Removes the two markers left for this work. * desktop: don't decode animation frames that cannot be seen With media blur on, a blurred image is only revealed while the mouse is over it, so every frame was decoded, uploaded and then blurred away again for nobody - and the blur is a render effect re-run per frame. Frames now decode only while the image can be seen, which also stops motion showing through a blur that is there to hide it. Passing the blur state to the view is why the shared signature changes; coil drives its own animation on Android, so there is nothing to pause there. * docs: move animated images plan to plans/ * docs: drop file path references from animated images plan * docs: correct animated images plan against the code * desktop: correct animated image comments * desktop: reduce animated image comments * desktop: correct and bound animated image decoding * docs: correct animated images plan against measurements * desktop: fuse the animation prior frame decision * docs: cover desktop animated images in spec and product * desktop: drop the unused animated image component * desktop: return the animation frame instead of its state * docs: correct the animated images documentation * desktop: don't decode animations under the full screen viewer * desktop: bound the frames an animation rebuilds * desktop: pause animations under any full screen modal * desktop: stop animations that alternate expensive frames * desktop: read what playing a frame needs only once * desktop: close the codec of an animation outside the bounds * desktop: wait out what an animation frame cost to decode * docs: correct animated images claims against the code * desktop: bound the frame count where the others are bounded * desktop: don't wait out a stall an animation frame did not spend * desktop: say what the slow frame constants stand for * desktop: don't decode animations behind a minimised window * desktop: make the animation frame wait testable * desktop: bound the file size where the others are bounded * desktop: pin the frame wait clamp in its test * desktop: keep the frame wait clamp private * desktop: reduce animated image comments --------- Co-authored-by: sh <github.shum@liber.li>
Android App Development
This is a guide to contributing to the develop of the SimpleX android and desktop apps.
Project Overview
This is the Kotlin Multiplatform (KMP) mobile and desktop client for SimpleX Chat, sharing code between Android and Desktop (JVM) platforms using Compose Multiplatform for UI.
Setup
The desktop app builds nanohttpd from a submodule, Android does not use it. Before building the desktop app on a fresh checkout:
git submodule update --init --recursive
Build Commands
# Android debug APK, assembleGoogleDebug builds the flavor with the Play Billing dependency
./gradlew assembleFossDebug
# Android release APK, distributed via F-Droid and GitHub
./gradlew assembleFossRelease
# Android app bundle, distributed via Google Play, includes Play Billing
./gradlew bundleGoogleRelease
# Always name the flavor for releases. The aggregate tasks (build, assemble, assembleRelease,
# bundle, bundleRelease) fail on purpose: they would package a release APK with Play Billing,
# or an app bundle without it.
# The fdroiddata recipe defaults to assembleRelease and must be changed to assembleFossRelease.
# Desktop distribution (current OS)
./gradlew :desktop:packageDistributionForCurrentOS
# Run desktop/JVM tests
./gradlew desktopTest
# Run Android instrumented tests (requires connected device/emulator)
./gradlew connectedFossDebugAndroidTest
# Build native libraries for all platforms
./gradlew common:cmakeBuild -PcrossCompile
# Clean build
./gradlew clean
Architecture
Module Structure
common/- Shared code (Compose UI, models, business logic)src/commonMain/- Cross-platform codesrc/androidMain/- Android-specific implementationssrc/desktopMain/- Desktop-specific implementations
android/- Android app containerdesktop/- Desktop JVM app container
Key Components (common/src/commonMain/kotlin/chat/simplex/common/)
model/ChatModel.kt- Main state container with reactive properties (MutableState, MutableStateFlow)model/SimpleXAPI.kt- API bindings to Haskell core library via FFIplatform/Core.kt- FFI interface to nativelibapplibraryplatform/- Platform abstraction layer (expect/actual pattern for Android/Desktop specifics)views/- Compose UI screens organized by feature (chat, chatlist, call, usersettings, etc.)ui/theme/- Design system (colors, typography, shapes)
Native Integration
The app calls into a Haskell core library via JNI/FFI:
- CMake builds in
common/src/commonMain/cpp/android/andcpp/desktop/ - Cross-compilation toolchains in
cpp/toolchains/ - Built libraries go to
cpp/desktop/libs/(organized by platform)
Configuration
local.properties (create from local.properties.example)
compression.level=0 # APK compression (0-9)
enable_debuggable=true # Debug mode
application_id.suffix=.debug # Multiple app instances on same device
app.name=SimpleX Debug # App name for debug builds
gradle.properties
Contains versions (Kotlin, Compose, AGP) and app version info. Key settings:
kotlin.jvm.target=11database.backend=sqlite(orpostgres)
Testing
Tests are in:
common/src/commonTest/kotlin/- Cross-platform testscommon/src/desktopTest/kotlin/- Desktop-specific tests (run with./gradlew desktopTest)android/src/androidTest/- Android instrumented tests
Resources & Localization
- String resources:
common/src/commonMain/resources/MR/base/strings.xml+ 21 language variants - Uses Moko Resources (
dev.icerock.moko:resources) for cross-platform resource management - The
adjustFormattinggradle task validates string resources during build
Platform-Specific Notes
Android
- Min SDK 26, Target SDK 35
- NDK 23.1.7779620
- Supports ABI splits:
arm64-v8a,armeabi-v7a - Deep linking requires SHA certificate fingerprint in
assetlinks.json(see README.md)
Desktop
- Distributions: DMG (macOS), MSI/EXE (Windows), DEB (Linux)
- Mac signing/notarization configured via
local.properties - Video playback uses VLCJ
Gotchas
SHA Signature for verification for app links/deep links
In order for the SimpleX app to be automatically adopted for opening links from https://simplex.chat the SHA certificate fingerprint for the App installed on the phone must be in the hosted assetlinks.json file on simplex.chat.
The accepted fingerprints are in the sha256_cert_fingerprints list.
To find your SHA certificate fingerprint perform the following steps.
- Build and install your development version of the app as usual
- From the terminal in Android studio run
adb shell pm get-app-links chat.simplex.app - Copy the signature listed in
signaturesin the result - Add your signature to assetlinks.json in the website repo and make a PR. On approval, wait a few minutes for the changes to propagate to the public website and then you should be able to verify SimpleX.
More information is available here. If there is no response when running the pm get-app-links command, the intents in AndroidManifest.xml are likely misspecified. A verification attempt can be triggered using adb shell pm verify-app-links --re-verify chat.simplex.app.
Note that this is not an issue for the app store build of the app as this is signed with our app store credentials and thus there is a stable signature over users. Developers do not have general access to these credentials for development and testing.
Adding icons
-
Find a Material symbol in Rounded category.
-
Set weight to 400, grade to -25 and size to 48px.
-
Click on the icon, choose Android and download XML file.
-
Update the color to black (#FF000000) and the size to "24.dp", as in other icons.
For example, this is add reaction icon.