Files
vnidrop/packaging/apple/studio
cdricms 7aabfdf065 feat(apple): add MacBook screenshot studio target
Add a Mac (16:10, 2880x1800) platform to the screenshot studio: a
MacBook .usdz model, native-app capture path in capture.sh (no simulator),
and all four marketing layouts. Fix the screen texturing so the capture
fills the display exactly — plain [0,1] planar UVs with a thin black matte
baked into the shot for the rounded-corner margin (replacing the UV
overscan that smeared the edge). Add a horizontal encryption-flow mode
(beams/stream) for the side-by-side laptops in stay-private.
2026-08-09 18:20:53 +02:00
..

App Store screenshot studio

Code-driven, fully local App Store screenshots — composed natively with SwiftUI + ImageRenderer and SceneKit (no Typst, no ImageMagick). Each marketing screen is a SwiftUI view (gradient + 3D device + captions + generated artwork) rendered off-screen to an exact-size PNG. Captions come from strings.json (9 locales); the app screenshots on the device screens are captured from the real app.

Requirements

  • Xcode / Swift toolchain (macOS 26+). That's it.

Run

swift run studio                      # all locales × screens -> generated/<Language>/
swift run studio --publish            # -> ../<Language>/ (ships to App Store)
LOCALES="fr de" SCREENS="share-securely" swift run studio        # subset
PLATFORM=ipad swift run studio        # iPad set -> generated/<Language>/iPad/

Run from this directory (it reads strings.json and assets/ relative to cwd).

Full pipeline

./capture.sh        # real localized app screens -> generated/shots/<platform>/<locale>/
swift run studio    # composite everything -> generated/<Language>/[iPad/]
./generate.sh       # capture + composite in one shot (forwards PLATFORM / --publish)

capture.sh drives the app into each screen via the DEBUG -VniScreenshot launch argument (see apple/VniDrop/App/ScreenshotSupport.swift), once per locale via -AppleLanguages, in dark mode with a 9:41 status bar. Screenshots are transient (git-ignored, regenerated per run) — during layout iteration, capture once then re-run swift run studio on its own.

Platforms

PLATFORM=iphone (default) or ipad. Each Platform (Sources/studio/Platform.swift) carries its canvas size, capture simulator, output subfolder, and a DeviceModel — the .usdz, its screen material, the orientation fix (yaw so the screen faces the camera), optional front-glass mesh to hide, and whether to tint the body graphite. Adding a device (e.g. Mac) is a new DeviceModel + Platform case + a layout set.

Device rendering

SceneKitDeviceRenderer textures the captured screenshot onto the model's screen mesh and renders it off-screen. Curvature, bezel and body are the model's real geometry; poses (pitch/yaw/roll) and a studio environment (IBL + bloom) are applied in the scene. It auto-generates planar UVs for screen meshes that ship without them.

Assets (assets/)

  • iphone-17-pro-max.usdz, ipad-pro.usdz — the 3D devices (committed; CC BY 4.0, see ATTRIBUTION.md).
  • globe.png — for the send-anywhere hero (committed).
  • generated/shots/<platform>/<locale>/*.png — captured app screens (transient).

Layout & tuning

  • Sources/studio/ScreenSpec.swift — per-platform layouts (iphone / ipad): gradient, device pose/position/size, globe + route (send-anywhere), the encryption flow (stay-private: beamslockstream + banners), caption placement.
  • Sources/studio/ScreenFrame.swift — the composition (layer order, caption fitting, generated artwork).

Screens

share-securely, choose-receivers, send-anywhere (globe + Paris→LA route arc, reuses the share screenshot), stay-private (two stacked phones + encryption beams → padlock → binary protection stream, with localized CHIFFREMENT/PROTECTION banners).