Reveal the build product in Finder and drag the app bundle onto the Script Editor. Set the key to OSAScriptingDefinition (will become “Scripting definition file name”) and the value to the file name of your. Set the key to NSAppleScriptEnabled (will become “Scriptable”) and the value to YES (it’s a boolean Xcode will recognize). In the first row, enable AppleScript support.Second, open your app target’s ist in Xcode and add two new rows: You may want to double-check that the target’s Build Phases > Copy Bundle Resources now contains your. That appears to be a convention.Īdd this file to your Xcode project and make sure it’s part of the app target. Replace the title with the name of your app plus the word “Terminology”. Thanks to August Mohr for asking what this is for, which prompted me to simplify the code! (The document type definition at /System/Library/DTDs/sdef.dtd already contains the namespace anyway, if I understand it correctly.) Update : The element used to contain a new namespace, xmlns:xi="", but unless xi:include or similar are used, this isn’t needed. This is the bare minimum container boilerplate: Xcode won’t help you with a template here, so you might as well use touch from the Terminal or your favorie text editor and drag the file into your project later. For TableFlip, this file would be TableFlip.sdef, for The Archive I picked TheArchive.sdef. It usually has the same name as your app, but you can pick whatever you want. enable AppleScript in your ist as well.įirst, create a script definition file ending in.sdef file with the script command definitions, The steps from the now archived docs are: You’ll want to use that for test-driving your app. I’ll go through them and provide detail and links for further reading. The steps involved are actually very simple. There’s not a lot to do, but the documentation is (1) old, (2) not maintained anymore, (3) very wordy. Boilerplate to Add AppleScript to Your macOS App in 2020
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