RubyMotion is a fantastic framework for building performant iOS applications using the Ruby language. In the first part this tutorial, you learned how to set up and implement a RubyMotion application. You worked with Interface Builder to create the application's user interface, implemented a view controller, and learned how to write tests for your application.
In this tutorial, you'll learn about the Model-View-Controller or MVC design pattern and how you can use it to structure your application. You'll also implement a painting view and add a gesture recognizer that allows the user to draw on the screen. When you're done, you'll have a complete, fully-working application.
1. Model-View-Controller
Apple encourages iOS developers to apply the Model-View-Controller design pattern to their applications. This pattern breaks classes into one of three categories, models, views, and controllers.
- Models contain your application's business logic, the code that determines the rules for managing and interacting with data. Your model is where the core logic for you application lives.
- Views display information to the user and allow them to interact with the application.
- Controllers are responsible for tying the models and views together. The iOS SDK uses view controllers, specialized controllers with a little more knowledge of the views than other MVC frameworks.
How does MVC apply to your application? You've already started implementing the PaintingController
class, which will connect your models and views together. For the model layer, you'll add two classes:
Stroke
This class represents a single stroke in the painting.Painting
This class represents the entire painting and contains one or more strokes.
For the view layer, you'll create a PaintingView
class that is responsible for displaying a Painting
object to the user. You'll also add a StrokeGestureRecongizer
that captures touch input from the user.
2. Strokes
Let's start with the Stroke
model. A stroke will consist of a color and several points representing the stroke. To start, create a file for the Stroke
class, app/models/stroke.rb, and another one for its spec, spec/models/stroke.rb.
Next, implement the stroke class skeleton and a constructor.
class Stroke attr_reader :points, :color end
The Stroke
class has two attributes, points
, a collection of points, and color
, the color of the Stroke
object. Next, implement a constructor.
class Stroke attr_reader :points, :color def initialize(start_point, color) @points = [ start_point ] @color = color end end
That looks great so far. The constructor accepts two arguments, start_point
and color
. It sets points
to an array of points containing start_point
and color
to the provided color.
When a user swipes their finger across the screen, you need a way to add points to the Stroke
object. Add the add_point
method to Stroke
.
def add_point(point) points << point end
That was easy. For convenience, add one more method to the Stroke
class that returns the start point.
def start_point points.first end
Of course, no model is complete without a set of specs to go along with it.
describe Stroke do before do @start_point = CGPoint.new(0.0, 50.0) @middle_point = CGPoint.new(50.0, 100.0) @end_point = CGPoint.new(100.0, 0.0) @color = UIColor.blueColor @stroke = Stroke.new(@start_point, @color) @stroke.add_point(@middle_point) @stroke.add_point(@end_point) end describe "#initialize" do before do @stroke = Stroke.new(@start_point, @color) end it "sets the color" do @stroke.color.should == @color end end describe "#start_point" do it "returns the stroke's start point" do @stroke.start_point.should == @start_point end end describe "#add_point" do it "adds the points to the stroke" do @stroke.points.should == [ @start_point, @middle_point, @end_point ] end end describe "#start_point" do it "returns the start point" do @stroke.start_point.should == @start_point end end end
This should start to feel familiar. You've added four describe blocks that test the initialize
, start_point
, add_point
, and start_point
methods. There's also a before
block that sets a few instance variables for the specs. Notice the describe
block for #initialize
has a before
block that resets the @stroke
object. That's fine. With specs, you don't have to be as concerned with performance as you do with a regular application.
3. Drawing
It's the moment of truth, it's time to make your application draw something. Start by create a file for the PaintingView
class at app/views/painting_view.rb. Because we're doing some specialized drawing, the PaintingView
class is tricky to test. For the sake of brevity, I'm going to skip the specs for now.
Next, implement the PaintingView
class.
class PaintingView < UIView attr_accessor :stroke def drawRect(rectangle) super # ensure the stroke is provided return if stroke.nil? # set up the drawing context context = UIGraphicsGetCurrentContext() CGContextSetStrokeColorWithColor(context, stroke.color.CGColor) CGContextSetLineWidth(context, 20.0) CGContextSetLineCap(context, KCGLineCapRound) CGContextSetLineJoin(context, KCGLineJoinRound) # move the line to the start point CGContextMoveToPoint(context, stroke.start_point.x, stroke.start_point.y) # add each line in the path stroke.points.drop(1).each do |point| CGContextAddLineToPoint(context, point.x, point.y) end # stroke the path CGContextStrokePath(context); end end
Phew, that's a lot code. Let's break it down piece by piece. The PaintingView
class extends the UIView
class. This allows PaintingView
to be added as a subview of PaintingController
's view. The PaintingView
class has one attribute, stroke
, which is an instance of the Stroke
model class.
With regards to the MVC pattern, when working with the iOS SDK, it's acceptable for a view to know about a model, but it's not okay for a model to know about a view.
In the PaintingView
class, we've overridden UIView
's drawRect:
method. This method allows you to implement custom drawing code. The first line of this method, super
, calls the method on the super class, UIView
in this example, with the provided arguments.
In drawRect:
, we also check that the stroke
attribute isn't nil
. This prevents errors if stroke
hasn't been set yet. We then fetch the current drawing context by invoking UIGraphicsGetCurrentContext
, configure the stroke that we're about to draw, move the drawing context to the start_point
of the stroke, and adds lines for each point in the stroke
object. Finally, we invoke CGContextStrokePath
to stroke the path, drawing it in the view.
Add an outlet to PaintingController
for the painting view.
outlet :painting_view
Fire up Interface Builder by running bundle exec rake ib:open
and add a UIView
object to the PaintingController
's view from the Ojbect Library on the right. Set the view's class to PaintingView
in the Identity Inspector. Make sure that the painting view is positioned underneath the buttons you added earlier. You can adjust the ordering of the subviews by changing the positions of the view's in the view hierarchy on the left.
Control and drag from the view controller to the PaintingView
and select the painting_view
outlet from the menu that appears.
Select the painting view and set its background color to 250
red, 250
green, and 250
blue.
Don't forget to add a spec to spec/controllers/painting_controller_spec.rb for the painting_view
outlet.
describe "#painting_view" do it "is connected in the storyboard" do controller.painting_view.should.not.be.nil end end
To make sure your drawing code works correctly, add the following code snippet to the PaintingController
class and run your application. You can delete this code snippet when you've verified everything is working as expected.
def viewDidLoad stroke = Stroke.new(CGPoint.new(80, 100), '#ac5160'.uicolor) stroke.add_point(CGPoint.new(240, 100)) stroke.add_point(CGPoint.new(240, 428)) stroke.add_point(CGPoint.new(80, 428)) stroke.add_point(CGPoint.new(80, 100)) painting_view.stroke = stroke painting_view.setNeedsDisplay end
4. Painting
Now that you can draw a stroke, it's time to level up to the entire painting. Let's start with the Painting
model. Create a file for the class at app/models/painting.rb and implement the Painting
class.
class Painting attr_accessor :strokes def initialize @strokes = [] end def start_stroke(point, color) strokes << Stroke.new(point, color) end def continue_stroke(point) current_stroke.add_point(point) end def current_stroke strokes.last end end
The Painting
model is similar to the Stroke
class. The constructor initializes strokes
to an empty array. When a person touches the screen, the application will start a new stroke by calling start_stroke
. Then, as the user drags their finger, it will add points with continue_stroke
. Don't forget the specs for the Painting
class.
describe Painting do before do @point1 = CGPoint.new(10, 60) @point2 = CGPoint.new(20, 50) @point3 = CGPoint.new(30, 40) @point4 = CGPoint.new(40, 30) @point5 = CGPoint.new(50, 20) @point6 = CGPoint.new(60, 10) @painting = Painting.new end describe "#initialize" do before do @painting = Painting.new end it "sets the stroke to an empty array" do @painting.strokes.should == [] end end describe "#start_stroke" do before do @painting.start_stroke(@point1, UIColor.redColor) @painting.start_stroke(@point2, UIColor.blueColor) end it "starts new strokes" do @painting.strokes.length.should == 2 @painting.strokes[0].points.should == [ @point1 ] @painting.strokes[0].color.should == UIColor.redColor @painting.strokes[1].points.should == [ @point2 ] @painting.strokes[1].color.should == UIColor.blueColor end end describe "#continue_stroke" do before do @painting.start_stroke(@point1, UIColor.redColor) @painting.continue_stroke(@point2) @painting.start_stroke(@point3, UIColor.blueColor) @painting.continue_stroke(@point4) end it "adds points to the current strokes" do @painting.strokes[0].points.should == [ @point1, @point2 ] @painting.strokes[1].points.should == [ @point3, @point4 ] end end end
Next, modify the PaintingView
class to draw a Painting
object instead of a Stroke
object.
class PaintingView < UIView attr_accessor :painting def drawRect(rectangle) super # ensure the painting is provided return if painting.nil? painting.strokes.each do |stroke| draw_stroke(stroke) end end def draw_stroke(stroke) # set up the drawing context context = UIGraphicsGetCurrentContext() CGContextSetStrokeColorWithColor(context, stroke.color.CGColor) CGContextSetLineWidth(context, 20.0) CGContextSetLineCap(context, KCGLineCapRound) CGContextSetLineJoin(context, KCGLineJoinRound) # move the line to the start point CGContextMoveToPoint(context, stroke.start_point.x, stroke.start_point.y) # add each line in the path stroke.points.drop(1).each do |point| CGContextAddLineToPoint(context, point.x, point.y) end # stroke the path CGContextStrokePath(context); end end
You've changed the stroke
attribute to painting
. The drawRect:
method now iterates over all of the strokes in the painting and draws each one using draw_stroke
, which contains the drawing code you wrote previously.
You also need to update the view controller to contain a Painting
model. At the top of the PaintingController
class, add attr_reader :painting
. As the name implies, the viewDidLoad
method of the UIViewController
class—the superclass of the PaintingController
class—is called when the view controller has finished loading its view. The viewDidLoad
method is therefore a good place to create a Painting
instance and set the painting
attribute of the PaintingView
object.
def viewDidLoad @painting = Painting.new painting_view.painting = painting end
As always, don't forget to add tests for viewDidLoad
to spec/controllers/painting_controller_spec.rb.
describe "#viewDidLoad" do it "sets the painting" do controller.painting.should.be.instance_of Painting end it "sets the painting attribute of the painting view" do controller.painting_view.painting.should == controller.painting end end
5. Gesture Recognizers
Your application will be pretty boring unless you allow people to draw on the screen with their fingers. Let's add that piece of functionality now. Create a file for the StrokeGestureRecognizer
class along with its spec by running the following commands from the command line.
touch app/views/stroke_gesture_recognizer.rb touch spec/views/stroke_gesture_recognizer_spec.rb
Next, create the skeleton for the class.
class StrokeGestureRecognizer < UIGestureRecognizer attr_reader :position end
The StrokeGestureRecognizer
class extends the UIGestureRecognizer
class, which handles touch input. It has a position
attribute that the PaintingController
class will use to determine the position of the user's finger.
There are four methods you need to implement in the StrokeGestureRecognizer
class, touchesBegan:withEvent:
, touchesMoved:withEvent:
, touchesEnded:withEvent:
, and touchesCancelled:withEvent:
. The touchesBegan:withEvent:
method is called when the user starts touching the screen with their finger. The touchesMoved:withEvent:
method is called repeatedly when the user moves their finger and the touchesEnded:withEvent:
method is invoked when the user lifts their finger from the screen. Finally, the touchesCancelled:withEvent:
method is invoked if the gesture is cancelled by the user.
Your gesture recognizer needs to do two things for each event, update the position
attribute and change the state
property.
class StrokeGestureRecognizer < UIGestureRecognizer attr_accessor :position def touchesBegan(touches, withEvent: event) super @position = touches.anyObject.locationInView(self.view) self.state = UIGestureRecognizerStateBegan end def touchesMoved(touches, withEvent: event) super @position = touches.anyObject.locationInView(self.view) self.state = UIGestureRecognizerStateChanged end def touchesEnded(touches, withEvent: event) super @position = touches.anyObject.locationInView(self.view) self.state = UIGestureRecognizerStateEnded end def touchesCancelled(touches, withEvent: event) super @position = touches.anyObject.locationInView(self.view) self.state = UIGestureRecognizerStateEnded end end
Both the touchesEnded:withEvent:
and touchesCancelled:withEvent:
methods set the state to UIGestureRecognizerStateEnded
. This is because it doesn't matter if the user is interrupted, the drawing should remain untouched.
In order to test the StrokeGestureRecognizer
class, you need to be able to create an instance of UITouch
. Unfortunately, there's no publicly available API to accomplish this. To make it work, we'll make use of the Facon mocking library.
Add gem 'motion-facon'
to your Gemfile and run bundle install
. Then, add require "motion-facon"
below require "sugarcube-color"
in the project's Rakefile.
Next, implement the StrokeGestureRecognizer
spec.
describe StrokeGestureRecognizer do extend Facon::SpecHelpers before do @stroke_gesture_recognizer = StrokeGestureRecognizer.new @touch1 = mock(UITouch, :"locationInView:" => CGPoint.new(100, 200)) @touch2 = mock(UITouch, :"locationInView:" => CGPoint.new(300, 400)) @touches1 = NSSet.setWithArray [ @touch1 ] @touches2 = NSSet.setWithArray [ @touch2 ] end describe "#touchesBegan:withEvent:" do before do @stroke_gesture_recognizer.touchesBegan(@touches1, withEvent: nil) end it "sets the position to the gesture's position" do @stroke_gesture_recognizer.position.should == CGPoint.new(100, 200) end it "sets the state of the gesture recognizer" do @stroke_gesture_recognizer.state.should == UIGestureRecognizerStateBegan end end describe "#touchesMoved:withEvent:" do before do @stroke_gesture_recognizer.touchesBegan(@touches1, withEvent: nil) @stroke_gesture_recognizer.touchesMoved(@touches2, withEvent: nil) end it "sets the position to the gesture's position" do @stroke_gesture_recognizer.position.should == CGPoint.new(300, 400) end it "sets the state of the gesture recognizer" do @stroke_gesture_recognizer.state.should == UIGestureRecognizerStateChanged end end describe "#touchesEnded:withEvent:" do before do @stroke_gesture_recognizer.touchesBegan(@touches1, withEvent: nil) @stroke_gesture_recognizer.touchesEnded(@touches2, withEvent: nil) end it "sets the position to the gesture's position" do @stroke_gesture_recognizer.position.should == CGPoint.new(300, 400) end it "sets the state of the gesture recognizer" do @stroke_gesture_recognizer.state.should == UIGestureRecognizerStateEnded end end describe "#touchesCancelled:withEvent:" do before do @stroke_gesture_recognizer.touchesBegan(@touches1, withEvent: nil) @stroke_gesture_recognizer.touchesCancelled(@touches2, withEvent: nil) end it "sets the position to the gesture's position" do @stroke_gesture_recognizer.position.should == CGPoint.new(300, 400) end it "sets the state of the gesture recognizer" do @stroke_gesture_recognizer.state.should == UIGestureRecognizerStateEnded end end end
extend Facon::SpecHelpers
makes several methods available in your specs, including mock
. mock
is a simple way to create test objects that work exactly the way you want them to. In the before
block at the beginning of the specs, you're mocking instances of UITouch
with the locationInView:
method that returns a predefined point.
Next, add a stroke_gesture_changed
method to the PaintingController
class. This method will receive an instance of the StrokeGestureRecognizer
class whenever the gesture is updated.
def stroke_gesture_changed(stroke_gesture_recognizer) if stroke_gesture_recognizer.state == UIGestureRecognizerStateBegan painting.start_stroke(stroke_gesture_recognizer.position, selected_color) else painting.continue_stroke(stroke_gesture_recognizer.position) end painting_view.setNeedsDisplay end
When the gesture recognizer's state is UIGestureRecognizerStateBegan
, this method starts a new stroke in the Painting
object using the StrokeGestureRecognizer
's position and selected_color
. Otherwise, it continues the current stroke.
Add the specs for this method.
describe "#stroke_gesture_changed" do before do drag(controller.painting_view, :points => [ CGPoint.new(100, 100), CGPoint.new(150, 150), CGPoint.new(200, 200) ]) end it "adds the points to the stroke" do controller.painting.strokes.first.points[0].should == CGPoint.new(100, 100) controller.painting.strokes.first.points[1].should == CGPoint.new(150, 150) controller.painting.strokes.first.points[2].should == CGPoint.new(200, 200) end it "sets the stroke's color to the selected color" do controller.painting.strokes.first.color.should == controller.selected_color end end
RubyMotion provides several helper methods to simulate user interaction, including drag
. Using drag
, you can simulate a user's interaction with the screen. The points
option allows you to provide an array of points for the drag.
If you were to run the specs now, they would fail. That's because you need to add the gesture recognizer to the storyboard. Launch Interface Builder by running bundle exec rake ib:open
. From the Object Library, drag an Object into your scene, and change its class to StrokeGestureRecognizer
in the Identity Inspector on the right.
Control and drag from the StrokeGestureRecognizer
object to the PaintingController
and choose the select_color
method from the menu that appears. This will ensure the select_color
method is called whenever the gesture recognizer is triggered. Then, control and drag from the PaintingView
object to the StrokeGestureRecognizer
object and select gestureRecognizer
from the menu that appears.
Add a spec for the gesture recognizer to the PaintingController
specs in the #painting_view
describe
block.
describe "#painting_view" do it "is connected in the storyboard" do controller.painting_view.should.not.be.nil end it "has a stroke gesture recognizer" do controller.painting_view.gestureRecognizers.length.should == 1 controller.painting_view.gestureRecognizers[0].should.be.instance_of StrokeGestureRecognizer end end
That's it. With these changes your application should now allow a person to draw on the screen. Run your application and have fun.
6. Final Touches
There are a few final touches left to add before your application is finished. Because your application is immersive, the status bar is a bit distracting. You can remove it by setting the UIStatusBarHidden
and UIViewControllerBasedStatusBarAppearance
values in the application's Info.plist. This is easy to do in the RubyMotion setup
block inside the project's Rakefile.
Motion::Project::App.setup do |app| app.name = 'Paint' app.info_plist['UIStatusBarHidden'] = true app.info_plist['UIViewControllerBasedStatusBarAppearance'] = false end
The application's icons and launch images are included in the source files of this tutorial. Download the images and copy them to the resources directory of the project. Then, set the application icon in the Rakefile configuration. You may have to clean the build by running bundle exec rake clean:all
in order to see the new launch image.
Motion::Project::App.setup do |app| app.name = 'Paint' app.info_plist['UIStatusBarHidden'] = true app.info_plist['UIViewControllerBasedStatusBarAppearance'] = false app.icons = [ "icon.png" ] end
Conclusion
That's it. You now have a complete app that's ready for a million downloads in the App Store. You can view and download the source for this application from GitHub.
Even though your app is finished, there's so much more you could add to it. You can add curves between the lines, more colors, different line widths, saving, undo, and redo, and anything else you can imagine. What will you do to make your app better? Let me know in the comments below.