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Coordinator : the Pattern · the Library · the Class · recommended Implementation

Recommended implementation

Since iOS 13, Apple strongly encourages iOS apps using scene-based structure and behavior. Any scene (window) can be created/terminated at any moment. Thus the only object in the app that will live as long as the app is alive is AppDelegate which will spawn a scene, when needed. Each scene should have at least one Coordinator instance, let’s call it SceneCoordinator.

Thus the only place to keep app-wide dependencies is AppDelegate. There can be way too many of these dependencies to shuffle around thus it’s good idea to create a singular container for all of them:

AppDependency

A very simple conduit to keep all your non-UI dependencies in one struct, automatically accessible to any Coordinator, at any level.

struct AppDependency {
	var webService: WebService?
	var dataManager: DataManager?
	var accountManager: AccountManager?
	var contentManager: ContentManager?

	//	Init

	init(
		webService: WebService? = nil,
		dataManager: DataManager? = nil,
		accountManager: AccountManager? = nil,
		contentManager: ContentManager? = nil)
	{
		self.webService = webService
		self.dataManager = dataManager
		self.accountManager = accountManager
		self.contentManager = contentManager
	}
}

Every time appDependency is updated on any Coordinator, it must pass the new value to all its child Coordinators.

final class ContentCoordinator: NavigationCoordinator {
	var appDependency: AppDependency? {
		didSet { 
			updateChildCoordinatorDependencies()
		}
	}

This way, Coordinators can fulfill their promise to be routing mechanism between any UIVC and any back-end object.

AppDelegate

As said before, instances of app-wide dependencies should then be kept here.

final class AppDelegate: UIResponder, UIApplicationDelegate {
	var webService: WebService(...)
	var dataManager: DataManager(...)
	...
	

	var appDependency: AppDependency? {
		didSet {
			updateSceneDependencies()
		}
	}
	
	func updateSceneDependencies() {...}
	
	func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {

		//	instantiate all services and middleware
		//	build and set AppDependency
		rebuildDependencies()

		return true
	}

Method rebuildDependencies() simply (re)creates AppDependency struct with whatever is currently available and assigns it to the said property.

Pass dependencies from AppDelegate to scenes

The following method is the only place where we can pass these dependencies down to UISceneSession (and thus to UIScene):

func application(_ application: UIApplication, configurationForConnecting connectingSceneSession: UISceneSession, options: UIScene.ConnectionOptions) -> UISceneConfiguration {

	connectingSceneSession.appDependency = appDependency
	return UISceneConfiguration(name: "Default Configuration", sessionRole: connectingSceneSession.role)
}

For this to work, we need inject appDependency property into UISceneSession:

extension UISceneSession {
	@MainActor
	private struct AssociatedKeys {
		static var appDependency: Void?
	}
	
	var appDependency: AppDependency? {
		get {
			return objc_getAssociatedObject(self, &AssociatedKeys.appDependency) as? AppDependency
		}
		set {
			objc_setAssociatedObject(self, &AssociatedKeys.appDependency, newValue, .OBJC_ASSOCIATION_COPY)
			sceneCoordinator?.appDependency = newValue
		}
	}
}

And now this method in AppDelegate would work as well.

func updateSceneDependencies() {
	let application = UIApplication.shared
	
	application.openSessions.forEach {
		$0.appDependency = appDependency
	}
}

SceneCoordinator

Here’s a typical Coordinator that uses UINavigationController as its root VC:

@MainActor
final class SceneCoordinator: NavigationCoordinator, NeedsDependency {
	private weak var scene: UIScene!
	private weak var sceneDelegate: SceneDelegate!
	
	init(scene: UIScene,
		 sceneDelegate: SceneDelegate,
		 appBundleIdentifier: String? = nil)
	{
		self.scene = scene
		self.sceneDelegate = sceneDelegate
		
		let vc = NavigationController()
		super.init(rootViewController: vc)
		
		appDependency = scene.session.appDependency
	}
	
	override var coordinatingResponder: UIResponder? {
		return sceneDelegate
	}

SceneCoordinator takes over management of window’s rootViewController continues the coordinatingResponder chain from here to SceneDelegate.

SceneDelegate

Now we can instantiate our SceneCoordinator and pass-on the supplied AppDependency from the scene’s session.

final class SceneDelegate: UIResponder, UIWindowSceneDelegate {

	var window: UIWindow?
	private(set) var coordinator: SceneCoordinator?

	func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
		guard let windowScene = (scene as? UIWindowScene) else { return }
		
		let window = UIWindow(windowScene: windowScene)
		self.window = window
		
		let sceneCoordinator = SceneCoordinator(scene: scene, sceneDelegate: self)
		self.coordinator = sceneCoordinator

		window.rootViewController = sceneCoordinator.rootViewController

		window.makeKeyAndVisible()
		sceneCoordinator.start()
	}
	
	override var coordinatingResponder: UIResponder? {
		window
	}
}

SceneDelegate also concludes the coordinatingResponder’s upward chain.

Declarative routing

Use an enum called Page inside ApplicationCoordinator to declare natural full UI screens of the app.

Each specific screen will be UIVC instance. Each case can have zero or more associated values, which are public arguments / parameters for the screen.

enum Page {
	case login
	case createAccount
	case confirmAccount(code: String?)
	case profile(user: User)
	...
}

Now you simply need one global method to switch to any screen in the app:

extension UIResponder {
	@objc func globalDisplay(page: PageBox, sender: Any? = nil) {
		coordinatingResponder?.globalDisplay(page: page, sender: sender)
	}
}

Override this method anywhere in the coordinatingResponder chain to do what is needed. In this case, usually at any Coordinator to push related UIVC instance.

We need PageBox wrapper since the method arguments must be ObjC-friendly. This is super easy to do, giving us wrap and unwrap:

final class PageBox: NSObject {
	let unbox: Page
	init(_ value: Page) {
		self.unbox = value
	}
}
extension Page {
	var boxed: PageBox { return PageBox(self) }
}

This is also easy to script with tools like Sourcery.

Naming your coordinatingResponder methods

I use consistent naming scheme to group my coordinatingResponder methods. Anything that affects entire app is prefixed with global like globalDisplay(page:sender:) method above.

All stuff dealing with shopping cart can use cart prefix. Same with account, catalog etc. Xcode’s autocomplete then helps to filter possible options when coding.

(Sometimes a little consistency and common sense is enough.)