Does anyone have an example of a simple state machine that can be implemented in Swift? I've been googling around, but have only seen a lot of third party libraries which are pretty opaque to me. I've also seen a lot of high level discussions where people talk about state machines, but haven't shown any code. Is it possible for someone to do a simple counter example (like add 1 / subtract 1)? Or point me to one? I know it's a big ask, but my google-fu is failing me. Thank you.
Apple's GamePlayKit already has state machine implementation as GKStateMachine. But GamePlayKit is available only from iOS 9 so I had to clone GKStateMachine (and GKState) to support iOS 8 in one of my apps. Hope it will be helpful.
EHStateMachine.swift
import Foundation
class EHStateMachine {
private(set) var currentState: EHState?
private let states = NSMapTable<AnyObject, EHState>(keyOptions: [.objectPointerPersonality],
valueOptions: [.strongMemory])
// MARK:
init(states: [EHState]) {
guard states.count > 0 else {
fatalError("Can't create state machine with zero states.")
}
let tempStates = NSHashTable<AnyObject>(options: [.objectPointerPersonality])
for state in states {
guard !tempStates.contains(type(of: state)) else {
fatalError("Duplicate instances of \(type(of: state)) found.")
}
tempStates.add(type(of: state))
}
for state in states {
state.stateMachine = self
self.states.setObject(state, forKey: type(of: state))
}
}
// MARK:
func canEnterState(_ stateClass: AnyClass) -> Bool {
if (states.object(forKey: stateClass) == nil) {
return false
}
if currentState == nil {
return true
}
return currentState!.isValidNextState(stateClass)
}
func enter(_ stateClass: AnyClass) -> Bool {
if !canEnterState(stateClass) {
return false
}
let previousState = currentState
let nextState = states.object(forKey: stateClass)
previousState?.willExit(to: nextState!)
currentState = nextState
currentState!.didEnter(from: previousState)
return true
}
func update(deltaTime seconds: TimeInterval) {
currentState?.update(deltaTime: seconds)
}
func state<T: EHState>(forClass stateClass: T.Type) -> T? {
return states.object(forKey: stateClass) as? T
}
}
EHState.swift
import Foundation
class EHState {
weak var stateMachine: EHStateMachine?
// MARK:
func isValidNextState(_ stateClass: AnyClass) -> Bool {
return true
}
func didEnter(from previousState: EHState?) {
}
func willExit(to nextState: EHState) {
}
func update(deltaTime seconds: TimeInterval) {
}
}
If you target iOS 9 you should probably use GKStateMachine and GKState instead of these.
Related
I am developing a state management library. The original design only has 1 listener, which works great until I need to support multiple listeners.
The original design is here:
Swift how to use generic protocol in generic class
This is what I have done to support multiple listeners:
public protocol StateObserver: AnyObject {
associatedtype State
func didUpdateState(_ state: State)
}
public final class StateStore<Observer: StateObserver> {
struct WeakRef<T: AnyObject> {
weak var value: T?
}
public private(set) var state: Observer.State
private var observers = [WeakRef<Observer>]()
public init(initialState: Observer.State) {
state = initialState
}
public func addObservers(_ observers: [Observer]) {
self.observers += observers.map { WeakRef(value: $0) }
}
public func update(_ block: (inout Observer.State) -> Void) {
var nextState = state
block(&nextState)
state = nextState
notify()
}
public func notify() {
for observer in observers {
observer.value?.didUpdateState(state)
}
}
}
Now I need to create the store with 2 observers:
class MyScene: SKScene {
init {
let leftPanel = LeftPanelSKNode()
let topBar = TopBarSKNode()
let store: StateStore<?> // How to make this support `LeftPanelSKNode `, `TopBarSKNode`, and `MyScene`?
store.addObservers([leftPanel, topBar, self])
}
Now I am stuck here. I need to create a StateStore<?> of something, which can be either MyScene, LeftPanelSKNode and TopBarSKNode.
First of all, I have to say that what you are building already exists in many reactive libraries:
CurrentValueSubject in Apple's Combine;
BehaviorSubject in RxSwift;
You can also check the small internal class I've made myself, it allows to hold the state and observe it ObservableProperty.
Back to your question, I've found a way to add the StateObserver one by one while keeping only the weak reference to them.
public protocol StateObserver: AnyObject {
associatedtype State
func didUpdateState(_ state: State)
}
class Node1: StateObserver {
typealias State = Int
func didUpdateState(_ state: Int) { }
}
class Node2: StateObserver {
typealias State = Int
func didUpdateState(_ state: Int) { }
}
class StateStore<StateType> {
private(set) var state: StateType
init(_ initialState: StateType) {
self.state = initialState
}
private var observers: [(StateType) -> Void] = []
func observe<Observer: StateObserver>(by observer: Observer) where Observer.State == StateType {
weak var weakObserver = observer
observers.append { state in
weakObserver?.didUpdateState(state)
}
}
func notify() {
observers.forEach {
$0(self.state)
}
}
}
let store = StateStore<Int>(0)
let node1 = Node1()
let node2 = Node2()
store.observe(by: node1)
store.observe(by: node2)
Adding the array-based observe API might be a problem because of the associatedtype in the StateObserver.
Using Unity 2019.3.0f3 and its Unity as a library feature I'm trying to embed a Unity project inside my iOS application.
Unity officially only supports full screen rendering. Nevertheless I'm looking for a way around that restriction.
In previous versions of Unity i successfully used swift-unity to do the integration. Within this approach it is easy to just get the View where Unity is rendering to (using UnityGetGLView()). I had no problems regarding stability or resources.
Using the new library approach, every time I try to access the UnityView, unity forces it's complete Window as keyWindow.
I tried accessing the UnityView in my own ViewController using
if let unityView = UnityFramework.getInstance()?.appController()?.rootViewController.view {
// insert subview at index 0 ensures unity view is behind current UI view
view?.insertSubview(unityView, at: 0)
}
But that immediately activates the complete unity-window and hides my parenting UITabBarController.
Trying to make the UnityFramework.getInstance()?.appController()?.rootViewController a child of my UITabBarController failed with the same result.
Furthermore it is not possible to add a child ViewController. Only adding subviews seems possible.
Does anybody know where that window-behaviour is located or how i can access the UnityView (or the RootViewController) and use it freely?
I found a solution to the problem based on this approach from the unity forum. Using this approach I'm able to use the UnityViewController as a child in my own TabBarController.
The approach is working for Unity 2019.3.0f3, but I'm not sure if it will work in future versions. It feels like Unity tries to actively prevent such use. Then again I found hints in comments in the library-code that would suggest that a modified ViewController-Hierarchy was at least contemplated e.g. in UnityAppController+ViewHandling.h. But the instructions are unclear and methods with the hinted names don't exist.
Solution
1. Create UnityEmbeddedSwift.swift
The official example App provided by Unity is a real mess. I ended up using the UnityEmbeddedSwift.swift from the linked forum post with additions for pausing. This class encapsulates all Unity-related functionality in one clean class.
//
// UnityEmbeddedSwift.swift
// Native
//
// Created by NSWell on 2019/12/19.
// Copyright © 2019 WEACW. All rights reserved.
//
//
// Created by Simon Tysland on 19/08/2019.
// Copyright © 2019 Simon Tysland. All rights reserved.
//
import Foundation
import UnityFramework
class UnityEmbeddedSwift: UIResponder, UIApplicationDelegate, UnityFrameworkListener {
private struct UnityMessage {
let objectName : String?
let methodName : String?
let messageBody : String?
}
private static var instance : UnityEmbeddedSwift!
private var ufw : UnityFramework!
private static var hostMainWindow : UIWindow! // Window to return to when exiting Unity window
private static var launchOpts : [UIApplication.LaunchOptionsKey: Any]?
private static var cachedMessages = [UnityMessage]()
// MARK: - Static functions (that can be called from other scripts)
static func getUnityRootViewController() -> UIViewController! {
return instance.ufw.appController()?.rootViewController
}
static func getUnityView() -> UIView! {
return instance.ufw.appController()?.rootViewController?.view
}
static func setHostMainWindow(_ hostMainWindow : UIWindow?) {
UnityEmbeddedSwift.hostMainWindow = hostMainWindow
let value = UIInterfaceOrientation.landscapeLeft.rawValue
UIDevice.current.setValue(value, forKey: "orientation")
}
static func setLaunchinOptions(_ launchingOptions : [UIApplication.LaunchOptionsKey: Any]?) {
UnityEmbeddedSwift.launchOpts = launchingOptions
}
static func showUnity() {
if(UnityEmbeddedSwift.instance == nil || UnityEmbeddedSwift.instance.unityIsInitialized() == false) {
UnityEmbeddedSwift().initUnityWindow()
}
else {
UnityEmbeddedSwift.instance.showUnityWindow()
}
}
static func hideUnity() {
UnityEmbeddedSwift.instance?.hideUnityWindow()
}
static func pauseUnity() {
UnityEmbeddedSwift.instance?.pauseUnityWindow()
}
static func unpauseUnity() {
UnityEmbeddedSwift.instance?.unpauseUnityWindow()
}
static func unloadUnity() {
UnityEmbeddedSwift.instance?.unloadUnityWindow()
}
static func sendUnityMessage(_ objectName : String, methodName : String, message : String) {
let msg : UnityMessage = UnityMessage(objectName: objectName, methodName: methodName, messageBody: message)
// Send the message right away if Unity is initialized, else cache it
if(UnityEmbeddedSwift.instance != nil && UnityEmbeddedSwift.instance.unityIsInitialized()) {
UnityEmbeddedSwift.instance.ufw.sendMessageToGO(withName: msg.objectName, functionName: msg.methodName, message: msg.messageBody)
}
else {
UnityEmbeddedSwift.cachedMessages.append(msg)
}
}
// MARK - Callback from UnityFrameworkListener
func unityDidUnload(_ notification: Notification!) {
ufw.unregisterFrameworkListener(self)
ufw = nil
UnityEmbeddedSwift.hostMainWindow?.makeKeyAndVisible()
}
// MARK: - Private functions (called within the class)
private func unityIsInitialized() -> Bool {
return ufw != nil && (ufw.appController() != nil)
}
private func initUnityWindow() {
if unityIsInitialized() {
showUnityWindow()
return
}
ufw = UnityFrameworkLoad()!
ufw.setDataBundleId("com.unity3d.framework")
ufw.register(self)
// NSClassFromString("FrameworkLibAPI")?.registerAPIforNativeCalls(self)
ufw.runEmbedded(withArgc: CommandLine.argc, argv: CommandLine.unsafeArgv, appLaunchOpts: UnityEmbeddedSwift.launchOpts)
sendUnityMessageToGameObject()
UnityEmbeddedSwift.instance = self
}
private func showUnityWindow() {
if unityIsInitialized() {
ufw.showUnityWindow()
sendUnityMessageToGameObject()
}
}
private func hideUnityWindow() {
if(UnityEmbeddedSwift.hostMainWindow == nil) {
print("WARNING: hostMainWindow is nil! Cannot switch from Unity window to previous window")
}
else {
UnityEmbeddedSwift.hostMainWindow?.makeKeyAndVisible()
}
}
private func pauseUnityWindow() {
ufw.pause(true)
}
private func unpauseUnityWindow() {
ufw.pause(false)
}
private func unloadUnityWindow() {
if unityIsInitialized() {
UnityEmbeddedSwift.cachedMessages.removeAll()
ufw.unloadApplication()
}
}
private func sendUnityMessageToGameObject() {
if (UnityEmbeddedSwift.cachedMessages.count >= 0 && unityIsInitialized())
{
for msg in UnityEmbeddedSwift.cachedMessages {
ufw.sendMessageToGO(withName: msg.objectName, functionName: msg.methodName, message: msg.messageBody)
}
UnityEmbeddedSwift.cachedMessages.removeAll()
}
}
private func UnityFrameworkLoad() -> UnityFramework? {
let bundlePath: String = Bundle.main.bundlePath + "/Frameworks/UnityFramework.framework"
let bundle = Bundle(path: bundlePath )
if bundle?.isLoaded == false {
bundle?.load()
}
let ufw = bundle?.principalClass?.getInstance()
if ufw?.appController() == nil {
// unity is not initialized
// ufw?.executeHeader = &mh_execute_header
let machineHeader = UnsafeMutablePointer<MachHeader>.allocate(capacity: 1)
machineHeader.pointee = _mh_execute_header
ufw!.setExecuteHeader(machineHeader)
}
return ufw
}
}
2. Modify AppDelegate.swift
Sets window and launch options needed by UnityEmbeddedSwift
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
UnityEmbeddedSwift.setHostMainWindow(window)
UnityEmbeddedSwift.setLaunchinOptions(launchOptions)
return true
}
3. Create RootTabBarController.swift
This class sets up the hierarchy.
It is important to use the UnityRootViewController right after calling UnityEmbeddedSwift.showUnity().
The Tab-Switching is not nice, but if it is missing Unity will pause (or freeze?) during loading. The timing seems to depend on the Unity-Projects loading time. It can be faster for small projects and needs more time for larger projects.
import UIKit
class RootTabBarController: UITabBarController, UITabBarControllerDelegate {
var unityNC: UINavigationController?
var nativeNC: UINavigationController?
override func viewDidLoad() {
super.viewDidLoad()
delegate = self
// start unity and immediatly set as rootViewController
// this loophole makes it possible to run unity in the same window
UnityEmbeddedSwift.showUnity()
let unityViewController = UnityEmbeddedSwift.getUnityRootViewController()!
unityViewController.navigationItem.title = "Unity"
unityNC = UINavigationController.init(rootViewController: unityViewController)
unityNC?.tabBarItem.title = "Unity"
let nativeViewController = UIViewController.init()
nativeViewController.view.backgroundColor = UIColor.darkGray
nativeViewController.navigationItem.title = "Native"
nativeNC = UINavigationController.init(rootViewController: nativeViewController)
nativeNC?.tabBarItem.title = "Native"
viewControllers = [unityNC!, nativeNC!]
// select other tab and reselect first tab to unfreeze unity-loading
DispatchQueue.main.asyncAfter(deadline: .now() + 0.2, execute: {
self.selectedIndex = 1
DispatchQueue.main.asyncAfter(deadline: .now() + 0.01, execute: {
self.selectedIndex = 0
})
})
}
// MARK: - UITabBarControllerDelegate
func tabBarController(_ tabBarController: UITabBarController, didSelect viewController: UIViewController) {
// pause unity if unity-tab is not selected
if viewController != unityNC {
UnityEmbeddedSwift.pauseUnity()
} else {
UnityEmbeddedSwift.unpauseUnity()
}
}
}
4. Modify Main.storyboard
Modify the storyboard to start with the RootTabBarController.
For anyone who is still interested in preventing the freezing, I am building on top of aalmigthy's answer:
You do not need to add a TabBar controller and switch between the tabs. All you need to do is:
Add the Unity view as a subview
Send the subview to back
Here's the modified ViewController class (no need for a tab bar):
import UIKit
class HybridViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
UnityEmbeddedSwift.showUnity()
let uView = UnityEmbeddedSwift.getUnityView()
DispatchQueue.main.asyncAfter(deadline: .now() + 0.1, execute: {
self.view.addSubview(uView!)
DispatchQueue.main.asyncAfter(deadline: .now() + 0.1, execute: {
self.view.sendSubviewToBack(uView!)
})
})
}
}
In a swift game using UIKit I am writing, a human player will interact with UIKit UIButtons, GUI elements to take actions.
In the game, the player will play against AI players.
But here's the thing; the human player presses buttons and interacts and the AI player does not.
Given a simple UIViewController;
class SampleViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
}
#IBAction func buyBtnPressed(_ sender: UIButton) {
print ("pressed")
}
}
So what I'm trying to ascertain is, how does the AI player itself take actions and handling turns within the context of the current view controller?
I believe the best way to do this is that there should be a loop that will wait until all players have completed their respective turns.
But where does this loop go? In the view did load?
If so, won't it eat up memory, or potentially lead (if not careful) to an endless loop?
I'm finding it hard to ascertain how an AI player can take actions within the given context of a UIViewController considering GUI elements are for human interaction.
I don't mean the AI should be animating pressing buttons or interacting with the screen, I mean; I have a UIViewController, it has a view did load; what is the strategy of implementing AI turns and whether or not this should be be achieved in a "game loop" in the View did load or can this be achieved in another way?
My question is; given the context of a UIViewController; how can I code the handling of an AI player taking turns and can this be achieved with a loop or another strategy?
Many thanks
edit: Code is now added
I have written out a turn base manager using Swift playgrounds, and 2 examples one using a UIViewController and another is a loop.
code now follows;
import Foundation
import GameplayKit
class Player {
var name: String
public private(set) var isAI: Bool = false
public private(set) var turnOrder: Int = 0
init(name: String, isAI: Bool?) {
self.name = name
if let hasAI = isAI {
self.isAI = hasAI
}
}
func setTurnOrderIndex(number: Int) {
self.turnOrder = number
}
}
let p1 = Player.init(name: "Bob", isAI: false)
let p2 = Player.init(name: "Alex", isAI: true)
protocol TurnOrderManagerDelegate: NSObjectProtocol {
func turnOrderWasSet()
}
protocol TurnDelegate: class {
func turnIsCompleted()
}
class Turn: NSObject {
weak var player: Player?
weak var delegate: TurnDelegate?
public private(set) var completed: Bool = false {
didSet {
delegate?.turnIsCompleted()
}
}
init(player:Player, delegate: TurnDelegate) {
self.player = player
self.delegate = delegate
}
func setAsComplete() {
self.completed = true
}
}
class TurnOrderManager: NSObject, TurnOrderManagerDelegate, TurnDelegate {
static var instance = TurnOrderManager()
public private(set) var turnOrderIndex: Int = 0
public private(set) var turnOrder: [Turn] = [Turn]() {
didSet {
self.turnOrderWasSet()
}
}
var playerOnTurn: Player? {
let turnObj = self.turnOrder[turnOrderIndex]
return (turnObj.player)
}
var allTurnsCompleted: Bool {
let filtered = turnOrder.filter { (turnObj:Turn) -> Bool in
return (turnObj.completed)
}.count
return (filtered == turnOrder.count)
}
func setTurnOrder(players:[Player]) {
if (self.turnOrder.count == 0) {
for playerObj in players {
let turnObj = Turn.init(player: playerObj, delegate: self)
self.turnOrder.append(turnObj)
}
}
}
func turnOrderWasSet() {
for (index, turnObj) in self.turnOrder.enumerated() {
turnObj.player?.setTurnOrderIndex(number: index)
}
}
func next() {
if (turnOrderIndex < (self.turnOrder.count - 1)) {
turnOrderIndex += 1
}
else {
turnOrderIndex = 0
}
}
internal func turnIsCompleted() {
print (" - turnIsCompleted")
TurnOrderManager.instance.next()
}
}
class GameModel {
var turnOrderManager: TurnOrderManager
init() {
self.turnOrderManager = TurnOrderManager.instance
self.turnOrderManager.setTurnOrder(players:[p1,p2])
}
// other game model stuff [...]
}
class Phase1State : GKState {
var gameModel: GameModel!
init(gameModel:GameModel) {
super.init()
self.gameModel = gameModel
}
override func isValidNextState(_ stateClass: AnyClass) -> Bool
{
return false
}
override func didEnter(from previousState: GKState?) {
}
override func willExit(to nextState: GKState) {
}
// MARK: - Action
func buy() {
let index = self.gameModel.turnOrderManager.turnOrderIndex
let turn = self.gameModel.turnOrderManager.turnOrder[index]
turn.setAsComplete()
}
}
class SomeViewController: UIViewController
{
var gameModel: GameModel?
weak var gamePhase: Phase1State?
var isPhaseComplete: Bool {
return self.gameModel?.turnOrderManager.allTurnsCompleted ?? false
}
override func viewDidLoad() {
super.viewDidLoad()
self.gameModel = GameModel.init()
self.gamePhase = Phase1State.init(gameModel: self.gameModel!)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
func buyButtonPressed() {
self.gamePhase?.buy()
self.finishTurn()
}
func finishTurn() {
guard let turnIndex = self.gameModel?.turnOrderManager.turnOrderIndex else {
return
}
guard let turn = self.gameModel?.turnOrderManager.turnOrder[turnIndex] else {
return
}
turn.setAsComplete()
if (self.isPhaseComplete)
{
print ("All turns are completed")
}
else {
//self.gameModel?.turnOrderManager.next()
self.gamePhase?.buy()
guard let playerOnTurn = self.gameModel?.turnOrderManager.playerOnTurn else {
print ("No player is on turn")
return
}
print ("\(playerOnTurn.name) is on turn")
if (playerOnTurn.isAI)
{
self.gamePhase?.buy()
self.finishTurn()
}
}
}
}
// EXAMPLE 1 -- first attempt ...
let vc = SomeViewController()
vc.viewDidLoad()
vc.buyButtonPressed()
// EXAMPLE 2 -- another attempt ....
let gameModel: GameModel = GameModel.init()
let gamePhase = Phase1State.init(gameModel: gameModel)
// player then takes an action
while (gameModel.turnOrderManager.allTurnsCompleted == false)
{
let turnIndex = gameModel.turnOrderManager.turnOrderIndex
let turnObj = gameModel.turnOrderManager.turnOrder[turnIndex]
guard let playerOnTurn = turnObj.player else {
break
}
print ("Player \(playerOnTurn.name) is on turn")
gamePhase.buy()
}
print ("All turns are completed, advance to next phase")
The issue is;
On the finishTurn, it only seems to work if it relies on the first player in the index is a human player. If its not, I have no idea how to make it fire the buy action.
On the second example, I use a loop; but I'm concerned using a loop could end up just looping forever.
My query is therefore clarifyed, how can I ensure my view controller will fire actions for AI players when they don't press buttons and loop through each player and execute their respective turn.
Many thanks
Further edit:
I do not know if I should have the while (gameModel.turnOrderManager.allTurnsCompleted == false) loop inside my viewDidLoad() to act like a game loop.
There is no need to specifically use Sprite Kit for this. SpriteKit would be more to do with how the UI is made rather than how the logic of the game works.
However, I would recommend looking at GameplayKit. It's a framework that contains lots of built in game logic tools. Specifically you want something like the GKDecisionTree. There are a few WWDC videos about it too. GameplayKit can be used with SpriteKit, UIKit, SSceneKit or any other game engine that you decide to use (or not).
Also, the question you're asking is a very general question about game development. Having the computer "decide" to do something is quite a complex subject.
I'd also suggest having a quick watch of this video from AI & Games and other videos from that channel.
It'll give you an idea of how to approach your problem.
Session 609 and 608 from WWDC 2015 and 2016 are prob good :D
Regarding updating the AI.
Your AI should be event driven. You have the concept of "turns" and "players". There is a point in the game at which it becomes a "player's" "turn". (Even at the very beginning of the game it is either Player 1 or Player 2's turn.
At this time there are two possibilities. Either the player is an AI, or the player is a person.
As soon as this happens there should be some sort of trigger (like a function call or something) that tells the player its turn has started.
If that player is the AI then you need to start some sort of calculation (maybe with a built in delay to make it realistic) so that it decides what to do.
Look, I'm not sure on what kind of game you're making, buy you should probably learn SpriteKit, specially SKActions. With that, you can easily control the flow of events from your game.
With that said, how is your AI implementation? Based on your code, I would begin with something like this:
class AI {
enum Decision {
case doSomething
case doAnotherThing
case dontDoAnything
}
public func decide() -> Decision {
// Decide which action the AI will take...
return .doSomething // This return is just a example!
}
public func act(on : Decision) {
// Do whatever the AI needs based on a decision...
}
}
Then, in your ViewController:
class SampleViewController: UIViewController {
var ai = AI()
override func viewDidLoad() {
super.viewDidLoad()
}
#IBAction func buyBtnPressed(_ sender: UIButton) {
print ("pressed")
ai.act(on: ai.decide())
}
}
I hope that helps!
I'm beginning with MVVM in order to well separate logic code from the view. But I have some concern about where to put the progressHUD related code when tapping a button that makes a request.
Before, I used to do that:
//Before
#IBAction func startRequestTapped() {
SVProgressHUD.show()
self.apiClient.requestObservable().subscribe(onError: { (error) in
SVProgressHUD.hide()
}, onCompleted: {
SVProgressHUD.hide()
})
}
But when I use mvvm, I do like that:
//In the viewModel
public var validateButtonDidTap = PublishSubject<Void>()
init() {
validateButtonDidTap.flatMap { (_)
return self.apiClient.requestObservable()
}
}
// In the viewController
viewDidLoad() {
let tap = self.validateButton.rx.tap
tap.bindTo(self.viewModel.validateButtonDidTap)
}
And amongst that, I don't know where to put the the ProgressHUD hide or show.
Mark answer is right, but I am going to guide you step by step.
Let's supose you're going to try signing in.
Copy ActivityIndicator.swift file in your project.
In the viewModel:
//MARK: - Properties
/// The http client
private let apiClient: YourApiClient
/// Clousure when button is tapped
var didTappedButton: () -> Void = {}
/// The user
var user: Observable<User>
/// Is signing process in progress
let signingIn: Observable<Bool> = ActivityIndicator().asObservable()
//MARK: - Initialization
init(client: YourApiClient) {
self.client = client
self.didTappedButton = { [weak self] in
self.user = self.apiClient
.yourSignInRequest()
.trackActivity(self.signingIn)
.observeOn(MainScheduler.instance)
}
}
Create an extension of SVProgressHUD: (I don't know SVProgressHUD library, but it would be something like this. Please fix it if needed)
extension Reactive where Base: SVProgressHUD {
/// Bindable sink for `show()`, `hide()` methods.
public static var isAnimating: UIBindingObserver<Base, Bool> {
return UIBindingObserver(UIElement: self.base) { progressHUD, isVisible in
if isVisible {
progressHUD.show() // or other show methods
} else {
progressHUD.dismiss() // or other hide methods
}
}
}
}
In your viewController:
#IBAction func startRequestTapped() {
viewModel.didTappedButton()
}
override func viewDidLoad() {
// ...
viewModel.signingIn
.bindTo(SVProgressHUD.rx.isAnimating)
.addDisposableTo(disposeBag)
}
Accepted answer updated to Swift 4, RxSwift 4.0.0 and SVProgressHUD 2.2.2:
3- Extension:
extension Reactive where Base: SVProgressHUD {
public static var isAnimating: Binder<Bool> {
return Binder(UIApplication.shared) {progressHUD, isVisible in
if isVisible {
SVProgressHUD.show()
} else {
SVProgressHUD.dismiss()
}
}
}
}
4- Controller:
viewModel.signingIn.asObservable().bind(to: SVProgressHUD.rx.isAnimating).disposed(by: disposeBag)
You could try using an ActivityIndicator.
See the example here:
https://github.com/RxSwiftCommunity/RxSwiftUtilities
Could anyone tell me why in this 'odd' code (I'm having fun with Swift ;D) in lazy functions runEngine and stopEngine, print method is never executed?
(please run this code in playground).
Thanks!
protocol EngineDelegate {
func engineDidStart()
func engineDidStop()
}
class Engine {
var delegate: EngineDelegate?
lazy var runEngine : () -> () = {
print("Engine has been started")
self.delegate?.engineDidStart()
}
lazy var stopEngine : () -> () = {
print("Engine has been stoped")
self.delegate?.engineDidStop()
}
}
class Car: EngineDelegate {
let engine = Engine()
init() {
engine.delegate = self
}
func engineDidStop() {
print("MyOwnStop")
}
func engineDidStart() {
print("MyOwnStart")
}
}
let car = Car()
car.engine.runEngine()
The code runs as expected for me.
At first I thought that the lazy modifier was unnecessary but it is. When Engine is instantiated, its delegate is nil and that value is what is captured by the closure. Using lazy deferred that capture until its use which by that time engine.delegate had been set. While we might be able to use #autoclosure somehow, the best solution is to just make runEngine and stopEngine functions.
func runEngine() {
print("Engine has been started")
delegate?.engineDidStart()
}
func stopEngine() {
print("Engine has been stoped")
delegate?.engineDidStop()
}