Katana 0.8.6

Katana 0.8.6

TestsTested
LangLanguage SwiftSwift
License MIT
ReleasedLast Release Jun 2017
SwiftSwift Version 3.0
SPMSupports SPM

Maintained by Bending Spoons.


Downloads

Total9,055
Week283
Month1,245

Installs

Apps3,470
Apps WeekApps This Week 200
Test Targets1,502
Test WeekTests This week 23
powered by Segment

GitHub

Stars1,564
Watchers41
Forks56
Issues7
Contributors17
Pull Requests0

Code

Files53
LOCLines of Code 2,527


Katana 0.8.6

Katana

Katana is a modern Swift framework for writing iOS and macOS apps, strongly inspired by React and Redux, that gives structure to all the aspects of your app:

  • logic: the app state is entirely described by a single serializable data structure, and the only way to change the state is to dispatch an action. An action is an intent to transform the state, and contains all the information to do so. Because all the changes are centralized and are happening in a strict order, there are no subtle race conditions to watch out for.
  • UI: the UI is defined in terms of a tree of components declaratively described by props (the configuration data, i.e. a background color for a button) and state (the internal state data, i.e. the highlighted state for a button). This approach lets you think about components as isolated, reusable pieces of UI, since the way a component is rendered only depends on the current props and state of the component itself.
  • logic ↔️ UI: the UI components are connected to the app state and will be automatically updated on every state change. You control how they change, selecting the portion of app state that will feed the component props. To render this process as fast as possible, only the relevant portion of the UI is updated.
  • layout: Katana defines a concise language (inspired by Plastic) to describe fully responsive layouts that will gracefully scale at every aspect ratio or size, including font sizes and images.

We feel that Katana helped us a lot since we started using it in production. At Bending Spoons we use a lot of open source projects ourselves and we wanted to give something back to the community, hoping you will find this useful and possibly contribute. ❤️ 

Katana
🎙 Declaratively define your UI
📦 Store all your app state in a single place
💂 Clearly define what are the actions that can change the state
😎 Describe asynchronous actions like HTTP requests
💪 Support for middleware
🎩 Automatically update the UI when your app state changes
📐 Automatically scale your UI to every size and aspect ratio
🐎 Easily animate UI changes
📝 Gradually migrate your application to Katana

Overview

Defining the logic of your app

Your entire app State is defined in a single struct, all the relevant application information should be placed here.

struct CounterState: State {
  var counter: Int = 0
}

The app State can only be modified by an Action. An Action represents an event that leads to a change in the State of the app. You define the behaviour of the action implementing the updatedState() method that will return the new app State based on the current app State and the Action itself.

struct IncrementCounter: Action {
  func updatedState(currentState: State) -> State {
    guard var state = currentState as? CounterState else { fatalError("wrong state type")      }
    state.counter += 1
    return state
  }
}

The Store contains and manages your entire app State and it is responsible for dispatching Actions and updating the State.

let store = Store<CounterState>()
store.dispatch(IncrementCounter())

You can ask the Store to be notified about every change in the app State.

store.addListener() {
  // the app state has changed
}

Defining the UI

In Katana you declaratively describe a specific piece of UI providing a NodeDescription. Each NodeDescription will define the component in terms of:

  • StateType the internal state of the component (es. highlighted for a button)
  • PropsType the inputs coming from outside the component (es. backgroundColor for a view)
  • NativeView the UIKit/AppKit element associated with the component
struct CounterScreen: NodeDescription {
    typealias StateType = EmptyState
    typealias PropsType = CounterScreenProps
    typealias NativeView = UIView
    
    var props: PropsType
}

Inside the props you want to specify all the inputs needed to render your NativeView and to feed your children components.

struct CounterScreenProps: NodeDescriptionProps {
  var count: Int = 0
  var frame: CGRect = .zero
  var alpha: CGFloat = 1.0
  var key: String?
}

When it’s time to render the component, the method applyPropsToNativeView is called: this is where we need to adjust our nativeView to reflect the props and the state. Note that for common properties like frame, backgroundColor and more we already provide a standard applyPropsToNativeView so we got you covered.

struct CounterScreen: NodeDescription {
  ...
  public static func applyPropsToNativeView(props: PropsType,
                                            state: StateType,
                                            view: NativeView, ...) {
    view.frame = props.frame
    view.alpha = props.alpha
  }
}

NodeDescriptions lets you split the UI into small independent, reusable pieces. That’s why it is very common for a NodeDescription to be composed by other NodeDescriptions as children, generating the UI tree. To define child components, implement the method childrenDescriptions.

struct CounterScreen: NodeDescription {
  ...
  public static func childrenDescriptions(props: PropsType,
                                            state: StateType, ...) ->     [AnyNodeDescription] {
    return [
        Label(props: LabelProps.build({ (labelProps) in
          labelProps.key = CounterScreen.Keys.label.rawValue
          labelProps.textAlignment = .center
          labelProps.backgroundColor = .mediumAquamarine
          labelProps.text = NSAttributedString(string: "Count: \(props.count)")
      })),
      Button(props: ButtonProps.build({ (buttonProps) in
        buttonProps.key = CounterScreen.Keys.decrementButton.rawValue
        buttonProps.titles[.normal] = "Decrement"
        buttonProps.backgroundColor = .dogwoodRose
        buttonProps.titleColors = [.highlighted : .red]
        
        buttonProps.touchHandlers = [
          .touchUpInside : {
            dispatch(DecrementCounter())
          }
        ]
      })),
      Button(props: ButtonProps.build({ (buttonProps) in
        buttonProps.key = CounterScreen.Keys.incrementButton.rawValue
        buttonProps.titles[.normal] = "Increment"
        buttonProps.backgroundColor = .japaneseIndigo
        buttonProps.titleColors = [.highlighted : .red]
        
        buttonProps.touchHandlers = [
          .touchUpInside : {
            dispatch(IncrementCounter())
          }
        ]
      }))
    ]
  }
}

Attaching the UI to the Logic

The Renderer is responsible for rendering the UI tree and updating it when the Store changes.

You create a Renderer object starting from the top level NodeDescription and the Store.

renderer = Renderer(rootDescription: counterScreen, store: store)
renderer.render(in: view)

Every time a new app State is available, the Store dispatches an event that is captured by the Renderer and dispatched down to the tree of UI components. If you want a component to receive updates from the Store just declare its NodeDescription as ConnectedNodeDescription and implement the method connect to attach the app Store to the component props.

struct CounterScreen: ConnectedNodeDescription {
  ...
  static func connect(props: inout PropsType, to storeState: StateType) {
    props.count = storeState.counter
  }
}

Layout of the UI

Katana has its own language (inspired by Plastic) to programmatically define fully responsive layouts that will gracefully scale at every aspect ratio or size, including font sizes and images. If you want to opt in, just implement the PlasticNodeDescription protocol and its layout method where you can define the layout of the children, based on the given referenceSize. The layout system will use the reference size to compute the proper scaling.

struct CounterScreen: ConnectedNodeDescription, PlasticNodeDescription, PlasticReferenceSizeable {
  ...
  static var referenceSize = CGSize(width: 640, height: 960)
  
  static func layout(views: ViewsContainer<CounterScreen.Keys>, props: PropsType, state: StateType) {
    let nativeView = views.nativeView
    
    let label = views[.label]!
    let decrementButton = views[.decrementButton]!
    let incrementButton = views[.incrementButton]!
    label.asHeader(nativeView)
    [label, decrementButton].fill(top: nativeView.top, bottom: nativeView.bottom)
    incrementButton.top = decrementButton.top
    incrementButton.bottom = decrementButton.bottom
    [decrementButton, incrementButton].fill(left: nativeView.left, right: nativeView.right)
  }
}

Note for layout in macOS

Plastic is assuming that the coordinate system has its origin at the upper left corner of the drawing area (like in iOS), so if you want to use plastic on macOS, remember to specify isFlipped = true for all your custom native AppKit views that have children components. All the components we provide are already following this convention.

You can find the complete example here

Where to go from here

Getting started tutorial

We wrote a getting started tutorial.

Give it a shot

pod try Katana

Explore sample projects

Animations Example Table Example Minesweeper Example

Check out the documentation

Documentation

Installation

Katana is available through CocoaPods and Carthage, you can also drop Katana.project into your Xcode project.

Requirements

  • iOS 8.4+ / macOS 10.10+

  • Xcode 8.0+

  • Swift 3.0+

Gradual Adoption

You can easily integrate Katana in existing applications. This can be very useful in at least two scenarios:

  • You want to try katana in a real world application, but you don’t want to rewrite it entirely
  • You want to gradually migrate your application to Katana

A gradual adoption doesn’t require nothing different from the standard Katana usage. You just need to render your initial NodeDescription in the view where you want to place the UI managed by Katana.

Assuming you are in a view controller and you have a NodeDescription named Description, you can do something like this:

// get the view where you want to render the UI managed by Katana
let view = methodToGetView()
let description = Description(props: Props.build {
    $0.frame = view.frame
})

// here we are not using the store. But you can create it normally
// You should also retain a reference to renderer, in order to don't deallocate all the UI that will be created when the method ends
let renderer = Renderer(rootDescription: description, store: nil)

// render the UI
renderer!.render(in: view)

Get in touch

Special thanks

Contribute

  • If you’ve found a bug, open an issue;
  • If you have a feature request, open an issue;
  • If you want to contribute, submit a pull request;
  • If you have an idea on how to improve the framework or how to spread the word, please get in touch;
  • If you want to try the framework for your project or to write a demo, please send us the link of the repo.

Run the project

In order to run the project, you need xcake. Once you have installed it, go in the Katana project root and run xcake make

License

Katana is available under the MIT license.

About

Katana is maintained by Bending Spoons. We create our own tech products, used and loved by millions all around the world. Interested? Check us out!