# ProMotion [![Build Status](https://travis-ci.org/clearsightstudio/ProMotion.png)](https://travis-ci.org/clearsightstudio/ProMotion) ## A new way to easily build RubyMotion apps. ProMotion is a RubyMotion gem that makes iOS development more like Ruby and less like Objective-C. **Table of Contents** *generated with [DocToc](http://doctoc.herokuapp.com/)* - [ProMotion ](#promotion-) - [A new way to easily build RubyMotion apps.](#a-new-way-to-easily-build-rubymotion-apps) - [Tutorials](#tutorials) - [Screencasts](#screencasts) - [Sample Apps](#sample-apps) - [Apps Built With ProMotion](#apps-built-with-promotion) - [BigDay! Reminder App](#bigday-reminder-app) - [TipCounter App](#tipcounter-app) - [Getting Started](#getting-started) - [Setup](#setup) - [What's New?](#whats-new) - [Version 0.6](#version-06) - [Usage](#usage) - [Creating a basic screen](#creating-a-basic-screen) - [Loading your first screen](#loading-your-first-screen) - [Creating a split screen (iPad apps only)](#creating-a-split-screen-ipad-apps-only) - [Creating a tab bar](#creating-a-tab-bar) - [Add navigation bar buttons](#add-navigation-bar-buttons) - [Opening and closing screens](#opening-and-closing-screens) - [Note about split screens and universal apps](#note-about-split-screens-and-universal-apps) - [Adding view elements](#adding-view-elements) - [Table Screens](#table-screens) - [Using your own UIViewController](#using-your-own-uiviewcontroller) - [Reference](#reference) - [Screen](#screen) - [TableScreen](#tablescreen) - [Logger](#logger) - [Console [deprecated]](#console-deprecated) - [Help](#help) - [Contributing](#contributing) - [Working on Features](#working-on-features) - [Submitting a Pull Request](#submitting-a-pull-request) - [Primary Contributors](#primary-contributors) # Tutorials http://www.clearsightstudio.com/insights/ruby-motion-promotion-tutorial ## Screencasts http://www.clearsightstudio.com/insights/tutorial-make-youtube-video-app-rubymotion-promotion/ ## Sample Apps This is pretty bare-bones, but we'll be building it out as we go along. [https://github.com/jamonholmgren/promotion-demo](https://github.com/jamonholmgren/promotion-demo) ## Apps Built With ProMotion ### BigDay! Reminder App Check out the free [BigDay! Reminder app](https://itunes.apple.com/us/app/bigday!/id571756685?ls=1&mt=8) on the App Store to see what's possible. ClearSight Studio built the app for Kijome Software, a small app investment company. ### TipCounter App [TipCounter](http://www.tipcounterapp.com) was built by [Matt Brewer](https://github.com/macfanatic/) for bartenders and servers to easily track their tips. Used ProMotion and the development was a lot of fun! ### Winston-Salem Crime Map Have an interest in crime statistics and locations? Live in Winston-Salem, NC? This hyper-local and [open source](https://github.com/markrickert/WSCrime) RubyMotion app uses a mixture custom UIViewControllers and ProMotion for ease of attribute setting and adding views. Check it out [on the App Store](http://www.mohawkapps.com/winston-salem-crime-map/download/) or [fork it and contribute](https://github.com/markrickert/WSCrime)! # Getting Started ProMotion is designed to be as intuitive and Ruby-like as possible. For example, here is a typical app folder structure: app/ screens/ events/ list_events_screen.rb show_event_screen.rb edit_event_screen.rb home_screen.rb settings_screen.rb models/ event.rb views/ buttons/ save_event_button.rb app_delegate.rb ## Setup Create a new RubyMotion project. `motion create myapp` Open it in your favorite editor, then go into your Rakefile and modify the top to look like the following: ```ruby # -*- coding: utf-8 -*- $:.unshift("/Library/RubyMotion/lib") require 'motion/project/template/ios' require 'bundler' Bundler.require ``` Create a Gemfile and add the following lines: ```ruby source 'https://rubygems.org' gem "ProMotion", "~> 0.6.2" ``` Run `bundle install` in Terminal to install ProMotion. Go into your app/app_delegate.rb file and replace everything with the following: ```ruby class AppDelegate < ProMotion::Delegate def on_load(app, options) open HomeScreen.new(nav_bar: true) end end ``` Make sure you remove the `didFinishLoadingWithOptions` method or call `super` in it. Otherwise ProMotion won't get set up and `on_load` won't be called. Create a folder in `/app` named `screens`. Create a file in that folder named `home_screen.rb`. Now drop in this code: ```ruby class HomeScreen < ProMotion::Screen title "Home" def will_appear set_attributes self.view, { backgroundColor: UIColor.whiteColor } end end ``` Run `rake`. You should now see the simulator open with your home screen and a navigation bar like the image below. Congrats! ![ProMotion Home Screen](http://clearsightstudio.github.com/ProMotion/img/ProMotion/home-screen.png) # What's New? ## Version 0.6 * Will auto-detect if you've loaded [motion-xray](https://github.com/colinta/motion-xray) and enable it. * Added `open_split_screen` for iPad-supported apps (thanks @rheoli for your contributions to this) * Added `refreshable` to TableScreens (thanks to @markrickert) for pull-to-refresh support. * `ProMotion::AppDelegateParent` renamed to `ProMotion::Delegate` (`AppDelegateParent` is an alias) * `set_attributes` and `add` now apply nested attributes recursively * `set_attributes` and `add` now accept snake_case instead of camelCase methods (e.g., background_color) * Added `add_to` method for adding views to any parent view. `remove` works with this normally. * Deprecated Console.log and replaced with PM::Logger * Many improvements to how screens and navigation controllers are loaded, tests # Usage ## Creating a basic screen ```ruby class HomeScreen < ProMotion::Screen title "Home" def on_load # Load data end def will_appear # Set up the elements in your view with add @label ||= add UILabel.alloc.initWithFrame(CGRectMake(5, 5, 20, 20)) end def on_appear # Everything's loaded and visible end end ``` ## Loading your first screen ```ruby # In app/app_delegate.rb class AppDelegate < ProMotion::Delegate def on_load(app, options) open MyHomeScreen.new(nav_bar: true) end end ``` ## Creating a split screen (iPad apps only) ```ruby # In app/app_delegate.rb class AppDelegate < ProMotion::Delegate def on_load(app, options) open_split_screen MenuScreen, DetailScreen end end ``` ## Creating a tab bar Creating a tabbed bar with multiple screens. This will set the tab bar as the root view controller for your app, so keep that in mind. It can be done from the AppDelegate#on_load or from a screen (that screen will go away, though). ```ruby def on_load(app, options) @home = MyHomeScreen.new(nav_bar: true) @settings = SettingsScreen.new @contact = ContactScreen.new(nav_bar: true) open_tab_bar @home, @settings, @contact end ``` For each screen that belongs to the tab bar, you need to set the tab name and icon in the files. In this example, we would need add the following to the three files (my_home_screen.rb, settings_screen.rb, contact_screen.rb): ```ruby def on_load set_tab_bar_item title: "Tab Name Goes Here", icon: "icons/tab_icon.png" # in resources/icons folder # or... set_tab_bar_item system_icon: UITabBarSystemItemContacts end ``` To programmatically switch to a different tab, use `open_tab`. ```ruby def some_action open_tab "Contacts" end ``` ## Add navigation bar buttons These two methods add the buttons to the top navigation bar of a screen. The `action:` lets you specify a method to call when that button is tapped, and you can pass in a UIBarButton style using `type:`. ```ruby set_nav_bar_right_button "Save", action: :save_something, type: UIBarButtonItemStyleDone set_nav_bar_left_button "Cancel", action: :return_to_some_other_screen, type: UIBarButtonItemStylePlain ``` If you pass an instance of a `UIImage`, the `UIBarButton` will automatically display with that image instead of text. *Don't forget retina and landscape versions of your image!* If you pass `:system` for the title, then you can get a system item. E.g.: ```ruby set_nav_bar_right_button nil, action: :add_something, system_icon: UIBarButtonSystemItemAdd ``` Additionally, if you pass an instance of a `UIBarButtonItem`, the `UIBarButton` will automatically display that particular button item. ```ruby set_nav_bar_left_button self.editButtonItem ``` ## Opening and closing screens If the user taps something and you want to open a new screen, it's easy. Just use `open` and pass in the screen class or an instance of that screen. ```ruby def settings_button_tapped # ...with a class... open SettingsScreen # ...or with an instance... @settings_screen = SettingsScreen.new open @settings_screen end ``` You can also open a screen as a modal. ```ruby open SettingsScreen.new, modal: true ``` You can pass in arguments to other screens if they have accessors: ```ruby class HomeScreen < ProMotion::Screen # ... def settings_button_tapped open ProfileScreen.new(user: some_user) end end class ProfileScreen < ProMotion::Screen attr_accessor :user def on_load self.user # => some_user instance end end ``` Closing a screen is as easy as can be. ```ruby # User taps a button, indicating they want to close this screen. def close_screen_tapped close end ``` You can close a screen (modal or in a nav controller) and pass back arguments to the previous screen's "on_return" method: ```ruby class ItemScreen < ProMotion::Screen # ... def save_and_close if @model.save close(model_saved: true) end end end class MainScreen < ProMotion::Screen # ... def on_return(args = {}) if args[:model_saved] self.reload_something end end end ``` ### Note about split screens and universal apps It's common to want to open a screen in the same navigation controller if on iPhone but in a separate detail view when on iPad. Here's a good way to do that. ```ruby class MenuScreen < ProMotion::TableScreen # ... def some_action open SomeScreen.new, in_detail: true end end ``` The `in_detail` option tells ProMotion to look for a split screen and open in the detail screen if it's available. If not, open normally. This also works for `in_master:`. ## Adding view elements Any view item (UIView, UIButton, custom UIView subclasses, etc) can be added to the current view with `add`. `add` accepts a second argument which is a hash of attributes that get applied to the element before it is dropped into the view. `add(view, attr={})` ```ruby @label = add UILabel.new, { text: "This is awesome!", font: UIFont.systemFontOfSize(18), resize: [ :left, :right, :top, :bottom, :width, :height ], # autoresizingMask left: 5, # These four attributes are used with CGRectMake top: 5, width: 20, height: 20 } @element = add UIView.alloc.initWithFrame(CGRectMake(0, 0, 20, 20)), { backgroundColor: UIColor.whiteColor } ``` The `set_attributes` method is identical to add except that it does not add it to the current view. If you use snake_case and there isn't an existing method, it'll try camelCase. This allows you to use snake_case for Objective-C methods. `set_attributes(view, attr={})` ```ruby @element = set_attributes UIView.alloc.initWithFrame(CGRectMake(0, 0, 20, 20)), { # `background_color` is translated to `backgroundColor` automatically. background_color: UIColor.whiteColor } ``` You can use `add_to` to add a view to any other view, not just the main view. `add_to(parent_view, new_view, attr={})` ```ruby add_to @some_parent_view, UIView.alloc.initWithFrame(CGRectMake(0, 0, 20, 20)), { backgroundColor: UIColor.whiteColor } ``` ## Table Screens You can create sectioned table screens easily with TableScreen, SectionedTableScreen, and GroupedTableScreen. ```ruby class SettingsScreen < ProMotion::GroupedTableScreen title "Settings" def on_load add_right_nav_button(label: "Save", action: :save) set_tab_bar_item(title: "Settings", icon: "settings.png") end # table_data is automatically called. Use this format in the return value. # It's an array of cell groups, each cell group consisting of a title and an array of cells. def table_data [{ title: "Your Account", cells: [ { title: "Edit Profile", action: :edit_profile, arguments: { id: 3 } }, { title: "Log Out", action: :log_out }, { title: "Notification Settings", action: :notification_settings } ] }, { title: "App Stuff", cells: [ { title: "About", action: :show_about }, { title: "Feedback", action: :show_feedback } ] }] end # This method allows you to create a "jumplist", the index on the right side of the table def table_data_index # Ruby magic to make an alphabetical array of letters. # Try this in Objective-C and tell me you want to go back. return ("A".."Z").to_a end # Your table cells, when tapped, will execute the corresponding actions # and pass in the specified arguments. def edit_profile(args={}) puts args[:id] # => 3 end end ``` You can provide remotely downloaded images for cells by including the CocoaPod "SDWebImage" in your Rakefile and doing this: ```ruby cells: [ { title: "Cell with image", remote_image: { url: "http://placekitten.com/200/300", placeholder: "some-local-image" } } ] ``` ## Using your own UIViewController Sometimes you want to inherit from a different UIViewController other than that provided by ProMotion, such as when using [Formotion](https://github.com/clayallsopp/formotion). **RubyMotion doesn't currently allow us to override built-in methods when including them as a module.** And we really need to override `viewDidLoad` and others. Fortunately, there's a workaround for that. ```ruby class EventsScreen < Formotion::FormController # Can also be < UIViewController include ProMotion::ScreenModule # Not TableScreenModule since we're using Formotion for that # Required functions for ProMotion to work properly def viewDidLoad super self.view_did_load if self.respond_to?(:view_did_load) end def viewWillAppear(animated) super self.view_will_appear(animated) if self.respond_to?("view_will_appear:") end def viewDidAppear(animated) super self.view_did_appear(animated) if self.respond_to?("view_did_appear:") end def viewWillDisappear(animated) self.view_will_disappear(animated) if self.respond_to?("view_will_disappear:") super end def viewDidDisappear(animated) self.view_did_disappear(animated) if self.respond_to?("view_did_disappear:") super end def shouldAutorotateToInterfaceOrientation(orientation) self.should_rotate(orientation) end def shouldAutorotate self.should_autorotate end def willRotateToInterfaceOrientation(orientation, duration:duration) self.will_rotate(orientation, duration) end def didRotateFromInterfaceOrientation(orientation) self.on_rotate end end ``` # Reference ## Screen
Method Description
is_modal? Returns if the screen was opened in a modal window.
self Returns the Screen which is a subclass of UIViewController or UITableViewController
has_nav_bar? Returns if the screen is contained in a navigation controller.
set_tab_bar_item(args) Creates the tab that is shown in a tab bar item.
Arguments: { icon: "imagename", systemIcon: UISystemIconContacts, title: "tabtitle" }
on_appear Callback for when the screen appears.
will_appear Callback for before the screen appears.
This is a good place to put your view constructors, but be careful that you don't add things more than on subsequent screen loads.
will_disappear Callback for before the screen disappears.
will_rotate(orientation, duration) Callback for before the screen rotates.
on_opened **Deprecated** Callback when screen is opened via a tab bar. Please don't use this, as it will be removed in the future
Use will_appear
set_nav_bar_left_button(title, args = {}) Set a left nav bar button.
`title` can be a `String` or a `UIImage`.
set_nav_bar_right_button(title, args = {}) Set a right nav bar button.
`title` can be a `String` or a `UIImage`.
should_autorotate (iOS 6) return true/false if screen should rotate.
Defaults to true.
should_rotate(orientation) (iOS 5) Return true/false for rotation to orientation.
title Returns title of current screen.
title=(title) Sets title of current screen.
You can also set the title like this (not in a method, though):

class SomeScreen
  title "Some screen"

  def on_load
    # ...
  end
end
add(view, attrs = {}) Adds the view to the screen after applying the attributes.
(alias: `add_element`, `add_view`)
Example: add UIInputView.alloc.initWithFrame(CGRectMake(10, 10, 300, 40)), { backgroundColor: UIColor.grayColor }
remove(view) Removes the view from the superview and sets it to nil
(alias: `remove_element`, `remove_view`)
bounds Accessor for self.view.bounds
frame Accessor for self.view.frame
view The main view for this screen.
ios_version Returns the iOS version that is running on the device
app_delegate Returns the AppDelegate
close(args = {}) Closes the current screen, passes args back to the previous screen's on_return method
open_root_screen(screen) Closes all other open screens and opens screen as the root view controller.
open(screen, args = {}) Pushes the screen onto the navigation stack or opens in a modal
Argument options:
nav_bar: true|false
hide_tab_bar: true|false
modal: true|false
close_all: true|false (closes all open screens and opens as root...same as open_root_screen)
animated: true:false (currently only affects modals)
in_tab: "Tab name" (if you're in a tab bar)
Any accessors in screen can also be set in this hash.
open_split_screen(master, detail) *iPad apps only* Opens a UISplitScreenViewController with the specified screens as the root view controller of the current app
open_tab_bar(*screens) Opens a UITabBarController with the specified screens as the root view controller of the current app
open_tab(tab) Opens the tab where the "string" title matches the passed in tab
## TableScreen *Has all the methods of Screen*
Method Description
searchable(placeholder: "placeholder text") Class method to make the current table searchable.
refreshable(
  callback: :on_refresh,
  pull_message: "Pull to refresh",
  refreshing: "Refreshing data…",
  updated_format: "Last updated at %s",
  updated_time_format: "%l:%M %p"
)
Class method to make the current table refreshable.

All parameters are optional. If you do not specify a a callback, it will assume you've implemented an on_refresh method in your tableview.

def on_refresh
  # Code to start the refresh
end

And after you're done with your asyncronous process, call end_refreshing to collapse the refresh view and update the last refreshed time and then update_table_data.

table_data

Method that is called to get the table's cell data and build the table.
Example format using nearly all available options.
Note... if you're getting crazy deep into styling your table cells, you really should be subclassing them and specifying that new class in :cell_class and then providing :cell_class_attributes to customize it.

Performance note... It's best to build this array in a different method and store it in something like @table_data. Then your table_data method just returns that.

def table_data
  [{
    title: "Table cell group 1",
    cells: [{
      title: "Simple cell",
      action: :this_cell_tapped,
      arguments: { id: 4 }
    }, {
      title: "Crazy Full Featured Cell",
      subtitle: "This is way too huge..see note",
      arguments: { data: [ "lots", "of", "data" ] },
      action: :tapped_cell_1,
      height: 50, # manually changes the cell's height
      cell_style: UITableViewCellStyleSubtitle,
      cell_identifier: "Cell",
      cell_class: ProMotion::TableViewCell,
      masks_to_bounds: true,
      background_color: UIColor.whiteColor,
      selection_style: UITableViewCellSelectionStyleGray,
      cell_class_attributes: {
        # any Obj-C attributes to set on the cell
        backgroundColor: UIColor.whiteColor
      },
      accessory: :switch, # currently only :switch is supported
      accessory_view: @some_accessory_view,
      accessory_type: UITableViewCellAccessoryCheckmark,
      accessory_checked: true, # whether it's "checked" or not
      image: { image: UIImage.imageNamed("something"), radius: 15 },
      remote_image: {  # remote image, requires SDWebImage CocoaPod
        url: "http://placekitten.com/200/300", placeholder: "some-local-image",
        size: 50, radius: 15
      },
      subviews: [ @some_view, @some_other_view ] # arbitrary views added to the cell
    }]
  }, {
    title: "Table cell group 2",
    cells: [{
      title: "Log out",
      action: :log_out
    }]
  }]
end
update_table_data Causes the table data to be refreshed, such as when a remote data source has been downloaded and processed.
## Logger *Accessible from ProMotion.logger or PM.logger ... you can also set a new logger by setting `PM.logger = MyLogger.new`*
Method Description
log(label, message_text, color) Output a colored console message.
Example: PM.logger.log("TESTING", "This is red!", :red)
error(message) Output a red colored console error.
Example: PM.logger.error("This is an error")
deprecated(message) Output a yellow colored console deprecated.
Example: PM.logger.deprecated("This is a deprecation warning.")
warn(message) Output a yellow colored console warning.
Example: PM.logger.warn("This is a warning")
debug(message) Output a purple colored console debug message.
Example: PM.logger.debug(@some_var)
info(message) Output a green colored console info message.
Example: PM.logger.info("This is an info message")
## Console [deprecated]
Method Description
log(log, with_color:color)
[DEPRECATED] -- use Logger
Class method to output a colored console message.
Example: ProMotion::Console.log("This is red!", with_color: ProMotion::Console::RED_COLOR)
# Help If you need help, feel free to ping me on twitter @jamonholmgren or open a ticket on GitHub. Opening a ticket is usually the best and we respond to those pretty quickly. # Contributing I'm very open to ideas. Tweet me with your ideas or open a ticket (I don't mind!) and let's discuss. ## Working on Features 1. Clone the repos into `Your-Project/Vendor/ProMotion` 2. Update your `Gemfile`to reference the project as `gem 'ProMotion', :path => "vendor/ProMotion/"` 3. Run `bundle` 4. Run `rake clean` and then `rake` 5. Contribute! ## Submitting a Pull Request 1. Fork the project 2. Create a feature branch 3. Code 4. Update or create new specs 5. Make sure tests are passing by running `rake spec` 6. Submit pull request 7. Fame, adoration, kudos everywhere ## Primary Contributors * Jamon Holmgren: [@jamonholmgren](https://twitter.com/jamonholmgren) * Silas Matson: [@silasjmatson](https://twitter.com/silasjmatson) * Matt Brewer: [@macfanatic](https://twitter.com/macfanatic)