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A collection of Swift tools to generate Swift code (enums for your assets, storyboards, Localizable.strings, …)

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SwiftGen

This is a suite of tools written in Swift to auto-generate Swift code for various assets of your project:

Installation

Build the tools from source

To build the executables from the source, simply run rake from the command line.

This will generate standalone executables into the bin/ directory.

Note: The tools are written in Swift 2.0 and need to be compiled with Xcode 7.

If your Xcode 7 is not the one set as default for use from the Command Line, you can use sudo xcode-select -s to change it. Alternatively, you can use DEVELOPER_DIR=/Applications/Xcode-beta.app rake.

Using the binaries & play with the Playground

  • The built tools will be located in bin/. Simply invoke them with the necessary arguments from the command line (see doc of each tool below).
  • Each tool generates the code to stdout, so you'll probably use a shell redirection to write that to a file (e.g. ./swiftgen-assets /path/to/Images.xcassets >Assets.swift)
  • The SwiftGen.playground will allow you to play around with the various EnumBuilders classes used by the compiled tools and see some usage examples.

Note: The playground is in the Xcode 7 format, and uses its new concept of "Playground pages" to regroup multiple playground pages in a single Playground.

To learn more on how the various source files used to build the tools are organized in the repository, see Repository Organization & Rakefile Internals at the end of this README.


Assets Catalogs

swiftgen-assets /dir/to/search/for/imageset/assets

This tool will generate a enum Asset in an extension of UIImage, with one case per image asset in your assets catalog, so that you can use them as constants.

Generated code

The generated code will look like this:

extension UIImage {
    enum Asset : String {
        case GreenApple = "Green-Apple"
        case RedApple = "Red-Apple"
        case Banana = "Banana"
        case BigPear = "Big_Pear"
        case StopButtonEnabled = "stop.button.enabled"
        
        var image: UIImage {
            return UIImage(named: self.rawValue)!
        }
    }
    
    convenience init?(asset: Asset) {
        self.init(named: asset.rawValue)
    }
}

Usage Example

let image1 = UIImage.Asset.Apple.image
let image2 = UIImage(asset: .Banana)!

This way, no need to enter the "Banana" string in your code and risk any typo.

Benefits & Limitations

There are multiple benefits in using this:

  • Avoid any typo you could have when using a String
  • Free auto-completion
  • Avoid the risk to use an non-existing asset name
  • All this will be ensured by the compiler.

Note that this script only generate extensions and code compatible with UIKit and UIImage. It would be nice to have an option to generate OSX code in the future.

UIStoryboard

swiftgen-storyboard /dir/to/search/for/storyboards

This tool generate an enum for each of your UIStoryboard, with one case per storyboard scene.

Generated code

The generated code will look like this:

protocol StoryboardScene : RawRepresentable {
    static var storyboardName : String { get }
    static func storyboard() -> UIStoryboard
    static func initialViewController() -> UIViewController
    func viewController() -> UIViewController
    static func viewController(identifier: Self) -> UIViewController
}

extension StoryboardScene where Self.RawValue == String {
    static func storyboard() -> UIStoryboard {
        return UIStoryboard(name: self.storyboardName, bundle: nil)
    }

    static func initialViewController() -> UIViewController {
        return storyboard().instantiateInitialViewController()!
    }

    func viewController() -> UIViewController {
        return Self.storyboard().instantiateViewControllerWithIdentifier(self.rawValue)
    }
    static func viewController(identifier: Self) -> UIViewController {
        return identifier.viewController()
    }
}

enum Wizzard : String, StoryboardScene {
    static let storyboardName = "Wizzard"

    case CreateAccount = "CreateAccount"
    static var createAccountViewController : CreateAccViewController {
        return Wizzard.CreateAccount.viewController() as! CreateAccViewController
    }

    case AcceptCGU = "Accept-CGU"
    static var acceptCGUViewController : UIViewController {
        return Wizzard.AcceptCGU.viewController()
    }

    case ValidatePassword = "Validate_Password"
    static var validatePasswordViewController : UIViewController {
        return Wizzard.ValidatePassword.viewController()
    }

    case Preferences = "Preferences"
    static var preferencesViewController : UIViewController {
        return Wizzard.Preferences.viewController()
    }

}

enum Message : String, StoryboardScene {
    static let storyboardName = "Message"

    case Composer = "Composer"
    static var composerViewController : UIViewController {
        return Message.Composer.viewController()
    }

    case URLChooser = "URLChooser"
    static var urlChooserViewController : XXPickerViewController {
        return Message.URLChooser.viewController() as! XXPickerViewController
    }

}

Usage Example

// Initial VC
let initialVC = Wizzard.initialViewController()
// Generic ViewController constructor, returns a UIViewController instance
let validateVC = Wizzard.ValidatePassword.viewController()
// Dedicated type var that returns the right type of VC (CreateAccViewController here)
let createVC = Wizzard.createAccountViewController

UIColor

swiftgen-color /path/to/colors-file.txt

This tool will generate a enum Name in an extension of UIColor, with one case per color listed in the text file passed as argument.

The text file is expected to have one line per color to register, each line being composed by the Name to give to the color, followed by ":", followed by the Hex representation of the color (like rrggbb or rrggbbaa, optionally prefixed by # or 0x). Whitespaces are ignored.

Generated code

Given the following colors.txt file:

Cyan         : 0xff66ccff
ArticleTitle : #33fe66
ArticleBody  : 339666
Translucent  : ffffffcc

The generated code will look like this:

extension UIColor {
    /* Private Implementation details */
    ...
}

extension UIColor {
    enum Name : UInt32 {
        case Translucent = 0xffffffcc
        case ArticleBody = 0x339666ff
        case Cyan = 0xff66ccff
        case ArticleTitle = 0x33fe66ff
    }

    convenience init(named name: Name) {
        self.init(rgbaValue: name.rawValue)
    }
}

Usage Example

UIColor(named: .ArticleTitle)
UIColor(named: .ArticleBody)
UIColor(named: .Translucent)

This way, no need to enter the color red, green, blue, alpha values each time and create ugly constants in the global namespace for them.

Localizable.strings

swiftgen-l10n /path/to/Localizable.strings

This tool generate a Swift enum L10n that will map all your Localizable.strings keys to an enum case. Additionnaly, if it detects placeholders like %@,%d,%f, it will add associated values to that case.

Generated code

Given the following Localizable.strings file:

"alert_title" = "Title of the alert";
"alert_message" = "Some alert body there";
"greetings" = "Hello, my name is %@ and I'm %d";
"apples.count" = "You have %d apples";
"bananas.owner" = "Those %d bananas belong to %@.";

The generated code will contain this:

enum L10n {
	case AlertTitle
	case AlertMessage
	case Greetings(String, Int)
	case ApplesCount(Int)
	case BananasOwner(Int, String)
}

extension L10n : CustomStringConvertible {
	var description : String { return self.string }

	var string : String {
		/* Implementation Details */
	}
	...
}

func tr(key: L10n) -> String {
	return key.string
}

Usage Example

Once the code has been generated by the script, you can use it this way in your Swift code:

let title = L10n.AlertTitle.string
// -> "Title of the Alert"

// Alternative syntax, shorter
let msg = tr(.AlertMessage)
// -> "Body of the Alert"

// Strings with parameters
let nbApples = tr(.ApplesCount(5))
// -> "You have 5 apples"

// More parameters of various types!
let ban = tr(.BananasOwner(2, "John"))
// -> "Those 2 bananas belong to John."

Limitations

  • Does only support %@, %f, %d, %i and %u format placeholders.
  • Does not yet support positionable placeholders, like %2$@, etc (which change the order in which the parameters are parsed)
  • We need to add some security during the parsing of placeholders
    • e.g. today %x makes %g fail will start parsing the placeholder from % and won't stop until it encounters one of @fdiu — the only types supported so far — which will only happen on fail, so it will consider %x makes %g f like it were %f altogether, skipping a parameter in the process…

Repository Organization & Rakefile Internals

Here are some details on how the files are organized in that repo and how the Rakefile works.

  • The source of the command-line scripts are located in src/
  • The command-line scripts basically parse command-line arguments, then use the SwiftGenXXXEnumBuilder classes to generate the appropriate code, so their code is pretty simple as they are just wrappers around other builder classes
  • The core elements of the project, which are the various SwiftGenXXXEnumBuilder classes + some other shared code used by these classes, are actually stored in SwiftGen.playground/Sources. That way, the playground can use those SwiftGenXXXEnumBuilder classes directly and you can play around with those Builder classes here.

The Rakefile tasks are automatically constructed by filesystem parsing. For example, when running rake:

  • The src/ directory is parsed, and a rake task is created to build each target executable
  • Dependencies on other sources for each script are automatically computed by scanning for import statements and comparing them with the sources in SwiftGen.playground/Sources/
  • Potential transitive dependencies for libs (like SwiftGenAssetsEnumBuilder depending itself on SwiftIdentifier) are also automatically detected by scanning for //@import comment lines I added in the lib sources (that's an entirely personal convention)
  • As a result, rake is able to build each script into a standalone tool by determining all by itself all the files needed to build the binary

Additionally, even if it's not the recommended mode, the Rakefile allows you to build dependant binaries too, using rake bin:all. In this mode:

  • It starts by creating a rake task lib:XXX for each files in SwiftGen.playground/Sources that will compile them as dynamic libraries into ./lib/libXXX.dylib
  • Then it adds rake tasks bin:XXX that compiles the scripts located in src/XXX into bin/XXX, but as executables linked against those dynamic libraries previously generated.
  • Dependencies are also automagically computed when using this mode, with similar techniques as described above, so that the bin:XXX rake tasks are made dependant on the appropriate lib:XXX rake tasks, and the final executables are only linked against the appropriate dynamic libraries in lib/ (and not all of them).

The drawback of this mode is that the executables are being linked against libs at path ./lib/libXXX, which means that it needs those dynamic libs to always be located at that path (relative to the working dir) for the binary to even be launchable. This means that you will only be able to call bin/swiftgen-assets from this repository working directory, and not from anywhere else.

This mode still exists anyway, because it was the first mode I implemented when creating that Rakefile, and because it's still interesting as an exercice to know how to build dylibs and modules (and because it may evolve someday to build a reusable framework maybe?).

Licence

This code is under the MIT Licence.

Any ideas and contributions welcome!

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