Build a collaborative text editor using Swift
A basic understanding of Swift and Node.js is needed to follow this tutorial.
Text editors are increasingly popular these days, whether embedded in a website comment form, or as a notepad, there are many forms of text editors. In this post, we are not only going to learn how to build a beautiful text editor mobile app in iOS, we are also going to learn how to make it possible to collaborate on a note in realtime using Pusher. Please note, however, that to keep the application simple, the article will not cover concurrent edits, thus only one person can edit at the same time while others watch.
The application will work by triggering an event when some text is entered. This event will be sent to Pusher and then picked up by the collaborator’s device and updated automatically. Here is a screen recording of how it would work:
To follow along in this tutorial, you will need the following:
- Cocoapods, to install run
gem install cocoapods
on your machine - Xcode
- A Pusher application - you can create a free account and application here
- Some knowledge of the Swift language
- NodeJS
Getting started with our iOS application in Xcode
Launch Xcode and create a new project. We are calling ours Collabo. After following the set up wizard, and with the workspace open, close Xcode and then cd
to the root of your project and run the command pod init
. This should generate a Podfile
for you. Change the contents of the Podfile
:
# Uncomment the next line to define a global platform for your project
platform :ios, '9.0'
target 'textcollabo' do
# Comment the next line if you're not using Swift and don't want to use dynamic frameworks
use_frameworks!
# Pods for anonchat
pod 'Alamofire'
pod 'PusherSwift'
end
Now run the command pod install
so the Cocoapods package manager can pull in the necessary dependencies. When this is complete, close Xcode (if open) and then open the .xcworkspace
file that is in the root of your project folder.
Designing the views for our iOS application
We are going to create some views for our iOS application and these will be the backbone where we will hook all the logic into. Using the Xcode story board, make your views look a little like the screenshots below.
This is the LaunchScreen.storyboard file. We have just designed something simple with no functionality at all.
The next storyboard we will design is the Main.storyboard and, as the name implies, this is the main storyboard. This is where we have all the important views that are attached to some logic.
Here we have 3 views. The first view is designed to look exactly like the launch screen, with the exception of a button that we have linked to open up the second view. The second view is the Navigation controller, this is attached to a third view which is a ViewController
. We have set the third view as the root controller to our Navigation Controller.
In the third view, we have a UITextView
that is editable, placed in the view, and also a label that is supposed to be a character counter. This is the place where we will increment the characters as the user is typing text into the text view.
Coding the iOS collaborative text editor application
Now that we have successfully created the views required for the application to load, the next thing we will do is start coding the logic for the application.
Create a new cocoa class file and name it TextEditorViewController
and link it to the third view in the Main.storyboard
file. The TextViewController
should also adopt the UITextViewDelegate
. Now, you can ctrl+drag
the UITextView
and also ctrl+drag
the UILabel
in the Main.storyboard
file to the TextEditorViewController
class.
Also, you should import the PusherSwift
and AlamoFire
libraries to the TextViewController
. You should have something close to this after you are done:
import UIKit
import PusherSwift
import Alamofire
class TextEditorViewController: UIViewController, UITextViewDelegate {
@IBOutlet weak var textView: UITextView!
@IBOutlet weak var charactersLabel: UILabel!
}
Now we need to add some properties that we will be needing sometime later in the controller.
import UIKit
import PusherSwift
import Alamofire
class TextEditorViewController: UIViewController, UITextViewDelegate {
static let API_ENDPOINT = "http://localhost:4000";
@IBOutlet weak var textView: UITextView!
@IBOutlet weak var charactersLabel: UILabel!
var pusher : Pusher!
var chillPill = true
var placeHolderText = "Start typing..."
var randomUuid : String = ""
}
Now we will break up the logic into three parts:
- View and Keyboard events
- UITextViewDelegate methods
- Handling Pusher events.
The first is View and Keyboard events. Open the TextEditorViewController
and update it with the methods below:
override func viewDidLoad() {
super.viewDidLoad()
// Notification trigger
NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillShow), name: NSNotification.Name.UIKeyboardWillShow, object: nil)
NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillHide), name: NSNotification.Name.UIKeyboardWillHide, object: nil)
// Gesture recognizer
view.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(tappedAwayFunction(_:))))
// Set the controller as the textView delegate
textView.delegate = self
// Set the device ID
randomUuid = UIDevice.current.identifierForVendor!.uuidString
// Listen for changes from Pusher
listenForChanges()
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
if self.textView.text == "" {
self.textView.text = placeHolderText
self.textView.textColor = UIColor.lightGray
}
}
func keyboardWillShow(notification: NSNotification) {
if let keyboardSize = (notification.userInfo?[UIKeyboardFrameBeginUserInfoKey] as? NSValue)?.cgRectValue {
if self.charactersLabel.frame.origin.y == 1.0 {
self.charactersLabel.frame.origin.y -= keyboardSize.height
}
}
}
func keyboardWillHide(notification: NSNotification) {
if let keyboardSize = (notification.userInfo?[UIKeyboardFrameBeginUserInfoKey] as? NSValue)?.cgRectValue {
if self.view.frame.origin.y != 1.0 {
self.charactersLabel.frame.origin.y += keyboardSize.height
}
}
}
In the viewDidLoad
method, we registered the keyboard functions so they respond to keyboard events, and we added gesture recognizers that will dismiss the keyboard when you tap outside the UITextView
. We also set the textView
delegate to the controller itself and finally, we called a function to listen for new updates (we will create this later).
In the viewWillAppear
method, we simply hacked the UITextView
into having a placeholder text, because, by default, the UITextView
does not have that feature. Wonder why, Apple.
In the keyboardWillShow
and keyboardWillHide
functions, we made the character count label rise up with the keyboard and descend with it respectively. This will prevent the Keyboard from covering the label when it is active.
The second thing is UITextViewDelegate methods. Update the TextEditorViewController
with the following:
func textViewDidChange(_ textView: UITextView) {
charactersLabel.text = String(format: "%i Characters", textView.text.characters.count)
if textView.text.characters.count >= 2 {
sendToPusher(text: textView.text)
}
}
func textViewShouldBeginEditing(_ textView: UITextView) -> Bool {
self.textView.textColor = UIColor.black
if self.textView.text == placeHolderText {
self.textView.text = ""
}
return true
}
func textViewDidEndEditing(_ textView: UITextView) {
if textView.text == "" {
self.textView.text = placeHolderText
self.textView.textColor = UIColor.lightGray
}
}
func tappedAwayFunction(_ sender: UITapGestureRecognizer) {
textView.resignFirstResponder()
}
The textViewDidChange
method simply updates the character count label and also sends the changes to Pusher using our backend API (which we will create later in the article). The textViewShouldBeginEditing
is gotten from the UITextViewDelegate
and it is triggered when the text view is about to be edited. In here, we basically play around with the placeholder, same as the textViewDidEndEditing
method. Finally, in the tappedAwayFunction
we define the event callback for the gesture we registered in the previous section. In the method, we basically dismiss the keyboard.
The last thing to do is Handling Pusher events. Update the controller with the following methods:
func sendToPusher(text: String) {
let params: Parameters = ["text": text, "from": randomUuid]
Alamofire.request(TextEditorViewController.API_ENDPOINT + "/update_text", method: .post, parameters: params).validate().responseJSON { response in
switch response.result {
case .success:
print("Succeeded")
case .failure(let error):
print(error)
}
}
}
func listenForChanges() {
pusher = Pusher(key: "PUSHER_KEY", options: PusherClientOptions(
host: .cluster("PUSHER_CLUSTER")
))
let channel = pusher.subscribe("collabo")
let _ = channel.bind(eventName: "text_update", callback: { (data: Any?) -> Void in
if let data = data as? [String: AnyObject] {
let fromDeviceId = data["deviceId"] as! String
if fromDeviceId != self.randomUuid {
let text = data["text"] as! String
self.textView.text = text
self.charactersLabel.text = String(format: "%i Characters", text.characters.count)
}
}
})
pusher.connect()
}
In the sendToPusher
method, we send the payload to our backend application using AlamoFire
, which will, in turn, send it to Pusher. In the listenForChanges
method, we then listen for changes to the text and, if there are any, we apply the changes to the text view.
💡 Remember to replace the key and cluster with the actual value you have gotten from your Pusher dashboard.
If you have followed the tutorial closely. then your TextEditorViewController
should look something like this:
import UIKit
import PusherSwift
import Alamofire
class TextEditorViewController: UIViewController, UITextViewDelegate {
static let API_ENDPOINT = "http://localhost:4000";
@IBOutlet weak var textView: UITextView!
@IBOutlet weak var charactersLabel: UILabel!
var pusher : Pusher!
var chillPill = true
var placeHolderText = "Start typing..."
var randomUuid : String = ""
override func viewDidLoad() {
super.viewDidLoad()
// Notification trigger
NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillShow), name: NSNotification.Name.UIKeyboardWillShow, object: nil)
NotificationCenter.default.addObserver(self, selector: #selector(keyboardWillHide), name: NSNotification.Name.UIKeyboardWillHide, object: nil)
// Gesture recognizer
view.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(tappedAwayFunction(_:))))
// Set the controller as the textView delegate
textView.delegate = self
// Set the device ID
randomUuid = UIDevice.current.identifierForVendor!.uuidString
// Listen for changes from Pusher
listenForChanges()
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
if self.textView.text == "" {
self.textView.text = placeHolderText
self.textView.textColor = UIColor.lightGray
}
}
func keyboardWillShow(notification: NSNotification) {
if let keyboardSize = (notification.userInfo?[UIKeyboardFrameBeginUserInfoKey] as? NSValue)?.cgRectValue {
if self.charactersLabel.frame.origin.y == 1.0 {
self.charactersLabel.frame.origin.y -= keyboardSize.height
}
}
}
func keyboardWillHide(notification: NSNotification) {
if let keyboardSize = (notification.userInfo?[UIKeyboardFrameBeginUserInfoKey] as? NSValue)?.cgRectValue {
if self.view.frame.origin.y != 1.0 {
self.charactersLabel.frame.origin.y += keyboardSize.height
}
}
}
func textViewDidChange(_ textView: UITextView) {
charactersLabel.text = String(format: "%i Characters", textView.text.characters.count)
if textView.text.characters.count >= 2 {
sendToPusher(text: textView.text)
}
}
func textViewShouldBeginEditing(_ textView: UITextView) -> Bool {
self.textView.textColor = UIColor.black
if self.textView.text == placeHolderText {
self.textView.text = ""
}
return true
}
func textViewDidEndEditing(_ textView: UITextView) {
if textView.text == "" {
self.textView.text = placeHolderText
self.textView.textColor = UIColor.lightGray
}
}
func tappedAwayFunction(_ sender: UITapGestureRecognizer) {
textView.resignFirstResponder()
}
func sendToPusher(text: String) {
let params: Parameters = ["text": text, "from": randomUuid]
Alamofire.request(TextEditorViewController.API_ENDPOINT + "/update_text", method: .post, parameters: params).validate().responseJSON { response in
switch response.result {
case .success:
print("Succeeded")
case .failure(let error):
print(error)
}
}
}
func listenForChanges() {
pusher = Pusher(key: "PUSHER_KEY", options: PusherClientOptions(
host: .cluster("PUSHER_CLUSTER")
))
let channel = pusher.subscribe("collabo")
let _ = channel.bind(eventName: "text_update", callback: { (data: Any?) -> Void in
if let data = data as? [String: AnyObject] {
let fromDeviceId = data["deviceId"] as! String
if fromDeviceId != self.randomUuid {
let text = data["text"] as! String
self.textView.text = text
self.charactersLabel.text = String(format: "%i Characters", text.characters.count)
}
}
})
pusher.connect()
}
}
Great! Now we need to make the backend of the application.
Building the backend Node application
Now that we are done with the Swift part, we can focus on creating the NodeJS backend for the application. We are going to be using Express so that we can quickly get something running.
Create a directory for the web application and then create some new files:
The index.js file…
let path = require('path');
let Pusher = require('pusher');
let express = require('express');
let bodyParser = require('body-parser');
let app = express();
let pusher = new Pusher(require('./config.js'));
app.use(bodyParser.json());
app.use(bodyParser.urlencoded({ extended: false }));
app.post('/update_text', function(req, res){
var payload = {text: req.body.text, deviceId: req.body.from}
pusher.trigger('collabo', 'text_update', payload)
res.json({success: 200})
});
app.use(function(req, res, next) {
var err = new Error('Not Found');
err.status = 404;
next(err);
});
module.exports = app;
app.listen(4000, function(){
console.log('App listening on port 4000!');
});
In the JS file above, we are using Express to create a simple application and in the /update_text
route, we simply receive the payload and pass it on to Pusher. Nothing complicated there.
Create a package.json file also:
{
"main": "index.js",
"dependencies": {
"body-parser": "^1.17.2",
"express": "^4.15.3",
"path": "^0.12.7",
"pusher": "^1.5.1"
}
}
The package.json file is where we define all the NPM dependencies.
The last file to create is a config.js file. This is where we will define the configuration values for our Pusher application:
module.exports = {
appId: 'PUSHER_ID',
key: 'PUSHER_KEY',
secret: 'PUSHER_SECRET',
cluster: 'PUSHER_CLUSTER',
encrypted: true
};
💡 Remember to replace the key and cluster with the actual value you have gotten from your Pusher dashboard.
Now run npm install
on the directory and then node index.js
once the npm installation is complete. You should see App listening on port 4000! message.
Testing the application
Once you have your local node web server running, you will need to make some changes so your application can talk to the local web server. In the info.plist
file, make the following changes:
With this change, you can build and run your application and it will talk directly with your local web application.
Conclusion
In this article, we have covered how to build a realtime collaborative text editor on iOS using Pusher. Hopefully, you have learnt a thing or two from following the tutorials. For practice, you can expand the statuses to support more instances.
16 August 2017
by Neo Ighodaro