As a courtesy, this is a full free rendering of my book, Programming iOS 6, by Matt Neuburg. Copyright 2013 Matt Neuburg. Please note that this book has now been completely superseded by two more recent books, iOS 7 Fundamentals and Programming iOS 7. If my work has been of help to you, please consider purchasing one or both of them. Thank you!

Chapter 39. Undo

The ability to undo the most recent action is familiar from Mac OS X. The idea is that, provided the user realizes soon enough that a mistake has been made, that mistake can be reversed. Typically, a Mac application will maintain an internal stack of undoable actions; choosing Edit → Undo or pressing Command-Z will reverse the action at the top of the stack, and will also make that action available for Redo.

Some iOS apps, too, may benefit from at least a limited Undo facility, and this is not difficult to implement. Some built-in views — in particular, those that involve text entry, UITextField and UITextView (Chapter 23) — implement Undo already. And you can add it in other areas of your app.

The Undo Manager

Undo is provided through an instance of NSUndoManager, which basically just maintains a stack of undoable actions, along with a secondary stack of redoable actions. The goal in general is to work with the NSUndoManager so as to handle both Undo and Redo in the standard manner: when the user chooses to undo the most recent action, the action at the top of the Undo stack is popped off and reversed and is pushed onto the top of the Redo stack.

To illustrate, I’ll use an artificially simple app in which the user can drag a small square around the screen. We’ll start with an instance of a UIView subclass, MyView, to which has been attached a UIPanGestureRecognizer to make it draggable, as described in Chapter 18. The gesture recognizer’s action target is the MyView instance itself:

- (void) dragging: (UIPanGestureRecognizer*) p {
    if (p.state == UIGestureRecognizerStateBegan ||
            p.state == UIGestureRecognizerStateChanged) {
        CGPoint delta = [p translationInView: self.superview];
        CGPoint c = self.center;
        c.x += delta.x; c.y += delta.y;
        self.center = c;
        [p setTranslation: CGPointZero inView: self.superview];
    }
}

To make dragging of this view undoable, we need an NSUndoManager instance. Let’s store this in an instance variable of MyView itself, accessible through a property, undoer.

There are two ways to register an action as undoable. The one we’ll use involves the NSUndoManager method registerUndoWithTarget:selector:object:. This method uses a target–action architecture: you provide a target, a selector for a method that takes one parameter, and the object value to be passed as argument when the method is called. Then, later, if the NSUndoManager is sent the undo message, it simply sends to that target that action with that argument.

What we want to undo here is the setting of our center property. This can’t expressed directly using a target–action architecture: we can call setCenter:, but its parameter needs to be a CGPoint, which isn’t an object. This means we’re going to have to provide a secondary method that does take an object parameter. This is neither bad nor unusual; it is quite common for actions to have a special representation just for the purpose of making them undoable.

So, in our dragging: method, instead of setting self.center to c directly, we now call a secondary method (let’s call it setCenterUndoably:):

[self setCenterUndoably: [NSValue valueWithCGPoint:c]];

At a minimum, setCenterUndoably: should do the job that setting self.center used to do:

- (void) setCenterUndoably: (NSValue*) newCenter {
    self.center = [newCenter CGPointValue];
}

This works in the sense that the view is draggable exactly as before, but we have not yet made this action undoable. To do so, we must ask ourselves what message the NSUndoManager would need to send in order to undo the action we are about to perform. We would want the NSUndoManager to set self.center back to the value it has now, before we change it as we are about to do. And what method would NSUndoManager call in order to do that? It would call setCenterUndoably:, the very method we are implementing; that’s why we are implementing it. So:

- (void) setCenterUndoably: (NSValue*) newCenter {
    [self.undoer registerUndoWithTarget:self
        selector:@selector(setCenterUndoably:)
          object:[NSValue valueWithCGPoint:self.center]];
    self.center = [newCenter CGPointValue];
}

This not only makes our action undoable, it also makes it redoable. Why? Consider what happens when we want to undo this action:

  1. We send undo to the NSUndoManager.
  2. The NSUndoManager calls setCenterUndoably: with the new value, which is the old value that we passed in earlier when we called registerUndoWithTarget:selector:object:.
  3. In our implementation of setCenterUndoably:, we send registerUndoWithTarget:selector:object: to the NSUndoManager — and there’s a rule that, if the NSUndoManager is sent this message while it is undoing, it puts the target–action information on the Redo stack instead of the Undo stack (because Redo is the Undo of an Undo, if you see what I mean). That’s one of the chief tricks to working with an NSUndoManager: it will respond differently to registerUndoWithTarget:selector:object: depending on its state.

So far, so good. But our implementation of Undo is very annoying, because we are adding a single object to the Undo stack every time dragging: is called — and it is called many times during the course of a single drag. Thus, undoing merely undoes the tiny increment corresponding to one individual dragging: call. What we’d like, surely, is for undoing to undo an entire dragging gesture. We can implement this through undo grouping. As the gesture begins, we start a group; when the gesture ends, we end the group:

- (void) dragging: (UIPanGestureRecognizer*) p {
    if (p.state == UIGestureRecognizerStateBegan)
        [self.undoer beginUndoGrouping];
    if (p.state == UIGestureRecognizerStateBegan ||
            p.state == UIGestureRecognizerStateChanged) {
        CGPoint delta = [p translationInView: self.superview];
        CGPoint c = self.center;
        c.x += delta.x; c.y += delta.y;
        [self setCenterUndoably: [NSValue valueWithCGPoint:c]];
        [p setTranslation: CGPointZero inView: self.superview];
    }
    if (p.state == UIGestureRecognizerStateEnded ||
            p.state == UIGestureRecognizerStateCancelled)
        [self.undoer endUndoGrouping];
}

This works: each complete gesture of dragging MyView, from the time the user’s finger contacts the view to the time it leaves, is now undoable (and then redoable) as a single unit.

A further refinement would be to animate the “drag” that the NSUndoManager performs when it undoes or redoes a user drag gesture. To do so, we take advantage of the fact that we, too, can examine the NSUndoManager’s state; we animate the center change when the NSUndoManager is “dragging,” but not when the user is dragging:

- (void) setCenterUndoably: (NSValue*) newCenter {
    [self.undoer registerUndoWithTarget:self
        selector:@selector(setCenterUndoably:)
          object:[NSValue valueWithCGPoint:self.center]];
    if (self.undoer.isUndoing || self.undoer.isRedoing) { // animate
        UIViewAnimationOptions opt =
            UIViewAnimationOptionBeginFromCurrentState;
        [UIView animateWithDuration:0.4 delay:0.1 options:opt animations:^{
            self.center = [newCenter CGPointValue];
        } completion:nil];
    } else { // just do it
        self.center = [newCenter CGPointValue];
    }
}

Earlier I said that registerUndoWithTarget:selector:object: was one of two ways to register an action as undoable. The other is prepareWithInvocationTarget:. In general, the advantage of prepareWithInvocationTarget: is that it lets you specify a method with any number of parameters, and those parameters needn’t be objects. You provide the target and, in the same line of code, send to the object returned from this call the message and arguments you want sent when the NSUndoManager is sent undo (or, if we are undoing now, redo). So, in our example, instead of this line:

[self.undoer registerUndoWithTarget:self
    selector:@selector(setCenterUndoably:)
      object:[NSValue valueWithCGPoint:self.center]];

You’d say this:

[[self.undoer prepareWithInvocationTarget:self]
    setCenterUndoably: [NSValue valueWithCGPoint:self.center]];

That code seems impossible: how can we send setCenterUndoably: without calling setCenterUndoably:? Either we are sending it to self, in which case it should actually be called at this moment, or we are sending it to some other object that doesn’t implement setCenterUndoably:, in which case our app should crash. However, under the hood, the NSUndoManager is cleverly using Objective-C’s dynamism (similarly to the message-forwarding example in Chapter 25) to capture this call as an NSInvocation object, which it can use later to send the same message with the same arguments to the specified target.

If we’re going to use prepareWithInvocationTarget:, there’s no need to wrap the CGPoint value representing the old and new center of our view as an NSNumber. So our complete implementation now looks like this:

- (void) setCenterUndoably: (CGPoint) newCenter {
    [[self.undoer prepareWithInvocationTarget:self]
        setCenterUndoably: self.center];
    if (self.undoer.isUndoing || self.undoer.isRedoing) { // animate
        UIViewAnimationOptions opt =
            UIViewAnimationOptionBeginFromCurrentState;
        [UIView animateWithDuration:0.4 delay:0.1 options:opt animations:^{
            self.center = newCenter;
        } completion:nil];
    } else { // just do it
        self.center = newCenter;
    }
}

- (void) dragging: (UIPanGestureRecognizer*) p {
    [self becomeFirstResponder];
    if (p.state == UIGestureRecognizerStateBegan)
        [self.undoer beginUndoGrouping];
    if (p.state == UIGestureRecognizerStateBegan ||
            p.state == UIGestureRecognizerStateChanged) {
        CGPoint delta = [p translationInView: self.superview];
        CGPoint c = self.center;
        c.x += delta.x; c.y += delta.y;
        [self setCenterUndoably: c];
        [p setTranslation: CGPointZero inView: self.superview];
    }
    if (p.state == UIGestureRecognizerStateEnded ||
        p.state == UIGestureRecognizerStateCancelled)
        [self.undoer endUndoGrouping];
}

The Undo Interface

We must now decide how to let the user request Undo and Redo. In developing the code from the preceding section, I used two buttons: an Undo button that sent undo to the NSUndoManager, and a Redo button that sent redo to the NSUndoManager. This can be a perfectly reasonable interface, but let’s talk about some others.

By default, your application supports shake-to-edit. This means the user can shake the device to bring up an undo/redo interface. We discussed this briefly in Chapter 35. If you don’t turn off this feature by setting the shared UIApplication’s applicationSupportsShakeToEdit property to NO, then when the user shakes the device, the framework walks up the responder chain, starting with the first responder, looking for a responder whose inherited undoManager property returns an actual NSUndoManager instance. If it finds one, it puts up the undo/redo interface, allowing the user to communicate with that NSUndoManager.

You will recall what it takes for a UIResponder to be first responder in this sense: it must return YES from canBecomeFirstResponder, and it must actually be made first responder through a call to becomeFirstResponder. Let’s make MyView satisfy these requirements. For example, we might call becomeFirstResponder at the end of dragging:, like this:

- (BOOL) canBecomeFirstResponder {
    return YES;
}

- (void) dragging: (UIPanGestureRecognizer*) p {
    // ... the rest as before ...
    if (p.state == UIGestureRecognizerStateEnded ||
        p.state == UIGestureRecognizerStateCancelled) {
        [self.undoer endUndoGrouping];
        [self becomeFirstResponder];
    }
}

Then, to make shake-to-edit work, we have only to provide a getter for the undoManager property that returns our undo manager, undoer:

- (NSUndoManager*) undoManager {
    return self.undoer;
}

This works: shaking the device now brings up the undo/redo interface, and its buttons work correctly. However, I don’t like the way the buttons are labeled; they just say Undo and Redo. To make them more expressive, we should provide a string describing each undoable action by calling setActionName:. We can appropriately and conveniently do this in setCenterUndoably:, as follows:

[[self.undoer prepareWithInvocationTarget:self]
    setCenterUndoably: self.center];
[self.undoer setActionName: @"Move"];
// ... and so on ...

Now the buttons say Undo Move and Redo Move, which is a nice touch (Figure 39.1).

figs/pios_3901.png

Figure 39.1. The shake-to-edit undo/redo interface


Another possible interface is through a menu (Figure 39.2). Personally, I prefer this approach, as I am not fond of shake-to-edit (it seems both violent and unreliable). This is the same menu used by a UITextField or UITextView for displaying the Copy and Paste menu items (Chapter 23). The requirements for summoning this menu are effectively the same as those for shake-to-edit: we need a responder chain with a first responder at the bottom of it. So the code we’ve just supplied for making MyView first responder remains applicable.

figs/pios_3902.png

Figure 39.2. The shared menu as an undo/redo interface


We can make a menu appear, for example, in response to a long press on our MyView instance. So let’s attach another gesture recognizer to MyView. This will be a UILongPressGestureRecognizer, whose action handler is called longPress:. Recall from Chapter 23 how to implement the menu: we get the singleton global UIMenuController object and specify an array of custom UIMenuItems as its menuItems property. We can make the menu appear by sending the UIMenuController the setMenuVisible:animated: message. But a particular menu item will appear in the menu only if we also return YES from canPerformAction:withSender: for that menu item’s action:

- (void) longPress: (UIGestureRecognizer*) g {
    if (g.state == UIGestureRecognizerStateBegan) {
        UIMenuController *m = [UIMenuController sharedMenuController];
        [m setTargetRect:self.bounds inView:self];
        UIMenuItem *mi1 =
            [[UIMenuItem alloc] initWithTitle:[self.undoer undoMenuItemTitle]
                                       action:@selector(undo:)];
        UIMenuItem *mi2 =
            [[UIMenuItem alloc] initWithTitle:[self.undoer redoMenuItemTitle]
                                       action:@selector(redo:)];
        [m setMenuItems:@[mi1, mi2]];
        [m setMenuVisible:YES animated:YES];
    }
}

- (BOOL)canPerformAction:(SEL)action withSender:(id)sender {
    if (action == @selector(undo:))
        return [self.undoer canUndo];
    if (action == @selector(redo:))
        return [self.undoer canRedo];
    return [super canPerformAction:action withSender:sender];
}

- (void) undo: (id) dummy {
    [self.undoer undo];
}

- (void) redo: (id) dummy {
    [self.undoer redo];
}

Observe how we consult our NSUndoManager throughout. We get the titles for our custom menu items from the NSUndoManager (there might, after all, be more than one undoable kind of action, and therefore more than one title), and we know whether to display the Undo menu item or the Redo menu item (or both, or neither) by calling our NSUndoManager’s canUndo and canRedo, which essentially asks whether there’s anything on the respective stack.

The Undo Architecture

Implementing basic Undo is not particularly difficult. But maintaining an appropriate Undo stack at the right point (or points) in your responder hierarchy, so that the right thing happens at every moment, can require some planning.

In general, your chief concern will be maintaining a consistent state in your app and in the Undo and Redo stacks of any NSUndoManager instances. You don’t want an Undo stack to contain a method call that, if actually sent, would be impossible to obey, or if obeyed, would make nonsense of your app’s state, because of things that have happened in the meantime. To prevent this, you have to make sure you are not implementing Undo only partially.

Suppose, for example, your app presents a To-Do list in which the user can add items, edit items, and so forth. And suppose you implemented Undo and Redo for inserting an item but not for editing an item. Then if the user inserted an item and then edited it, and then did an Undo of an item insertion followed by a Redo of that item insertion, this would fail to restore the state of the app, because the editing has been omitted from the Redo.

That is why you typically want each undoable action to pass consistently through a bottleneck method that will register this action with the NSUndoManager. And you will usually want this bottleneck method to be the same method that is registered with the NSUndoManager, so that the Undo and Redo stacks are kept synchronized properly (as with our simple example earlier in this chapter). The sole exception involves independent constructive and destructive actions, such as insertion into a list and deletion from that list; in that case, the Undo method for insertion will be the deletion method, and the Undo method for deletion will be the insertion method. (You can customize the arrangement of bottlenecks further and in more complex ways, but it’s easy to become confused.)

Not all aspects of communication with an NSUndoManager need to be performed in the same place, however. We already saw this in the examples earlier in this chapter: setCenterUndoably:, the bottleneck method, knows what method to register with the NSUndoManager, but dragging: knows what a complete gesture is and therefore knows where to place the boundaries of a group. Similarly, it happens that our bottleneck method is the one that called setActionName:, but in real life it will often be some other method that knows best what name should be attached to a particular action. You will thus end up with a single NSUndoManager being bombarded with messages from various places in your code. Indeed, NSUndoManager accomodates exactly this sort of design; this is why it accepts methods describing features of an action before that action is actually registered. Also, NSUndoManager emits many notifications for which you can register, to help tie together operations that are performed at disparate locations in your code.

Then there are the larger architectural questions of how many NSUndoManager objects your app needs and how long each one needs to live. There’s typically nothing wrong with an iOS app having occasional short-lived, short-depth Undo stacks and no Undo the rest of the time. Apple’s SimpleUndo example constructs an app with an Edit interface, where the user makes changes and then taps either Cancel or Save, returning to the main interface. Here, the user can shake to undo what happened during that edit session. And that’s all that’s undoable within this app. If the user taps Edit again, it would make sense to clear the existing Undo stack; there’s no point in letting the user return to an earlier Edit session’s state. If the user switches away to a different view controller, it would make sense to release the NSUndoManager completely and start with a clean slate when we come back; if the user had any intention of undoing, the time to do so was before abandoning this part of the interface.

Your architectural decisions will often be closely tied to the actual functionality and nature of your app. For example, consider again the MyView instance that the user can move, and whose movements the user can undo. Suppose our app has two MyView instances in the same window. In our earlier examples, we’ve implemented Undo at the level of the individual MyView instance. Is this right when there are multiple MyView instances, or should we move the implementation to a higher point in the responder chain that effectively contains them both — for example, to the view controller of whose view they are subviews? There’s no single right answer. It depends on what makes sense for what our app actually does. If these are fairly independent objects, in terms of the app’s functionality and the mental world it creates, then it might make sense to be able to undo a move of either view, independently of the other. But if these are, say, two playing cards in a deck, then obviously it isn’t up to an individual card whether it can be put back into the place it was before; the only undoable card is the most recently moved of all cards.

In a document based-app, the document itself is the natural locus of Undo: as long as the user is working in a document, it’s that document’s state that needs to be undoable and redoable. As I mentioned in Chapter 36, UIDocument has an undo manager (its undoManager property), and you can mark a file as dirty by using it. Instead of calling updateChangeCount:, as we did in that chapter, you register undoable actions with the UIDocument’s undo manager, as in this chapter, and the UIDocument uses this information to know when a file is dirty and needs autosaving. You do not have to use the default NSUndoManager object returned from undoManager; this property is settable, so you can supply your own NSUndoManager subclass if the needs and nature of your document require specialized behaviors. An action can be marked as discardable by sending the NSUndoManager the setActionIsDiscardable: message before registering an action as undoable; the idea, apparently, is that UIDocument might be unable to save the document, and a discardable action is one that can be harmlessly ejected from the stack.

For more about the NSUndoManager class and how to use it, read Apple’s Undo Architecture as well as the documentation for the class itself.