
Latest version is v5.0
If you need to use any older version you can find them:
To install VIPER Xcode templates clone this repo and run the following command from the root folder:
make install_templates
To uninstall Xcode template run:
make uninstall_templates
After that, restart your Xcode if it was already opened.
There's a TV Shows demo project in Demo folder. You can find the most common VIPER module use cases in it. If you're already familiar with the base Viper modules you can check out our RxModule Guide.
If you want to check out how you could use Formatter in your apps, feel free to check out Formatter Guide.
The 5.0 version includes support for integrating SwiftUI into Viper modules. There's a simple demo project in the Demo folder. The documentation for using SwiftUI hosted modules can be found in Viper x SwiftUI Guide.
How to organize all your code and not end up with a couple of <i>Massive View Controllers</i> with millions of lines of code? In short, VIPER (View Interactor Presenter Entity Router) is an architecture that, among other things, aims at solving the common Massive View Controller problem in iOS apps. When implemented to its full extent it achieves complete separation of concerns between modules, which also yields testability. This is good because another problem with Apple's Model View Controller architecture is poor testability.
If you search the web for VIPER architecture in iOS apps you'll find a number of different implementations and a lot of them are not covered in enough detail. At Infinum we have tried out several approaches to this architecture in real-life projects and with that we have defined our own version of VIPER which we will try to cover in detail here.
Let's go over the basics quickly - the main components of VIPER are as follows:
Your entire app is made up of multiple modules which you organize in logical groups and use one storyboard for that group. In most cases the modules will represent screens and your module groups will represent user stories, business flows, and so on.
Module components:
In some simpler cases, you won't need an Interactor for a certain module, which is why this component is not mandatory. These are cases where you don't need to fetch any data, which is usually not common.
Wireframes inherit from the BaseWireframe. Presenters and Interactors do not inherit any class. Views most often inherit UIViewControllers. All protocols should be located in one file called Interfaces. More on this later.
The following pictures show relationships and communication for one module.

Let's take a look at the communication logic.
The communication between most components of a module is done via protocols to ensure scoping of concerns and testability. Only the Wireframe communicates directly with the Presenter since it actually instantiates the Presenter, Interactor, and View and connects the three via dependency injection.
Now let's take a look at the references logic.
The reference types might appear a bit counter-intuitive, but they are organized this way to ensure all module components are not deallocated from memory as long as one of its Views is active. In this way, the Views lifecycle is also the lifecycle of the module - which actually makes perfect sense.
The creation and setup of module components are done in the Wireframe. The creation of a new Wireframe is almost always done in the previous Wireframe. More details on this later in the actual code.
Before we go into detail we should comment on one somewhat unusual decision we made naming-wise and that's suffixing protocol names with "Interface" (LoginWireframeInterface, RegisterViewInterface, ...). A common way to do this would be to omit the "Interface" part but we've found that this makes code somewhat less readable and the logic behind VIPER harder to grasp, especially when starting out.
The module generator tool will generate five files - but for these to work you will need a couple of base protocols and classes. To get them in your project you should create a new file in Xcode and from the template selection screen, under the VIPER Templates section, select BaseInterfaces, and put them in some common folder in your project, perhaps in Common/VIPER. Let's start by covering these base files: WireframeInterface, BaseWireframe, ViewInterface, InteractorInterface, PresenterInterface, UIStoryboardExtension:
import UIKit protocol WireframeInterface: AnyObject { } class BaseWireframe<ViewController> where ViewController: UIViewController { private weak var _viewController: ViewController? // We need it in order to retain the view controller reference upon first access private var temporaryStoredViewController: ViewController? init(viewController: ViewController) { temporaryStoredViewController = viewController _viewController = viewController } } extension BaseWireframe: WireframeInterface { } extension BaseWireframe { var viewController: ViewController { defer { temporaryStoredViewController = nil } guard let vc = _viewController else { fatalError( """ The `ViewController` instance that the `_viewController` property holds was already deallocated in a previous access to the `viewController` computed property. If you don't store the `ViewController` instance as a strong reference at the call site of the `viewController` computed property, there is no guarantee that the `ViewController` instance won't be deallocated since the `_viewController` property has a weak reference to the `ViewController` instance. For the correct usage of this computed property, make sure to keep a strong reference to the `ViewController` instance that it returns. """ ) } return vc } var navigationController: UINavigationController? { return viewController.navigationController } } extension UIViewController { func presentWireframe<ViewController>(_ wireframe: BaseWireframe<ViewController>, animated: Bool = true, completion: (() -> Void)? = nil) { present(wireframe.viewController, animated: animated, completion: completion) } } extension UINavigationController { func pushWireframe<ViewController>(_ wireframe: BaseWireframe<ViewController>, animated: Bool = true) { pushViewController(wireframe.viewController, animated: animated) } func setRootWireframe<ViewController>(_ wireframe: BaseWireframe<ViewController>, animated: Bool = true) { setViewControllers([wireframe.viewController], animated: animated) } }
The Wireframe is used in 2 steps:
protocol ViewInterface: AnyObject { } extension ViewInterface { }
protocol InteractorInterface: AnyObject { } extension InteractorInterface { }
protocol PresenterInterface: AnyObject { } extension PresenterInterface { }
These interfaces are initially empty. They exist just to make it simple to insert any and all functions needed in all views/interactors/presenters in your project. ViewInterface and InteractorInterface protocols need to be class-bound because the Presenter will hold them via a weak reference.
Ok, let's get to the actual module. First, we'll cover the files you get when creating a new module via the module generator.
When running the module generator you will get five files. Say we wanted to create a Home module, we would get the following: HomeInterfaces, HomeWireframe, HomePresenter, HomeView, and HomeInteractor. Let's go over all five.
protocol HomeWireframeInterface: WireframeInterface { } protocol HomeViewInterface: ViewInterface { } protocol HomePresenterInterface: PresenterInterface { } protocol HomeInteractorInterface: InteractorInterface { }
This interface file will provide you with a nice overview of your entire module in one place. Since most components communicate with each other via protocols we found it very useful to put all of these protocols for one module in one place. That way you have a very clean overview of the entire behavior of the module.
final class HomeWireframe: BaseWireframe<HomeViewController> { // MARK: - Private properties - private let storyboard = UIStoryboard(name: "Home", bundle: nil) // MARK: - Module setup - init() { let moduleViewController = storyboard.instantiateViewController(ofType: HomeViewController.self) super.init(viewController: moduleViewController) let interactor = HomeInteractor() let presenter = HomePresenter(view: moduleViewController, interactor: interactor, wireframe: self) moduleViewController.presenter = presenter } } // MARK: - Extensions - extension HomeWireframe: HomeWireframeInterface { }
It generates a Storyboard file for you too so you don't have to create one yourself. You can tailor the Storyboard to match its purpose.
final class HomePresenter { // MARK: - Private properties - private unowned let view: HomeViewInterface private let interactor: HomeInteractorInterface private let wireframe: HomeWireframeInterface // MARK: - Lifecycle - init( view: HomeViewInterface, interactor: HomeInteractorInterface, wireframe: HomeWireframeInterface ) { self.view = view self.interactor = interactor self.wireframe = wireframe } } // MARK: - Extensions - extension HomePresenter: HomePresenterInterface { }
This is the skeleton of a Presenter which will get a lot more meat on it once you start implementing the business logic.
final class HomeViewController: UIViewController { // MARK: - Public properties - var presenter: HomePresenterInterface! // MARK: - Life cycle - override func viewDidLoad() { super.viewDidLoad() } } // MARK: - Extensions - extension HomeViewController: HomeViewInterface { }
Like the Presenter above, this is only a skeleton that you will populate with IBOutlets, animations and so on.
final class HomeInteractor { } extension HomeInteractor: HomeInteractorInterface { }
When generated your Interactor is also a skeleton that you will in most cases use to perform fetching of data from remote API services, Database services, etc.
Here's an example of a wireframe for a Home screen. Let's start with the Presenter.
final class HomePresenter { // MARK: - Private properties - private unowned let view: HomeViewInterface private let interactor: HomeInteractorInterface private let wireframe: HomeWireframeInterface private var items: [Show] = [] { didSet { view.reloadData() } } // MARK: - Lifecycle - init( view: HomeViewInterface, interactor: HomeInteractorInterface, wireframe: HomeWireframeInterface ) { self.view = view self.interactor = interactor self.wireframe = wireframe } } // MARK: - Extensions - extension HomePresenter: HomePresenterInterface { func logout() { interactor.logout() wireframe.navigateToLogin() } var numberOfItems: Int { items.count } func item(at indexPath: IndexPath) -> Show { items[indexPath.row] } func itemSelected(at indexPath: IndexPath) { let show = items[indexPath.row] wireframe.navigateToShowDetails(id: show.id) } func loadShows() { view.showProgressHUD() interactor.getShows { [unowned self] result in switch result { case .failure(let error): showValidationError(error) case .success(let shows): items = shows } view.hideProgressHUD() } } } private extension HomePresenter { func showValidationError(_ error: Error) { wireframe.showAlert(with: "Error", message: error.localizedDescription) } }
In this simple example, the Presenter fetches TV shows by doing an API call and handles the result. The Presenter can also handle the logout action and item selection in a tableView which is delegated from the view. If an item has been selected the Presenter will initiate the opening of the Details screen.
final class HomeWireframe: BaseWireframe<HomeViewController> { // MARK: - Private properties - private let storyboard = UIStoryboard(name: "Home", bundle: nil) // MARK: - Module setup - init() { let moduleViewController = storyboard.instantiateViewController(ofType: HomeViewController.self) super.init(viewController: moduleViewController) let interactor = HomeInteractor() let presenter = HomePresenter(view: moduleViewController, interactor: interactor, wireframe: self) moduleViewController.presenter = presenter } } // MARK: - Extensions - extension HomeWireframe: HomeWireframeInterface { func navigateToLogin() { navigationController?.setRootWireframe(LoginWireframe()) } func navigateToShowDetails(id: String) { navigationController?.pushWireframe(DetailsWireframe()) } }
This is also a simple example of a wireframe that handles two navigation functions. You've maybe noticed the showAlert Wireframe method used in the Presenter to display alerts. This is used in the BaseWireframe in this concrete project and looks like this:
func showAlert(with title: String?, message: String?) { let okAction = UIAlertAction(title: "OK", style: .default, handler: nil) showAlert(with: title, message: message, actions: [okAction]) }
This is just one example of some shared logic you'll want to put in your base class or maybe one of the base protocols.
Here's an example of a simple Interactor we used in the Demo project:
final class HomeInteractor { private let userService: UserService private let showService: ShowService init(userService: UserService = .shared, showService: ShowService = .shared) { self.userService = userService self.showService = showService } } // MARK: - Extensions - extension HomeInteractor: HomeInteractorInterface { func getShows(_ completion: @escaping ((Result<[Show], Error>) -> ())) { showService.getShows(completion) } func logout() { userService.removeUser() } }
The Interactor contains services that actually communicate with the server. The Interactor can contain as many services as needed but beware that you don't add the ones that aren't needed.
Using this architecture impacted the way we organize our projects. In most cases, we have four main subfolders in the project folder: Application, Common, Modules, and Resources. Let's go over those a bit.
Contains AppDelegate and any other app-wide components, initializers, appearance classes, managers and so on. Usually this folder contains only a few files.
Used for all common utility and view components grouped in subfolders. Some common cases for these groups are Analytics, Constants, Extensions, Protocols, Views, Networking, etc. Also here is where we


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