DropScript
Or How to Build a Way Easy Yet Spiffy App
Quick, I need a demo
Last year at Apple's Worldwide Developers Conference I was giving a talk on BSD in Mac OS X. Basically, I was standing in front of a (full) room of Macintosh developers explaining why Unix is good for Mac OS.
There has been a fair amount of debate over the value of keeping the BSD command line (Terminal.app) and the BSD toolset in the base operating system. Many argue that it should not be present in the base system: The majority of Mac OS users will not need to interact with the command line, and therefore the Terminal will not be of great use to them. The very presence of the command line option in the system will give developers an undesireable crutch; as a result users might end up being forced use the command line. Instead, developers should be forced to come up with real solutions that do not rely on the command line.
I agree that Terminal.app is not a necessity in the base system, though I'm glad it's there for my own convenience. (It is a necessity in the developer toolset.) I also agree that requiring users to deal with the decidedly arcane Unix interface would be a grave mistake. However, even with no way to get to an interactive command line, the presence of the BSD toolset in the standard installation of Mac OS is of great value to developers and therefore to users. My argument is simple: the BSD commands provide another valuable API to developers; they enable software authors to do great things will less effort.
In order to make my case that the BSD toolset is important, it
helps to have a good demo for the talk, in true WWDC fashion; I wasn't
inclined to let the QuickTime folks get all of the applause. BSD
provides may small programs (often called commands, as they are often
invoked by users on an interactive command line) each of which
performs some specialized function. A command called cp
,
for example, can copy a file; another, mv
, can move a
file. An application author can write programs that invoke BSD
commands to do certain tasks. These commands can be shell scripts
which in turn may invoke several other commands in sequence. I
figured that an application that did this would be a good demo.
I had heard of an application for NeXTStep (I can't remember the name, as I've never seen it), which would let you graphically create a shell script by chaining commands together. That sounded hard to write in a week... I've also seen people use MacPerl, which lets you create droplets, applications onto which you can drop a file and have a perl script process the file for you. Now wouldn't it be cool if you could take any BSD command and turn it into a drop application? That didn't sound so hard, so I started thinking about it.
Designing a surprisingly simple application
What I needed was an program that could turn a command line tool
into an application. Many command line tools operate on files: you
invoke the program by name and give it file names are arguments. For
those of you not familiar with the command line, the basic usage is
fairly simple. Mac OS X includes a program called gzip
,
which will compress a file. If I want to compress the file Big
File
, I type the following into the terminal:
and I end up with a smaller file calledgzip "Big File"
Big File.gz
.
(The .gz
file name extension denotes a gzip-compressed
file.) Now I want to be able to do the same thing in Finder by
dragging a file onto an icon rather than using the command line.
My droplet-generating program therefore needs to create a new application which invokes the desired command (typically a shell script)1 for me, with my file as an argument. I started by writing a droplet application which I would use as a template, thinking that the droplet generator would copy the template application and replace the command it invokes with one specified by the user. I wanted to avoid the need to compile a new binary, since many users will not have the developer tools installed; while it's probably OK that only developers can create droplets, I'd rather not require the developer tools if I don't need to.
Writing the primordial droplet
My plan was to create an application which would contain a shell script in it as a resource. Whenever the application is asked to open a file, it will invoke the script with the file's path as an argument. The generator would therefore only need to copy the original app and replace the script resource with a new one.
I decided to write the application using Cocoa. Mostly, this is because Cocoa is the only application toolkit I'm any proficient at (I don't write many apps), but the reason Cocoa is the only toolkit I know is that Cocoa is an excellent toolkit. Cocoa does an admirable job of minimizing the amount of work I need to do. For example, when a user drops a file onto an application with Finder, what happens is that Finder launches the application and sends it an AppleEvent telling it to open the file. I'll be needing to handle these events in this application, but I'm not going to have to write any code to handle AppleEvents; Cocoa will provide that for me.
I start by creating a new Cocoa Application project in Project
Builder. In the resources group of the project, I add an new empty
file called "script
" which will contain my prototype
shell script. We'll start with a simple script:
#!/bin/sh gzip -9 "$@"
This script will compress files with gzip
using the
maximum compression level.
Most Cocoa applications instantiate an object termed a controller. This object reacts to user actions and drives the application. Very often the controller is "owned" by the main user interface; I'll do that for this app, but more on that later. First, I'll consider what the controller needs to do.
For this app, I already know that it needs to be able to open a
file, so I'll define a method called open:
.
open:
is what is called an action; these are
methods which are called by other objects to trigger some activity in
the application. AppKit interface elements can be set up to invoke an
action on another object, called its target. For example,
pressing a button or sliding a slider with cause the button or slider
to send an action to its target. Action methods always take one
argument: the id
of the object which sent the action
message to the target. The interface for our controller object (which
I'll call a DropController
) follows:
#import <Foundation/NSObject.h> @class NSString; @interface DropController : NSObject /* Instance variables */ {} /* Actions */ - (IBAction) open: (id) aSender; @end
Next, I open up the MainMenu.nib
file in the project,
which opens in Interface Builder. I then import the header
DropController.h
(click on the Classes
tab,
and use the Classes->Read Files...
menu item), and
instantiate that object (Classes->Instantiate
) in the nib
file. When the application is launched, the MenMenu.nib
interface (which is the main application interface) is loaded
automatically. It will in turn instantiate the
DropController
object. I want the
File->Open
menu item to invoke the open:
action in the controller, so I simply connect the menu item to the
controller and set its action to open:
. (You'll be
wanting to go through an Interface Builder tutorial if I've lost you;
If you want to take my word for it, this is very easy.) And because I
won't be needing them, I can delete all of the menu items other than
the Apple menu and the File->Open
item.
If you are new to Interface Builder, that was the hard part. The rest is a breeze from here.
I need to locate the path to the shell script (or command) I've put
into the application (it'll be in the Resources folder within the
app), so I'm going to keep that information in an instance variable of
the controller. I therefore edit DropController.h
to add
an instance variable:
/* Instance variables */ { @private NSString* myScriptFileName; }
myScriptFileName
is a string we'll keep the path to
the script in. (Side note: I make a habit of always marking
my instance variables as private, as letting other objects access them
directly is almost always a mistake. Other classes may not directly
modify a private instance variable, but must instead use the provided
API; this is a core tenet of data encapsulation.)
We can begin writing the implementation of the controller
(DropController.m
) now:
#import <Foundation/Foundation.h> #import <AppKit/AppKit.h> #import "DropController.h" @implementation DropController /* Inits */ - (id) init { if ((self = [super init])) { myScriptFileName = [[[NSBundle mainBundle] pathForResource:@"script" ofType:nil] retain]; } return self; } - (void) dealloc { [myScriptFileName release]; [super dealloc]; } /* Actions */ @end
The init
method initializes the instance variables,
which in this case sets the path to the script into
myScriptFileName
and retains the string (marks it so that
it isn't deallocated until we are done with it). When the controller
is discarded (the app quits), the dealloc
method releases
the string (expresses the controller's sudden disinterest in the
string's safety).
And then I tell the controller how to open a file by implementing
the open:
action:
/* Actions */ - (void) runScriptWithFiles: (NSArray* ) aFileList { [NSTask launchedTaskWithLaunchPath: myScriptFileName arguments: aFileList]; } - (IBAction) open: (id) aSender { NSOpenPanel* anOpenPanel = [NSOpenPanel openPanel]; if ([anOpenPanel runModalForTypes:nil] == NSOKButton) { [self runScriptWithFiles: [anOpenPanel filenames]]; } }
The open:
method creates an open panel and runs it
modally, then runs the script on the selected files. I put the actual
code to run the script in its own method because I'll be needing it
again later.
At this point, I have an application which I can launch, then bring
up the File->Open
menu, and have it run its script on a
file (or a set of files) for me. But I still need to handle
AppleEvents from the Finder or other sources. AppKit makes this easy.
The AppKit application object (which I am using already, though I've
not had to know it yet) handles AppleEvents for me. All I need it to
ask it to tell me when it gets an open message.
First, I go back to the MainMenu.nib
in Interface
Builder. We need to mark the controller object as the delegate
of the application object. A delegate is an object to which another
object sends specific methods when something interesting happens. In
Interface Builder, we connect the File's Owner object (which, for
MainMenu.nib
is the application object) to the controller
object as the delegate.
If the application's delegate implements the method
application:openFile:
, the application will call that
method whenever the application is asked to open a file (this and
other delegate methods are documented in the NSApplication docs), such
as when it is asked to open a file via AppleEvents. All I have to do,
then, it implement the method:
/* Application deletate */ - (BOOL) application: (NSApplication*) anApplication openFile: (NSString* ) aFileName { [self runScriptWithFiles: [NSArray arrayWithObject: aFileName]]; return YES; }
Now dropping files onto the droplet's icon works! With that, I've finished up the prototype droplet, which can compress files.
Writing the droplet generator
The droplet generator should itself be an application, so that I do not need access to the terminal. In fact, I'd like to be able to write a shell script in Text Edit, and then drop that file onto my droplet generator. That is, the droplet generator itself should be a droplet. Well... huh... I just wrote one of those. All this droplet needs to do different is that instead of compressing a file, it needs to copy the prototype app and replaces the shell script inside. Well... huh... I can do that with a shell script a lot more easily that in C (even Objective-C) code. So it seems all I have to do here is replace the gzip script with a script that copies the application (itself!) and puts the new script in the right place. The droplet generator iteself becomes the prototype droplet. (Being lazy, like most programmers, this was an exciting revelation.) A simple script to do this might look like this:
#!/bin/sh -e ScriptFileName=$1; shift DropScript="$(echo $0 | sed 's|\.app/.*$|\.app|')" Destination=$(dirname "${ScriptFileName}") DropperName="Drop"$(basename "${ScriptFileName}" | sed 's/\..*$//') NewDropper="${Destination}/${DropperName}.app" mkdir "${NewDropper}" pax -rw . "${NewDropper}" chmod u+w "${NewDropper}/Contents/Resources/script" cp -f "${ScriptFileName}" "${NewDropper}/Contents/Resources/script" chmod 555 "${NewDropper}/Contents/Resources/script"
For more information
The complete source code to DropScript is available via the Darwin
CVS server at Apple, in the DropScript
CVS module. You
can download a pre-built executable from my home page at MIT at http://www.mit.edu/people/wsanchez/software/.
These are a few features in DropScript which were omitted from this article for simplicity, such as:
- The primordial shell script is actually more complicated, as it does some rudimentary error checking.
- In order to emulate the behavior of StuffIt Expander, which is probably the most familiar drop application for Mac OS users, I added a little code to have the droplets quit after processing a file if they weren't otherwise already running.
- There is now a mechanism by which you can specify the file types that your new droplet accepts within the shell script.
- There is an about box and a useless preferences panel.
1: Some commands don't take file names as arguments and most commands have some special options you might want to use. The most flexible way to create droplets would therefore be to write a shell (or perl/python/etc.) script that takes file name arguments and invokes the right command(s) with the right option(s), and use that script as the command in your droplet.
This article was originally published in MacTech Magazine, Volume 17, Number 8, August 2001.
Copyright © 2001 Wilfredo Sánchez | [email protected]
All rights reserved.