states_rebuilder 1.8.0 states_rebuilder: ^1.8.0 copied to clipboard
a simple yet powerful state management technique for Flutter
states_rebuilder
#
A Flutter state management combined with dependency injection solution that allows :
- a 100% separation of User Interface (UI) representation from your logic classes
- an easy control on how your widgets rebuild to reflect the actual state of your application. Model classes are simple vanilla dart classes without any need for inheritance, notification, streams or annotation and code generation.
states_rebuilder
is built on the observer pattern for state management and on the service locator pattern for dependency injection.
Intent of observer pattern
Define a one-to-many dependency between objects so that when one object changes state (observable object), all its dependents (observer objects) are notified and updated automatically.
Intent of service locator pattern
The purpose of the Service Locator pattern is to return the service instances on demand. This is useful for decoupling service consumers from concrete classes. It uses a central container known which on request returns the request instance.
states_rebuilder
combines the observer and service locator patterns to get what is called explicit reactivity and implicit reactivity.
Contrary to what one might think, implicit reactivity is simpler, more efficient and more powerful than explicit reactivity.
1- Explicit reactivity #
In the context of observer pattern, any class that extends StatesRebuilder
is the observable and StateBuilder
as well as StateWithMixinBuilder
widgets are the observers. StatesRebuilder
notifies the observers using rebuildStates
method. Observer widgets when notified rebuild themselves to reproduce the actual state.
This an example of a simple counter app without any dependency injection solution. The model is instantiated globally:
NB: model, BloC or service are used interchangeably. Thy refer to any class that hold the business logic of the app.
import 'package:flutter/material.dart';
import 'package:`states_rebuilder`/`states_rebuilder`.dart';
//The observable class
class Counter extends StatesRebuilder{
int count = 0;
increment() {
count++;
rebuildStates();
}
}
//Global instantiation
final Counter counterModel = Counter();
class App extends StatelessWidget {
@override
Widget build(BuildContext context) {
return MaterialApp(
home: Scaffold(
appBar: AppBar(),
body: HomePage(),
floatingActionButton: FloatingActionButton(
child: Icon(Icons.add),
onPressed: () => counterModel.increment(),
),
),
);
}
}
class HomePage extends StatelessWidget {
@override
Widget build(BuildContext context) {
return Center(
child:
//The observer widget
StateBuilder(
//Registering the observer widget in the counterModel observable class.
models: [counterModel],
builder: (context, _) {
return Text('${counterModel.count}');
},
),
);
}
}
Regardless of the effectiveness of the state management solution, it must rely on a reliable dependency injection system.
states_rebuilder
uses the service locator pattern, but using it in a way that makes it aware of the widget's lifecycle. This means that models are registered when needed in the initState
method of a StatefulWidget
and are unregistered when they are no longer needed in the dispose
method.
Models once registered are available throughout the widget tree as long as the StatefulWidget that registered them is not disposed. The StatefulWidget used to register and unregister models is the Injector
widget.
To consume a registered model, you use the static method :
final T model = Injector.get<T>()
//If the model is registered with custom name :
final T model = Injector.get<T>(name:'customName');
The example above becomes:
//The observable class
class Counter extends StatesRebuilder {
int count = 0;
increment() {
count++;
//notifying the observers
rebuildStates();
}
}
class App extends StatelessWidget {
@override
Widget build(BuildContext context) {
return Injector(
//Register (inject) the model using the 'Inject' class.
inject: [Inject(() => Counter())],
builder: (context) {
//Getting the registered singleton of the 'Counter' type.
final counterModel = Injector.get<Counter>();
return MaterialApp(
home: Scaffold(
appBar: AppBar(),
body: HomePage(),
floatingActionButton: FloatingActionButton(
child: Icon(Icons.add),
onPressed: () => counterModel.increment(),
),
),
);
},
);
}
}
class HomePage extends StatelessWidget {
//Getting the registered singleton outside the build method.
//This is possible because the context is not used to get registered models.
//If the type can be inferred by dart, you can omit the generic type.
final Counter counterModel = Injector.get();
@override
Widget build(BuildContext context) {
return Center(
child: StateBuilder(
models: [counterModel],
builder: (context, _) {
return Text('${counterModel.count}');
},
),
);
}
}
With Injector
you can inject multiple dependent or independent models (BloCs, Services) at the same time. Also you can inject stream and future.
Injector(
inject: [
//The order is not mandatory even for dependent models.
Inject<ModelA>(() => ModelA()),
Inject(() => ModelB()),//Generic type in inferred.
Inject(() => ModelC(Injector.get<ModelA>())),// Directly inject ModelA in ModelC constructor
Inject(() => ModelC(Injector.get())),// Type in inferred.
Inject<IModelD>(() => ModelD()),// Register with Interface type.
//You can inject streams and future and make them accessible to all the widget tree.
Inject<bool>.future(() => Future(), initialValue:0),// Register a future.
Inject<int>.stream(() => Stream()),// Register a stream.
Inject(() => ModelD(),name:"customName"), // Use custom name
],
.
.
);
Models are registered lazily be default. That is, they will not be instantiated until they are first used. To instantiate a particular model at the time of registration, you can set the isLazy
variable of the class Inject
to false.
In addition to its injection responsibility, the Injector
widget gives you a convenient facade to manage the life cycle of the widget as well as the application:
Injector(
initState: (){
// Function to execute in initState of the state.
},
dispose: (){
// Function to execute in dispose of the state.
},
afterInitialBuild: (BuildContext context){
// Called after the widget is first inserted in the widget tree.
},
appLifeCycle: (AppLifecycleState state){
/*
Function to track app life cycle state. It takes as parameter the AppLifeCycleState
In Android (onCreate, onPause, ...) and in IOS (didFinishLaunchingWithOptions,
applicationWillEnterForeground ..)
*/
},
// If true all model will be disposed when the widget is removed from the widget tree
disposeModels: true,
.
.
);
The Injector.get
method searches for the registered singleton using the service locator pattern. For this reason, BuildContext
is not required. The BuildContext
is optional and it is useful if you want to subscribe the widget that has the BuildContext
to the obtained model.
In the HomePage
class of the example, we can remove StateBuilder
and use the BuildContext
to subscribe the the widget.
class HomePage extends StatelessWidget {
@override
Widget build(BuildContext context) {
// The BuildContext of this widget is subscribed to the Counter class.
// Whenever the Counter class issues a notification, this widget will be rebuilt.
final Counter counterModel = Injector.get(context: context);
return Center(
child: Text('${counterModel.count}'),
);
}
}
Once the context is provided, states_rebuilder
searches up in the widget tree to find the nearest Injector
widget that has registered an Inject
of the type provided and register the context (Inject
class is associated with InheritedWidget
). So be careful in case the InheritedWidget
is not available, especially after navigation.
To deal with such situation, you can remove the context
parameter and use the StateBuilder
widget, or in case you want to keep using the context
you can use the reinject
parameter of the Injector
.
Navigator.push(
context,
MaterialPageRoute(
builder: (context) => Injector(
//reinject an already injected model
reinject: [counterModel],
builder: (context) {
return PageTwo();
},
),
),
);
states_rebuilder
uses the observer pattern. Notification can be filtered so that only widgets meeting the filtering criteria will be notified to rebuild. Filtration is done through tags. StateBuilder
can register with one or more tags and StatesRebuilder
can notify the observer widgets with a specific list of tags, so that only widgets registered with at least one of these tags will rebuild.
class Counter extends StatesRebuilder {
int count = 0;
increment() {
count++;
//notifying the observers with 'Tag1'
rebuildStates(['Tag1']);
}
}
class HomePage extends StatelessWidget {
@override
Widget build(BuildContext context) {
final Counter counterModel = Injector.get(context: context);
return Column(
children: <Widget>[
StateBuilder( // This StateBuilder will be notified
models: [counterModel],
tag: ['tag1, tag2'],
builder: (_, __) => Text('${counterModel.count}'),
),
StateBuilder(
models: [counterModel],
tag: 'tag2',
builder: (_, __) => Text('${counterModel.count}'),
),
StateBuilder(
models: [counterModel],
tag: MyEnumeration.tag1,// You can use enumeration
builder: (_, __) => Text('${counterModel.count}'),
)
],
);
}
}
2- Implicit reactivity #
What we have seen so far is called explicit reactivity, because our model must extend to StatesRebuilder
and explicitly notify the observers using the rebuildStates
methods.
With states_rebuilder
, you can use pure vanilla dart classes for your logic, and states_rebuilder
implicitly adds reactivity to your models so widgets can subscribe to your models and models can notify observer widgets.
This is the same example rewritten with implicit reactivity.
//Pure dart class. No inheritance, no notification, no streams, and no code generation
class Counter {
int count = 0;
increment() => count++;
}
class App extends StatelessWidget {
@override
Widget build(BuildContext context) {
return Injector(
inject: [Inject<Counter>(() => Counter())],
builder: (context) {
//Use of 'getAsReactive' to get the model.
final ReactiveModel<Counter> counterModel = Injector.getAsReactive<Counter>();
return MaterialApp(
home: Scaffold(
appBar: AppBar(),
body: HomePage(),
floatingActionButton: FloatingActionButton(
child: Icon(Icons.add),
//To mutate the state, use `setState` method.
//setState notifies observers after state mutation.
onPressed: () => counterModel.setState((state) => state.increment()),
),
),
);
},
);
}
}
class HomePage extends StatelessWidget {
@override
Widget build(BuildContext context) {
final ReactiveModel<Counter> counterModel = Injector.getAsReactive<Counter>(context: context);
return Center(
//use the `state` getter to get the model state.
child: Text("${counterModel.state.count}"),
);
}
}
Compared to the case of explicit reactivity, states_rebuilder
uses the same concepts for implicit reactivity, with the following differences:
- The model is a pure vanilla dart class, regardless of the complexity of the class, even though there are many asynchronous methods with error handling.
- The injected models are consumed using
getAsReactive
method instead ofget
in the explicit case.
ReactiveModel<T> model = Injector.getAsReactive<T>()
The returned type is ReactiveModel<T>
. The method getAsReactive
returns the registered singleton of the model wrapped with reactive environnement:
Injector.get<T>()
returns the raw singleton of typeT
of the registered model.
Injector.getAsReactive<T>()
returns the reactive singleton of typeReactiveModel<T>
of the registered model.
The reactive environment adds the following getters and methods:
The getters are :
- state: returns the registered raw singleton of the model.
- connectionState : It is of type
ConnectionState
(a Flutter defined enumeration). It takes three values:
1-ConnectionState.none
: Before executing any method of the model.
2-ConnectionState.waiting
: While waiting for the end of an asynchronous task.
3-ConnectionState.done
: After running a synchronous method or the end of a pending asynchronous task. - hasError: It's of bool type. it is true if the asynchronous task ends with an error.
- error: Is of type dynamic. It holds the thrown error.
- hasData: It is of type bool. It is true if the connectionState is done without any error.
- customStateStatus: It is of type dynamic. It holds your custom-defined state status. For example, in a timer app, you can define custom states such as 'plying', 'paused, 'finished'.
- joinSingletonToNewData : It is of type dynamic. It holds date sent from new reactive instance to the reactive singleton.
- subscription : it is of type
StreamSubscription<T>
. It is not null if you inject streams usingInject.stream
constructor. It is used to control the injected stream. and one method: - setState(T state): return a
Future<void>
. It takes the state as a parameter that corresponds to the singleton instance of the injected model. It is used to mutate the state and notify listeners after state mutation.
setState
is used whenever you want to trigger an event or an action that will mutate the state of the model and ends by issuing a notification to the observers.
model.setState(
(state) => state.increment(),
filterTags: ['Tag1', Enumeration.Tag2],
//set to true, you want to catch error, and not break the app.
catchError: true
watch: (Counter counter) {
//Specify the parts of the state to be monitored so that the notification is not sent unless this part changes
return counter.count; //if count value is not changed, no notification will be emitted.
},
onSetState: (BuildContext context) {
/*
Side effects to be executed after sending notification and before rebuilding the observers. Side effects are navigating, opening the drawer, showing snackBar , ..
You can use another nested setState here.
*/
},
onRebuildState: (BuildContext context) {
//The same as in onSetState but called after the end rebuild process.
},
//When a notification is issued, whether to notify all reactive instances of the model
notifyAllReactiveInstances: true,
/*
If defined, when a new reactive instance issues a notification, it will change the state of the reactive singleton in two ways.
1- JoinSingleton.withNewReactiveInstances
2- JoinSingleton.withCombinedReactiveInstances
*/
joinSingletonWith: JoinSingleton.withNewReactiveInstance,
),
It is important to understand that states_rebuilder
caches two singletons.
- The raw singleton of the registered model. Obtained using
Injector.get
method. - The reactive singleton of the registered model (the raw model decorated with reactive environnement). Obtained using
Injector.getAsReactive
.
With states_rebuilder
, you can create, at any time, a new reactive instance, which is the same raw cashed singleton but decorated with a new reactive environment.
To create a new reactive instance of an injected model use:
1- Injector.getAsReactive
with the parameter asNewReactiveInstance
equals true
// get a new reactive instance
ReactiveModel<T> model2 = Injector.getAsReactive<T>(asNewReactiveInstance: true);
2- StateBuilder
with generic type and without models property.
StateBuilder<T>(
builder:(BuildContext context, T newReactiveModel){
return YourWidget();
}
)
Important notes about reactive singleton and new reactive instances:
- The reactive singleton and all the new reactive instances share the same raw singleton of the model, but each one decorates it with a different environment.
- Unlike the reactive singleton, new reactive instances are not cached so they are not accessible outside the widget in which they were instantiated.
- To make new reactive instances accessible throughout the widget tree, you have to register it with the
Injector
with a custom name:
final model =Injector.getAsReactive<Counter>(asNewReactiveInstance: true);
return Injector(
inject: [
Inject( () => model, name: 'new1'),
],
)
// Or
Injector(
inject: [
Inject<Counter>(() => Counter()),
Inject(
() => Injector.getAsReactive<Counter>(asNewReactiveInstance: true),
name: Enum.new1,
),
],
At later time if you want to consume the injected new reactive instance you use:
// get the injected new reactive instance
ReactiveModel<T> model2 = Injector.getAsReactive<T>(name : 'new1');
//Or
ReactiveModel<T> model2 = Injector.getAsReactive<T>(name : Enum.new1);
-
You can not get a new reactive model by using
getAsReactive(context: context)
with a defined context. It will throw because only the reactive singleton that can subscribe a widget using the context. -
With the exception of the raw singleton they share, the reactive singleton and the new reactive instances have an independent reactive environment. That is, when a particular reactive instance issues a notification with an error or with
ConnectionState.awaiting
, it will not affect other reactive environments. -
states_rebuilder
allows reactive instances to share their notification or state with the reactive singleton. This can be done by:
1-notifyAllReactiveInstances
parameter ofsetState
method. If true, each time a notification is issued by the reactive instance in whichsetState
is called, all other reactive instances are notified.
2-joinSingletonWith
parameter ofsetState
method orInject
class. This time, new reactive instances, when issuing a notification, can clone their state to the reactive singleton.- If
joinSingletonWith
is set toJoinSingleton.withNewReactiveInstance
, this means that the reactive singleton will have the state of the new reactive instance issuing the notification. - If
joinSingletonWith
is set toJoinSingleton.withCombinedReactiveInstances
, this means that the singleton will hold a combined state of all the new reactive instances.
The combined state priority logic is:
Priority 1- The combinedReactiveModel.hasError
is true if at least one of the new instances has error
Priority 2- The combinedReactiveModel.connectionState
is awaiting if at least one of the new instances is awaiting.
Priority 3- The combinedReactiveModel.connectionState
is 'none' if at least one of the new instances is 'none'.
Priority 4- The combinedReactiveModel.hasDate
is true if it has no error, isn't awaiting and is not in 'none' state.
- If
-
joinSingletonWith
can be defined insetState
method or inInject
class constructor. When set in thesetState
method, it means that only the new instance, wheresetState
is called, is joined to the reactive singleton. Whereas ifjoinSingletonWith
is defined in theInject
constructor, this means that all new reactive instances will be joined to the reactive singleton. -
New reactive instances can send data to the reactive singleton.
joinSingletonToNewData
parameter of reactive environment hold the sending message.
StateBuilder #
In addition to its state management responsibility, StateBuilder
offers a facade that facilitates the management of the widgets lifecycle.
StateBuilder<T>(
onSetState: (BuildContext context, ReactiveModel<T> model){
/*
Side effects to be executed after sending notification and before rebuilding the observers. Side effects are navigating, opening the drawer, showing snackBar,...
It is similar to 'onSetState' parameter of the 'setState' method. The difference is that the `onSetState` of 'setState' method is called once after executing the 'setState'. But this 'onSetState' is executed each time a notification is send from one of the observable model this 'StateBuilder' is subscribing.
You can use another nested setState here.
*/
},
onRebuildState: (BuildContext context, ReactiveModel<T> model){
// The same as in onSetState but called after the end rebuild process.
},
initState: (BuildContext context, ReactiveModel<T> model){
// Function to execute in initState of the state.
},
dispose: (BuildContext context, ReactiveModel<T> model){
// Function to execute in dispose of the state.
},
didChangeDependencies: (BuildContext context, ReactiveModel<T> model){
// Function to be executed when a dependency of state changes.
},
didUpdateWidget: (BuildContext context, ReactiveModel<T> model, StateBuilder oldWidget){
// Called whenever the widget configuration changes.
},
afterInitialBuild: (BuildContext context, ReactiveModel<T> model){
// Called after the widget is first inserted in the widget tree.
},
afterRebuild: (BuildContext context, ReactiveModel<T> model){
/*
Called after each rebuild of the widget.
The difference between onRebuildState and afterRebuild is that the latter is called each time the widget rebuilds, regardless of the origin of the rebuild.
Whereas onRebuildState is called only after rebuilds after notifications from the models to which the widget is subscribed.
*/
},
// If true all model will be disposed when the widget is removed from the widget tree
disposeModels: true,
// A list of observable objects to which this widget will subscribe.
models: [model1, model2]
// Tag to be used to filer notification from observable classes.
// It can be any type of data, but when it is a List,
// this widget will be saved with many tags that are the items in the list.
tag; dynamic
builder: (BuildContext context, ReactiveModel<T> model){
/// [BuildContext] can be used as the default tag of this widget.
/// The model is the first instance (model1) in the list of the [models] parameter.
/// If the parameter [models] is not provided then the model will be a new reactive instance.
},
builderWithChild: (BuildContext context, ReactiveModel<T> model, Widget child){
///Same as [builder], but can take a child widget containing the part of the widget tree that we do not want to rebuild.
/// If both [builder] and [builderWithChild] are defined, it will throw.
},
//The child widget that is used in [builderWithChild].
child: MyWidget(),
)
StateWithMixinBuilder #
StateWithMixinBuilder
is similar to StateBuilder
and extends it by adding mixin (practical case is animation),
StateWithMixinBuilder<T>( {
Key key,
dynamic tag, // you define the tag of the state. This is the first way
List<StatesRebuilder> models, // You give a list of the logic classes (BloC) you want this this widget to listen to.
initState: (BuildContext, String,T) {
// for code to be executed in the initState of a StatefulWidget
},
dispose (BuildContext, String,T) {
// for code to be executed in the dispose of a StatefulWidget
},
didChangeDependencies: (BuildContext, String,T) {
// for code to be executed in the didChangeDependencies of a StatefulWidget
},
didUpdateWidget: (BuildContext, String,StateBuilder, T){
// for code to be executed in the didUpdateWidget of a StatefulWidget
},
didChangeAppLifecycleState: (String, AppLifecycleState){
// for code to be executed depending on the life cycle of the app (in Android : onResume, onPause ...).
},
afterInitialBuild: (BuildContext, String,T){
// for code to be executed after the widget is inserted in the widget tree.
},
afterRebuild: (BuildContext, String) {
// for code to be executed after each rebuild of the widget.
},
@required MixinWith mixinWith
});
Available mixins are: singleTickerProviderStateMixin, tickerProviderStateMixin, AutomaticKeepAliveClientMixin and WidgetsBindingObserver.