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renderer
Introduction #
What is Renderer?
A Falcon micro-framework package to manage UI states reactively based on custom BLoC and reactive extenstions.
Why Renderer?
Renderer came to be able to inject the refeshing UI states reactively in flutter widget tree with minimum effort.
Installation #
dependencies:
renderer: [latest-version]
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Setup and Usage #
Preparing BLoC
Create your BLoC event abstract class and let it inherit from RendererEvent
abstract class AuthEvent extends RendererEvent {}
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Create your BLoC state abstract class and let it inherit from RendererState
abstract class AuthState extends RendererState {}
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Create a BLoC class to include your logic and let it inherit from RendererBLoC abstract class. RendererBLoC<V, S> is a generic class so it expects to start with both Event and State types respectively. Finally, implement both dispatch() and dispose() functions, noting that dispose() only needs to call the already inherited closeSubject() function.
class AuthBloc extends RendererBLoC<AuthEvent, AuthState> {
@override
void dispatch(AuthEvent event) async {}
@override
void dispose() {
closeSubject();
}
}
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4- Finally, to notify Renderers about a new state, all you need to do is calling the already inherited function notifyRenderers() and pass your great state object to it as an argument.
class AuthBloc extends RendererBLoC<AuthEvent, AuthState> {
@override
void dispatch(AuthEvent event) async {
if (event is LoginEvent) {
notifyRenderers(LoginSuccess('User Logged In'));
}
}
@override
void dispose() {
closeSubject();
}
}
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Preparing Widgets
Renderer carries the burden of using always a Stateful Widget to repaint your UI states away of your shoulders. It helps get rid of the extensive boilerplate code used to be added inside initState() as will as cancelling any state stream subscriptions inside dispose().
Inside your Stateless Widget let your class implements RendererFire mixin.
class HomeScreen extends StatelessWidget with RendererFire {}
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In your build() widget tree, wrap the widget that expects data from a state inside a Renderer widget. A Renderer<B, S> is a generic widget that expects both a BLoC and success State types respectively. The Renderer will NOT allow its child widget to refresh until it receives one of the 3 pre-defined (Success, Error or Loading) states.
class HomeScreen extends StatelessWidget with RendererFire {
const HomeScreen({Key? key}) : super(key: key);
@override
Widget build(BuildContext context) {
return Scaffold(
floatingActionButton: FloatingActionButton(onPressed: () {
fireEvent<AuthBloc, AuthEvent>(LoginEvent(status: 'User Logged In'));
}),
body: Center(
child: Renderer<AuthBloc, LoginSuccess>(
onInit: (timeStamp, context) => showDialog(context: context, builder: (...))
initial: CustomInitialWidget(),
errorWhen: (errorState) => errorState is LoginError,
loadingWhen: (loadingState) => loadingState is LoginLoading,
stateBuilder: (state) => Center(
child: Text(
state.message,
style: const TextStyle(color: Colors.green, fontSize: 40),
),
),
loading: const CircularProgressIndicator(),
errorBuilder: (RendererError error) => Center(
child: Column(
children: [
Text(
error.title,
textAlign: TextAlign.center,
style: const TextStyle(color: Colors.red, fontSize: 60),
),
Text(
'${error.message}, CODE: ${error.code}',
textAlign: TextAlign.center,
style: const TextStyle(color: Colors.red, fontSize: 60),
),
],
),
)
),
),
);
}
}
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A Renderer now has onInit field to help you override the usage of initState when you need to call/execute a function immediately on a widget starts. onInit guarantees to execute your code right after the last frame of a "renderer widget" has been drawn and setteled on screen. onInit provides a timestamp that indicates when exactly the Renderer has been mounted and a BuildContext instance to be used to show Dialogs, Snackbars,...etc.
For each renderer widget, you're required to guide the renderer when to replace the success state UI with an error or loading UI using errorWhen, loadingWhen callbacks.
For a loading state, you're required to provide the onLoading widget to render when the renderer receives the loading state using the defined earlier loadingWhen.
For an error state, you're required to provide one of the following:
error: A widget to statically render an error widget.
errorBuilder: A callback to get a RendererError object (containts error data: title, message and code) when the renderer receives its error state. You may use the error data to show your custom error widget.
onError: A callback to get both RendererError object and the current buildContext object. This callback is useful in case you need to show Dialog, Snackbar, ...etc that require a buildContext to build.
PLEASE NOTE: If you intend to use errorBuilder or onError callbacks then you MUST provide an error state object that contains AT LEAST a RendererError field to errorWhen.
class LoginError extends AuthState {
final RendererError rendererError; //Must be exatcly named
final Oject1 someObject;
final Object2 someOtherObject;
}
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Finally, Firing the event is no longer needs an instance of a BLoC as usual. You just need to call fireEvent() function that is already inherited from RendererFire mixin. fireEvent<B, V> is a generic function that expects both BLoC and Event types respectively.
fireEvent<AuthBloc, AuthEvent>(LoginEvent(status: 'User Logged In'));
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