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signal
"signal" - Multiple state management in one channel #
Stream-based multiple state management. Multiple state management in one channel. Similar to the bloc structure, but current states are always accessible.
Usage #
Create channel and its signal. #
abstract class MyChannelSignal extends ChannelSignal {}
class MyChannel extends StateChannel<MyChannelSignal> {
MyChannel() {
_counterState = CounterState(() => add(CounterStateSignal()));
_notificationState = NotificationState(() => add(NotificationStateSignal()));
}
//signal: CounterStateSignal
late CounterState _counterState;
CounterState get counterState => _counterState;
//signal: NotificationStateSignal
late NotificationState _notificationState;
NotificationState get notificationState => _notificationState;
@override
void initState() {
_counterState.initState();
_notificationState.initState();
}
@override
afterInitState() {
_counterState.afterInitState();
_notificationState.afterInitState();
}
@override
void dispose() {
_counterState.dispose();
_notificationState.dispose();
super.dispose();
}
}
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Create states and its signals #
class CounterStateSignal extends MyChannelSignal {}
class CounterState extends BaseState {
CounterState(void Function() onStateChanged) : super(onStateChanged);
int _count = 0;
int get count => _count;
@override
void initState() {
wait(signal: false);
_count = 0;
}
@override
Future<void> afterInitState() async {
await incrementFuture();
}
@override
void dispose() {}
void increment() {
_count = _count + 1;
doneSuccess();
}
void decrement() {
_count = _count - 1;
doneSuccess();
}
Future<void> incrementFuture() async {
try {
wait();
await Future<void>.delayed(Duration(seconds: 5));
_count = _count + 1;
doneSuccess();
} catch (e) {
doneError(e.toString());
}
}
Future<void> decrementFuture() async {
try {
wait();
await Future<void>.delayed(Duration(seconds: 1));
_count = _count - 1;
doneSuccess();
} catch (e) {
doneError(e.toString());
}
}
}
class NotificationStateSignal extends MyChannelSignal {}
class NotificationState extends BaseState {
NotificationState(void Function() onStateChanged) : super(onStateChanged);
bool _isOpen = false;
bool get isOpen => _isOpen;
@override
initState() {
wait(signal: false);
_isOpen = false;
}
@override
Future<void> afterInitState() async => await changeFuture();
@override
dispose() {}
change() {
_isOpen = !_isOpen;
doneSuccess();
}
Future<void> changeFuture() async {
try {
wait();
await Future<void>.delayed(Duration(seconds: 1));
_isOpen = !_isOpen;
doneSuccess();
} catch (e) {
doneError(e.toString());
}
}
}
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ChannelProvider #
Creates a channel, store it, and expose it to its descendants.
A ChannelProvider manages the lifecycle of the channel.
void main() => runApp(MyApp());
class MyApp extends StatelessWidget {
@override
Widget build(BuildContext context) {
return ChannelProvider<MyChannel>(
channel: (context) => MyChannel(),
child: MaterialApp(
debugShowCheckedModeBanner: false,
home: HomePage(),
));
}
}
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ChannelBuilder #
ChannelBuilder handles building a widget in response to new ChannelSignal broadcasting from ChannelProvider on an.
ChannelBuilder<MyChannel, MyChannelSignal>(
condition: (channel, signal) => signal is CounterStateSignal,
builder: (context, channel, _) =>
channel.counterState.busy ? CircularProgressIndicator():
!channel.counterState.success ? Text(channel.notificationState.error) :
Text(channel.counterState.count.toString()),
),
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that's all.
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