Flutter状态管理插件rx_state_machine的使用
Flutter状态管理插件rx_state_machine的使用

一个用于在Dart中实现有限状态机的库。灵感来源于Tinder StateMachine库。
如何使用
定义状态、事件和副作用:
abstract class State {}
class Open extends State {}
class Closed extends State {}
abstract class Event {}
class OnOpening extends Event {}
class OnClosing extends Event {}
abstract class SideEffect {
void call(State state, Event event);
}
class MakeSomeNoise extends SideEffect {
@override
void call(State state, Event event) => print("Ka-chunk-creeeeeeak-squeekie-squeekie");
}
初始化状态机并声明状态转换:
final RxStateMachine<State, Event, SideEffect> _stateMachine =
RxStateMachine<State, Event, SideEffect>.create((g) => g
..initialState(Open())
..state<Open>((b) => b
..on<OnClosing>((state, event) {
return b.transitionTo(Closed(), MakeSomeNoise());
}))
..state<Closed>((b) => b
..on<OnOpening>((state, event) {
return b.transitionTo(Open(), MakeSomeNoise());
}))
..onTransition((transition) {
if (transition is Valid) {
final item = transition as Valid;
print("Valid transition: from [${item.fromState}] to [${item.toState}] by [${item.event}]");
if(item.sideEffect is SideEffect) {
item.sideEffect(item.toState, item.event);
}
} else if (transition is Invalid) {
final item = transition as Invalid;
print("Invalid transition: from [${item.fromState}] by [${item.event}]");
}
}));
观察状态机并响应变化:
_stateMachine.states.listen((state) {
if(state is Open && !_security.authenticated()) {
_security.alarm();
}
});
执行状态转换:
_stateMachine.transition(new OnClosing());
//...
_stateMachine.transition(new OnOpening());
完整示例Demo
以下是一个完整的示例代码,展示了如何使用rx_state_machine
库来创建一个简单的门的状态机:
import 'package:rx_state_machine/rx_state_machine.dart';
void main() {
print("当前状态是: ${_stateMachine.state}");
_stateMachine.transition(new OnClosing());
print("当前状态是: ${_stateMachine.state}");
print("尝试关闭一扇已经关闭的门");
_stateMachine.transition(new OnClosing());
print("当前状态是: ${_stateMachine.state}");
_stateMachine.transition(new OnOpening());
print("当前状态是: ${_stateMachine.state}");
}
/// 简单的状态机,表示一扇门。
///
/// 状态转移表:
/// ```
/// | 状态 / 事件 | 事件.OnOpening | 事件.OnClosing |
/// |------------|---------------|--------------------|
/// | 状态.Open | | 状态.Closed |
/// | 状态.Closed | 状态.Open | |
/// ```
final RxStateMachine<State, Event, Function> _stateMachine =
RxStateMachine<State, Event, Function>.create((g) => g
..initialState(Open())
..state<Open>((b) => b
..on<OnClosing>((state, event) {
return b.transitionTo(Closed());
}))
..state<Closed>((b) => b
..on<OnOpening>((state, event) {
return b.transitionTo(Open());
}))
..onTransition((transition) {
if (transition is Valid) {
final item = transition as Valid;
print(
"有效状态转移: 从 [${item.fromState}] 到 [${item.toState}] 通过 [${item.event}]");
} else if (transition is Invalid) {
final item = transition as Invalid;
print(
"无效状态转移: 从 [${item.fromState}] 通过 [${item.event}]");
}
}));
RxStateMachine<State, Event, Function> _givenStateIs(State state) =>
_stateMachine.as((g) {
g.initialState(state);
});
abstract class State {}
class Open extends State {}
class Closed extends State {}
abstract class Event {}
class OnOpening extends Event {}
class OnClosing extends Event {}
更多关于Flutter状态管理插件rx_state_machine的使用的实战教程也可以访问 https://www.itying.com/category-92-b0.html
更多关于Flutter状态管理插件rx_state_machine的使用的实战系列教程也可以访问 https://www.itying.com/category-92-b0.html
当然,关于Flutter状态管理插件rx_state_machine
的使用,下面是一个简单的代码示例来展示其基本用法。rx_state_machine
是一个基于RxDart的状态管理库,可以帮助开发者更清晰地管理复杂的状态转换逻辑。
首先,确保你的pubspec.yaml
文件中已经添加了rx_state_machine
的依赖:
dependencies:
flutter:
sdk: flutter
rx_state_machine: ^最新版本号
然后,运行flutter pub get
来获取依赖。
接下来,让我们创建一个简单的状态机示例。假设我们有一个简单的计数器应用,有三个状态:Idle
、Counting
和Paused
。
定义状态
import 'package:rx_state_machine/rx_state_machine.dart';
enum CounterState { idle, counting, paused }
定义事件
enum CounterEvent { start, stop, resume, increment }
创建状态机
import 'package:rxdart/rxdart.dart';
class CounterStateMachine extends RxStateMachine<CounterState, CounterEvent> {
CounterStateMachine()
: super(
initialState: CounterState.idle,
transitions: {
CounterState.idle: [
Transition<CounterState, CounterEvent>(
event: CounterEvent.start,
toState: CounterState.counting,
),
],
CounterState.counting: [
Transition<CounterState, CounterEvent>(
event: CounterEvent.stop,
toState: CounterState.idle,
),
Transition<CounterState, CounterEvent>(
event: CounterEvent.increment,
toState: CounterState.counting, // Stay in counting state
action: _incrementCounter,
),
],
CounterState.paused: [
Transition<CounterState, CounterEvent>(
event: CounterEvent.resume,
toState: CounterState.counting,
),
Transition<CounterState, CounterEvent>(
event: CounterEvent.stop,
toState: CounterState.idle,
),
],
},
);
final BehaviorSubject<int> _counter = BehaviorSubject<int>.seeded(0);
int get counter => _counter.value;
void _incrementCounter() {
_counter.add(_counter.value + 1);
}
}
使用状态机
在你的Flutter应用中,你可以这样使用状态机:
import 'package:flutter/material.dart';
import 'counter_state_machine.dart'; // 假设上面的代码保存在这个文件里
void main() {
runApp(MyApp());
}
class MyApp extends StatelessWidget {
@override
Widget build(BuildContext context) {
return MaterialApp(
home: Scaffold(
appBar: AppBar(title: Text('Counter App')),
body: CounterPage(),
),
);
}
}
class CounterPage extends StatefulWidget {
@override
_CounterPageState createState() => _CounterPageState();
}
class _CounterPageState extends State<CounterPage> {
final CounterStateMachine _stateMachine = CounterStateMachine();
@override
Widget build(BuildContext context) {
return Column(
mainAxisAlignment: MainAxisAlignment.center,
children: [
Text('Counter: ${_stateMachine.counter}'),
SizedBox(height: 20),
ElevatedButton(
onPressed: () {
if (_stateMachine.currentState == CounterState.idle ||
_stateMachine.currentState == CounterState.paused) {
_stateMachine.dispatchEvent(CounterEvent.start);
}
},
child: Text('Start'),
),
ElevatedButton(
onPressed: () {
if (_stateMachine.currentState == CounterState.counting) {
_stateMachine.dispatchEvent(CounterEvent.stop);
} else if (_stateMachine.currentState == CounterState.paused) {
_stateMachine.dispatchEvent(CounterEvent.stop);
// Alternatively, you could directly resume from paused state
}
},
child: Text('Stop'),
),
ElevatedButton(
onPressed: () {
if (_stateMachine.currentState == CounterState.paused) {
_stateMachine.dispatchEvent(CounterEvent.resume);
} else if (_stateMachine.currentState == CounterState.idle) {
// Do nothing or handle incorrectly pressed resume button
} else {
_stateMachine.dispatchEvent(CounterEvent.stop);
_stateMachine.dispatchEvent(CounterEvent.start); // Simulate resume by restarting
}
},
child: Text('Resume'),
),
ElevatedButton(
onPressed: () {
if (_stateMachine.currentState == CounterState.counting) {
_stateMachine.dispatchEvent(CounterEvent.increment);
}
},
child: Text('Increment'),
),
],
);
}
@override
void dispose() {
_stateMachine._counter.close(); // Clean up the subject when widget is disposed
super.dispose();
}
}
在这个示例中,我们定义了一个简单的计数器状态机,包含三个状态和四个事件。然后,我们在Flutter应用中创建了一个界面,允许用户通过按钮触发不同的事件,从而改变状态机的状态并更新界面。
请注意,实际开发中可能需要根据具体需求对状态机的定义和事件处理逻辑进行调整。