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lite_state

一个用于 Flutter 的简单状态管理机器。

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150

安装插件

flutter pub add lite_state

插件介绍

基于插件公开信息、社区数据与项目使用情况整理的选型参考。

Lite State 是一个轻量级的状态管理解决方案,专为 Flutter 设计,旨在通过最少的样板代码简化状态处理。它提供了一种直接的基于机器的方法来管理状态转换,使应用程序状态的跟踪和更新变得简单且可预测。非常适合中小型应用,强调简洁性和性能,无需复杂的设置或大量学习。该包可以无缝集成到现有的 Flutter 项目中,并支持所有主要平台。

适合场景

  • 小型应用中的简单状态管理
  • 管理UI状态转换
  • 轻量级替代方案,用于大型状态解决方案
  • 实时数据同步
  • 状态驱动的 UI 更新

主要特点

  • 最小化样板代码
  • 基于机器的状态逻辑
  • 跨平台支持
  • 与 Flutter 的轻松集成
  • 轻量且快速

适合对象

  • 初学者 Flutter 开发者
  • 需要简单状态控制的项目
  • 避免使用重型状态库的应用
  • 原型和最小可行产品
  • 注重开发速度的团队

使用建议

  • 不适用于大规模应用
  • 有限的内置调试工具
  • 无内置持久化
  • 需要手动序列化状态
  • 比功能完整的状态管理器功能更少

原始 README

以下为关联源码仓库的 README 原文快照,最新内容请访问源码仓库。

Flutter Lite State

pub.devstyle: effective dart Awesome Flutter

The litest state machine ever. You don't need to depend on any heavy libraries if you only need to control state of your widgets. This state manager is for those who are tired of writing lots of boilerplate code of states like in case of using BLoC, or don't want to depend on BuildContext like with using Provider or just don't want tons of functionality in one place like with using Get. I personally do like those state managers but I also see their disadvantages in some usecases. They just don't fit some projects. That's why I decided to write LiteState for the projects that need to be up and running in just a couple of minutes

Lite State is very simple and lite. It consists of a single file. The purpose of LiteState is to make writing and using controllers as quick and easy as possible. I wish I could do them even simplier by using reflection, so that one don't even need to instantiate controllers but unfortunately, Flutter doesn't support mirrors :(

Anyway, just take a look at the example below

You might also like my other packages

flutter_multi_formatter

pub.devstyle: effective dart Awesome Flutter

flutter_instagram_storyboard

pub.devstyle: effective dart

Features

Easily controlling the state of your widgets without a need for context. That's it.

Getting started

All your Lite State controllers must be inherited from LiteStateController generic class. All the magic is happening inside.

  1. Create a controller you need. E.g. an auth controller to check users' authorization
import 'package:lite_state/lite_state.dart';

class AuthController extends LiteStateController<AuthController> {

}

INITIALIZATION OF CONTROLLERS

You have two options here
  1. Add initialization of your controller somewhere in the beginning of your app e.g. in initState() {} of your main class
void main() {
  runApp(const MyApp());
}

class MyApp extends StatefulWidget {
  const MyApp({super.key});

  @override
  State<MyApp> createState() => _MyAppState();
}

class _MyAppState extends State<MyApp> {

  @override
  void initState() {
    /// In this case I've used lazy initialization
    /// this means the controller will be instantiated when it's first 
    /// used. Pay attention, I've used AuthController type as a key 
    /// in the instantiator Map. This is used internally to look for 
    /// a controller using generic constraints
    /// In case you want to initialize all your controllers at once
    /// just use initControllers() instead of initControllersLazy()
    initControllersLazy({
      AuthController:() => AuthController(),
      LoaderController:() => LoaderController(),
    });
    super.initState();
  }


  @override
  Widget build(BuildContext context) {
    return MaterialApp(
      title: 'Flutter Demo',
      theme: ThemeData(
        primarySwatch: Colors.blue,
      ),
      home: TestPage(),
    );
  }
}

Just you LiteState builder any where you need

Widget build(BuildContext context) {
  return LiteState<AuthController>(
    builder: (BuildContext c, AuthController controller) {
      /// ... your code goes here
    },
  );
}

OR

You can use a single use controller like this BE AWARE that in this case you controller will be disposed as soon as LiteState widget, where you pass it, is disposed The controller like this will override any other controller of the same time that you might have initialized via initControllers or initControllersLazy

return LiteState<SingleUseController>(
  controller: SingleUseController(),
  builder: (BuildContext c, SingleUseController controller) {
    return Scaffold(
      appBar: AppBar(
        title: const Text('Single Use Controller'),
      ),
      body: Center(
        child: Column(
          crossAxisAlignment: CrossAxisAlignment.center,
          children: [
            Text(
              controller.counter.toString(),
              style: const TextStyle(
                fontSize: 50.0,
              ),
            ),
            Button(
              text: 'Update Counter',
              onPressed: () {
                controller.counter++;
              },
            ),
            
          ],
        ),
      ),
    );
  },
);

It's also possible to use the same controller type for many widgets. And the controller instances will not conflict with each other. In this case the setup is almost the same as the above but along with the instance of the controller you need to pass true to the useIsolatedController parameter of the LiteState widget.

import 'package:example/button.dart';
import 'package:flutter/material.dart';
import 'package:lite_state/lite_state.dart';

import 'lite_state_controllers/controller_for_multi_controller_setup.dart';

class MultiControllerSetup extends StatefulWidget {
  const MultiControllerSetup({super.key});

  @override
  State<MultiControllerSetup> createState() => _MultiControllerSetupState();
}

class _MultiControllerSetupState extends State<MultiControllerSetup> {
  final ControllerForMultiControllerSetup _controller1 = ControllerForMultiControllerSetup(
    printKey: 'controller1',
  );
  final ControllerForMultiControllerSetup _controller2 = ControllerForMultiControllerSetup(
    printKey: 'controller2',
  );

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      appBar: AppBar(
        title: const Text('Single Use Controller'),
      ),
      body: Center(
        child: Column(
          crossAxisAlignment: CrossAxisAlignment.center,
          children: [
            LiteState<ControllerForMultiControllerSetup>(
              controller: _controller1,
              useIsolatedController: true,
              builder: (BuildContext c, ControllerForMultiControllerSetup controller) {
                return Column(
                  children: [
                    Text(
                      'Controller 1 counter:${controller.counter}',
                      style: const TextStyle(
                        fontSize: 20.0,
                      ),
                    ),
                    Button(
                      text: 'Update Controller 1 Counter',
                      onPressed: controller.updateCounter,
                    ),
                  ],
                );
              },
            ),
            LiteState<ControllerForMultiControllerSetup>(
              controller: _controller2,
              useIsolatedController: true,
              builder: (BuildContext c, ControllerForMultiControllerSetup controller) {
                return Column(
                  children: [
                    Text(
                      'Controller 2 counter:${controller.counter}',
                      style: const TextStyle(
                        fontSize: 20.0,
                      ),
                    ),
                    Button(
                      text: 'Update Controller 2 Counter',
                      onPressed: controller.updateCounter,
                    ),
                  ],
                );
              },
            ),
          ],
        ),
      ),
    );
  }
}

Usage


class TestPage extends StatelessWidget {
  const TestPage({Key? key}) : super(key: key);

  Widget _buildUserName() {
    /// I use authController global property here instead of
    /// calling findController<AuthController>()
    /// but it does call findController inside. It's just a shorhand
    return Text('Welcome, ${authController.userName}');
  }

  @override
  Widget build(BuildContext context) {
    return LiteState<AuthController>(
      builder: (BuildContext c, AuthController controller) {
        return Scaffold(
          body: Center(
            child: Column(
              crossAxisAlignment: CrossAxisAlignment.center,
              mainAxisAlignment: MainAxisAlignment.center,
              children: [
                _buildUserName(),
                const SizedBox(height: 20.0),
                Button(
                  isLoading: controller.isLoading,
                  text: controller.isAuthorized ? 'Log Out' : 'Authorize',
                  onPressed: () {
                    /// you can also use a shorthand method fc<AuthController>()
                    /// to do the same. It calls findController internally
                    /// or just write a global function to get it.
                    /// e.g. right above AuthController declaration
                    /// AuthController get authController {
                    ///   return findController<AuthController>();
                    /// }
                    if (controller.isAuthorized) {
                      findController<AuthController>().logout();
                    } else {
                      findController<AuthController>().authorize();
                    }
                  },
                ),
                const Padding(
                  padding: EdgeInsets.only(
                    left: 40.0,
                    right: 40.0,
                    top: 20.0,
                  ),
                  child: Text(
                    'Notice that your authorization is stored across sessions in a persistant local storage. Reload the app and you will see that authorization is still there',
                  ),
                ),
              ],
            ),
          ),
        );
      },
    );
  }
}

Controllers also allow you to easily store and restore data from shared preferences. When the local data is restored a controller calls void onLocalStorageInitialied(); method. You can override it in your controllers to know the exact time when your local data is ready. This example shows how you can store and restore auth tokens

/// First you need to create a class that you want to
/// be storable / restorable. The class must implement 
/// LSJsonEncodable interface. It's very simple and is needed 
/// for a LiteState controller to determin if and instance of the 
/// class can be serialized according to its rules. 
/// The interface only contains one method: Map encode(); 
/// which must be overriden in your class
class AuthData implements LSJsonEncodable {
  String type;
  String token;
  String userName;
  AuthData({
    required this.type,
    required this.token,
    required this.userName,
  });

  @override
  Map encode() {
    return {
      'type': type,
      'token': token,
      'userName': userName,
    };
  }
  /// The static method is necessary as a decoder 
  /// so that a controller can understand how to work with your data
  /// when it meet the data in SharedPreferences
  /// You can see how it's used below
  static AuthData decode(Map map) {
    return AuthData(
      type: map['type'],
      token: map['token'],
      userName: map['userName'],
    );
  }
}

Now you need to initialize your decoders. The best place to do it is right before you initialize your controllers. Somewhere in the beginning of your app

@override
void initState() {
  
  /// Initialize decoders. In this case we only have AuthData decoder
  /// but you will need to add decoders for every class you want to be encodable / decodable
  initJsonDecoders({
    AuthData: AuthData.decode,
  });

  initControllersLazy({
    AuthController:() => AuthController(),
    LoaderController:() => LoaderController(),
  });
  super.initState();
}

That's basically it. Now you can simply use it in your controller.

AuthController get authController {
  return findController<AuthController>();
}

class AuthController extends LiteStateController<AuthController> {
  
  AuthData? get authData {
    return getPersistentValue<AuthData>('authData');
  }
  set authData(AuthData? value) {
    setPersistentValue<AuthData>('authData', null);
  }

  String get userName {
    return authData?.userName ?? 'Guest';
  }
  ...
}

See example project for a complete source

Conditional rebuilds

If you want to rebuild only a particular builder, you can give this name to a LiteState instance amd pass the same name to the rebuild('someBuilderName') method. This will trigger only a particular builder. If you don't pass a name, all builders for this controllers that are currently in the widget tree will be rebuilt.

Here's the complete example. As you can see, it uses a few instances of LiteState with the same controller on the same page. But the instances have different names. And when you press a corresponding button, you will see only one print with the related information, which means that only that builder was triggered.

import 'package:example/button.dart';
import 'package:flutter/material.dart';
import 'package:lite_state/lite_state.dart';

class NamedBuildersPage extends StatefulWidget {
  const NamedBuildersPage({super.key});

  @override
  State<NamedBuildersPage> createState() => _NamedBuildersPageState();
}

class _NamedBuildersPageState extends State<NamedBuildersPage> {
  final NamedBuilderController _controller = NamedBuilderController();

  @override
  Widget build(BuildContext context) {
    return Scaffold(
      appBar: AppBar(
        title: const Text('Named Builders Page'),
      ),
      body: Center(
        child: Column(
          crossAxisAlignment: CrossAxisAlignment.center,
          children: [
            const SizedBox(
              height: 100.0,
            ),

            /// Press one of two buttons and see how only a particular print will work
            /// While the builders use the same instance of controller
            LiteState<NamedBuilderController>(
              controller: _controller,
              builderName: 'text1',
              builder: (BuildContext c, NamedBuilderController controller) {
                debugPrint('REBUILD TEXT 1');
                return const Text('Text1');
              },
            ),
            const SizedBox(
              height: 20.0,
            ),
            LiteState<NamedBuilderController>(
              controller: _controller,
              builderName: 'text2',
              builder: (BuildContext c, NamedBuilderController controller) {
                debugPrint('REBUILD TEXT 2');
                return const Text('Text2');
              },
            ),
            const SizedBox(
              height: 20.0,
            ),
            Button(
              text: 'Rebuild Text1',
              onPressed: () {
                _controller.rebuild('text1');
              },
            ),
            Button(
              text: 'Rebuild Text2',
              onPressed: () {
                _controller.rebuild('text2');
              },
            ),
            Button(
              text: 'Unnamed Rebuild',
              onPressed: () {
                _controller.rebuild();
              },
            ),
          ],
        ),
      ),
    );
  }
}

class NamedBuilderController extends LiteStateController<NamedBuilderController> {
  @override
  void reset() {}
  @override
  void onLocalStorageInitialized() {}
}

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