Unidirectional Reactive Architecture. This is a Combine implemetation of ReactiveFeedback and RxFeedback
Requirements for iOS apps have become huge. Our code has to manage a lot of state e.g. server responses, cached data, UI state, routing etc. Some may say that Reactive Programming can help us a lot but, in the wrong hands, it can do even more harm to your code base.
The goal of this library is to provide a simple and intuitive approach to designing reactive state machines.
State
is the single source of truth. It represents a state of your system and is usually a plain Swift type. Your state is immutable. The only way to transition from one State
to another is to emit an Event
.
Represents all possible events that can happen in your system which can cause a transition to a new State
.
A Reducer is a pure function with a signature of ( inout State, Event) -> Void
. While Event
represents an action that results in a State
change, it's actually not what causes the change. An Event
is just that, a representation of the intention to transition from one state to another. What actually causes the State
to change, the embodiment of the corresponding Event
, is a Reducer. A Reducer is the only place where a State
can be changed.
While State
represents where the system is at a given time, Event
represents a state change, and a Reducer
is the pure function that enacts the event causing the state to change, there is not as of yet any type to decide which event should take place given a particular current state. That's the job of the Feedback
. It's essentially a "processing engine", listening to changes in the current State
and emitting the corresponding next events to take place. Feedbacks don't directly mutate states. Instead, they only emit events which then cause states to change in reducers.
To some extent it's like reactive Middleware in Redux
Dependency is the type that holds all services that feature needs, such as API clients, analytics clients, etc.
Store - is a base class responsible for initializing a UI state machine. It provides two ways to interact with it.
- We can start a state machine by observing
var state: AnyPublisher<State, Never>
. - We can send input events into it via
public final func send(event: Event)
.
This is useful if we want to mutate our state in response to user input. Let's consider a Counter
example
struct State {
var count = 0
}
enum Event {
case increment
case decrement
}
When we press + button we want the State
of the system to be incremented by 1
. To do that somewhere in our UI we can do:
Button(action: {
store.send(event: .increment)
}) {
return Text("+").font(.largeTitle)
}
Also, we can use the send(event:)
method to initiate side effects. For example, imagine that we are building an infinite list, and we want to trigger the next batch load when a user reaches the end of the list.
enum Event {
case didLoad(Results)
case didFail(Error)
case fetchNext
}
struct State: Builder {
var batch: Results
var movies: [Movie]
var status: Status
}
enum Status {
case idle
case loading
case failed(Error)
}
struct MoviesView: View {
typealias State = MoviesViewModel.State
typealias Event = MoviesViewModel.Event
let context: Context<State, Event>
var body: some View {
List {
ForEach(context.movies.identified(by: \.id)) { movie in
MovieCell(movie: movie).onAppear {
// When we reach the end of the list
// we send `fetchNext` event
if self.context.movies.last == movie {
self.context.send(event: .fetchNext)
}
}
}
}
}
}
When we send .fetchNext
event, it goes to the reducer
where we put our system into .loading
state, which in response triggers effect in the whenLoading
feedback, which is reacting to particular state changes
static func reducer(state: inout State, event: Event) {
switch event {
case .didLoad(let batch):
state.movies += batch.results
state.status = .idle
state.batch = batch
case .didFail(let error):
state.status = .failed(error)
case .retry:
state.status = .loading
case .fetchNext:
state.status = .loading
}
}
static var feedback: Feedback<State, Event> {
return Feedback(lensing: { $0.nextPage }) { page in
URLSession.shared
.fetchMovies(page: page)
.map(Event.didLoad)
.replaceError(replace: Event.didFail)
.receive(on: DispatchQueue.main)
}
}
Taking inspiration from TCA CombineFeedback
is build with a composition in mind.
Meaning that we can compose smaller states into bigger states. For more details please see Example App.
ViewContext<State, Event>
- is a rendering context that we can use to interact with UI and render information. Via @dynamicMemberLookup
it has all of the properties of the State
and several conveniences methods for more seamless integration with SwiftUI. (Credits to @andersio)
struct State {
var email = ""
var password = ""
}
enum Event {
case signIn
}
struct SignInView: View {
private let store: Store<State, Event>
init(store: Store<State, Event>) {
self.store = store
}
var body: some View {
WithContextView(store: store) { context in
Form {
Section {
TextField(context.binding(for: \.email, event: Event.emailDidChange))
TextField(context.binding(for: \.password, event: Event.passwordDidCange))
Button(action: context.action(for: .signIn)) {
Text("Sign In")
}
}
}
}
}
}
Counter | Infinite List | SignIn Form | Traffic Light |
---|---|---|---|