SMElement is a base class for writing web components backed by state machines.
State machines have been around for a long time. They are incredibly powerful for UI programming and help prevent some nasty, hard to find bugs, as well as keeping your code quite simple and maintainable. For a good overview on state machines (statecharts) check out statecharts.github.io
SMElement is heavily inspired by Polymer and LitElement, and uses lit-html for rendering.
You extend the SMElement class just like you would Polymer.Element or LitElement.
You also need to define a static machine
getter that returns your state machine object. The machine
getter might look like so:
static get machine() {
return {
initial: 'loading',
states: {
loading: {
name: 'loading',
transitions: [
{
event: 'load_success',
target: 'results'
},
{
event: 'load_error',
target: 'error'
}
]
},
results: {
name: 'results',
transitions: [
{
event: 'start_over',
target: 'loading'
}
]
},
error: {
name: 'error',
transitions: [
{
event: 'try_again',
target: 'loading'
}
]
},
}
};
}
This particular machine starts in the "loading", state. When the machine receives the event "load_success", it transitions to the "results" state immediately. If it had received the "load_error" event instead, it would have transitioned to the "error" state.
Events in SMElement are NOT tranditional DOM events. They're simply strings sent to the machine. You can trigger events by calling the send
instance method. An example:
this.send('load_results');
This is typically how you interact with your machine. You can call send
at anytime, and if the machine's current state doesn't define a transition for the sent event, nothing horrible will happen and the event is simply ignored. This helps prevent hard to predict bugs like double-clicked buttons, or error messages shown on the wrong screen.
The event can also carry a payload if needed. This is useful for passing data between states. TODO: The next example shows this. explain yo'self
Each state can define some hooks that run when the state is entered or exited. Since the above machine is pretty boring on it's own, Let's add a new state and then some hooks to the existing states to make it more interesting.
static get machine() {
return {
initial: 'initial',
states: {
initial: {
name: 'initial',
transitions: [
{
event: 'submit_search',
target: 'loading',
}
]
},
loading: {
name: 'loading',
onEntry: function({searchInput}) {
this.doSearch(searchInput)
.then(result => {
this.send('load_success', {result});
})
.catch(error => {
this.send('load_error', {error});
})
},
transitions: [
{
event: 'load_success',
target: 'results',
effect: function(detail) {
return detail;
}
},
{
event: 'load_error',
target: 'error',
effect: function(error) {
return {errorMessage: error.message};
}
},
{
event: 'cancel_search',
target: 'initial'
},
]
},
results: {
name: 'results',
transitions: [
{
event: 'start_over',
target: 'initial'
}
]
},
error: {
name: 'error',
transitions: [
{
event: 'try_again',
target: 'loading'
}
]
},
}
};
}
By adding another state and a few actions and effects, we can start to make the machine more useful. We added the "initial" state. Picture this as the starting point of your component. This could comprise of a simple search form. When the form is submitted, an event is sent to the machine via this.send('submit_search')
. This triggers the transition to the "loading" state.
This new state has an onEntry(data)
action which kicks off an asynchronous "doSearch" operation when the state is entered. When that operation resolves or rejects, we call send again with the appropriate event. The machine then transitions to the appropriate state (success or error). Notice the event is sent with the results of the operation (search results, or an error) which is simply returned by the effect function for the transition, causing an update to the components data.
States can also define an onExit(data)
action but that is not demonstrated here.
onEntry and onExit are called in the scope of your component instance, so cannot be arrow functions.
Notice that the transitions have a function labeled "effect". These effects should return any updates we want to make to the components data. Updating the component's data triggers a render cycle automatically. In this case, we return the results of the search operation on success, and any error messages if the request fails.
Now, suppose the search operation takes a long time, and during the "loading" state, there's a cancel button that when clicked, sends a "cancel_search" event. The loading state honors this event and transitions to the "initial" state. But what happens when that doSearch promise eventually resolves?
Nothing! The "initial" state doesn't care about the "load_success" or "load_error" events. The result is that the component's data is NOT changed, and no odd errors are shown to the user for an operation they bailed out of a long time ago.
Transitions can also provide a condition function. If provided, this function will be run when the machine receives an event is handles. The transition will only continue if this function returns true. This is useful when you want to handle the same event different ways. For example, in the fictitious search component above, if the search results came back empty, you might want to move to an "empty_list" state instead of the "results" state. If multiple transitions are defined with the same event, they must all provide a condition (this may change in future versions). The first transition who's condition returns true will be taken.
You can define transitions that don't exit the current state (and therefore, don't enter a new state) by simply omitting the target
property. Self-transitions can have conditions and effects just like regular transitions. These are useful for keeping data mutations under the control of the machine.
Your render function will be called any time the component's data changes. This is quite similar to how Polymer.Element and LitElement components work. Your render function will also be called any time there's a state transition, but will only be called once if both happen in the same frame. Each individual state can also optionally provide it's own render
function. The component's currentStateRender
function will point to the current state's render function for use in your main render function. This is essentially a short-hand alternative to use isState(...)
and a conditional inside your main render function. In fact, the default render function in the super class will render your state's ui automatically if you don't provide a render function in your subclass.
Rendering is queued for the next animation frame by default. If for whatever reason you want to change this you can override requestRender
and implement your own scheduling.
If you want to get started using SMElement in your own project, install the module npm install --save sm-element
and import it import SMElement from 'sm-element/sm-element'
If you want to fiddle around with THIS project, fork it, npm install
, and then serve it with polymer serve
.
render(data)
called with the currentdata
, returns a lit-htmlTemplateResult
.isState(currentState, desiredState)
returns true ifcurrentState
matchesdesiredState
.oneOfState(currentState, ...desiredStates)
returns true if thecurrentState
matches one of thedesiredStates
.send(eventName, detailObject)
send an event to the machine with an optionaldetail
object.currentStateRender(data)
a reference to the current state'srender
function. This can be used to render specific UI for the current state.createRenderRoot()
override to set a customer render target. Defaults to creating a shadowRoot.requestRender()
rendering is asynchronous. Override to define a different rendering schedule.