State Management
Blinc uses Stateful elements as the primary way to manage UI state. Stateful elements handle state transitions automatically without rebuilding the entire UI tree.
Stateful Elements
Stateful is a wrapper element that manages visual states (hover, press, focus, etc.) efficiently. When state changes, only the affected element updates - not the entire UI.
Basic Usage
#![allow(unused)]
fn main() {
use blinc_layout::prelude::*;
fn feature_card(label: &str, accent: Color) -> impl ElementBuilder {
let label = label.to_string();
stateful::<ButtonState>()
.w_fit()
.p(4.0)
.rounded(14.0)
.on_state(move |ctx| {
let bg = match ctx.state() {
ButtonState::Idle => accent,
ButtonState::Hovered => Color::rgba(
(accent.r * 1.15).min(1.0),
(accent.g * 1.15).min(1.0),
(accent.b * 1.15).min(1.0),
accent.a,
),
ButtonState::Pressed => Color::rgba(
accent.r * 0.85,
accent.g * 0.85,
accent.b * 0.85,
accent.a,
),
ButtonState::Disabled => Color::GRAY,
};
div()
.bg(bg)
.on_click({
let label = label.clone();
move |_| println!("'{}' clicked!", label)
})
.child(text(&label).color(Color::WHITE))
})
}
}
How It Works
stateful::<S>()creates a StatefulBuilder for state type S.on_state(|ctx| ...)defines the callback that receives aStateContext- Events (hover, click, etc.) trigger automatic state transitions
ctx.state()returns the current state for pattern matching- Return a
Divfrom the callback - it’s merged onto the container
StateContext
The StateContext provides access to state and scoped utilities within your callback:
#![allow(unused)]
fn main() {
stateful::<ButtonState>()
.on_state(|ctx| {
// Get current state
let state = ctx.state();
// Create scoped signals (persist across rebuilds)
let counter = ctx.use_signal("counter", || 0);
// Create scoped animated values
let opacity = ctx.use_animated_value("opacity", 1.0);
// Access dependency values
let value: i32 = ctx.dep(0).unwrap_or_default();
// Dispatch events to trigger state transitions
// ctx.dispatch(CUSTOM_EVENT);
div().bg(color_for_state(state))
})
}
StateContext Methods
| Method | Description |
|---|---|
ctx.state() | Get the current state value |
ctx.event() | Get the event that triggered this callback (if any) |
ctx.use_signal(name, init) | Create/retrieve a scoped signal |
ctx.use_spring(name, target, config) | Declarative spring animation (recommended) |
ctx.spring(name, target) | Declarative spring with default stiff config |
ctx.use_animated_value(name, initial) | Low-level animated value handle |
ctx.use_timeline(name) | Create/retrieve an animated timeline |
ctx.dep::<T>(index) | Get dependency value by index |
ctx.dep_as_state::<T>(index) | Get dependency as State |
ctx.dispatch(event) | Trigger a state transition |
Event Access
Use ctx.event() to access the event that triggered the callback:
#![allow(unused)]
fn main() {
use blinc_core::events::event_types::*;
stateful::<ButtonState>()
.on_state(|ctx| {
// ctx.event() returns Some(EventContext) when triggered by user event
// Returns None when triggered by dependency changes
if let Some(event) = ctx.event() {
match event.event_type {
POINTER_UP => {
println!("Clicked at ({}, {})", event.local_x, event.local_y);
}
POINTER_ENTER => {
println!("Mouse entered!");
}
KEY_DOWN => {
if event.ctrl && event.key_code == 83 { // Ctrl+S
println!("Save shortcut pressed!");
}
}
_ => {}
}
}
let bg = match ctx.state() {
ButtonState::Idle => Color::BLUE,
ButtonState::Hovered => Color::CYAN,
ButtonState::Pressed => Color::DARK_BLUE,
_ => Color::GRAY,
};
div().bg(bg)
})
}
EventContext Fields
| Field | Type | Description |
|---|---|---|
event_type | u32 | Event type (POINTER_UP, POINTER_ENTER, etc.) |
node_id | LayoutNodeId | The node that received the event |
mouse_x, mouse_y | f32 | Absolute mouse position |
local_x, local_y | f32 | Position relative to element bounds |
bounds_x, bounds_y | f32 | Element position (top-left corner) |
bounds_width, bounds_height | f32 | Element dimensions |
scroll_delta_x, scroll_delta_y | f32 | Scroll delta (for SCROLL events) |
drag_delta_x, drag_delta_y | f32 | Drag offset (for DRAG events) |
key_char | Option<char> | Character (for TEXT_INPUT events) |
key_code | u32 | Key code (for KEY_DOWN/KEY_UP events) |
shift, ctrl, alt, meta | bool | Modifier key states |
Setting Initial State
Use .initial() to set the initial state:
#![allow(unused)]
fn main() {
stateful::<ButtonState>()
.initial(if disabled { ButtonState::Disabled } else { ButtonState::Idle })
.on_state(|ctx| {
// ...
div()
})
}
Signal Dependencies with .deps()
When a Stateful element needs to react to external signal changes (not just hover/press events), use .deps() to declare dependencies:
#![allow(unused)]
fn main() {
fn direction_toggle() -> impl ElementBuilder {
// External state that affects the element's appearance
let direction = use_state_keyed("direction", || Direction::Horizontal);
stateful::<ButtonState>()
.w(120.0)
.h(40.0)
.rounded(8.0)
// Declare dependency - on_state re-runs when this signal changes
.deps([direction.signal_id()])
.on_state(move |ctx| {
// Read the current direction value
let dir = direction.get();
let label = match dir {
Direction::Horizontal => "Horizontal",
Direction::Vertical => "Vertical",
};
let bg = match ctx.state() {
ButtonState::Idle => Color::rgba(0.3, 0.5, 0.9, 1.0),
ButtonState::Hovered => Color::rgba(0.4, 0.6, 1.0, 1.0),
_ => Color::rgba(0.3, 0.5, 0.9, 1.0),
};
div()
.bg(bg)
.on_click(move |_| {
// Toggle direction
direction.update(|d| match d {
Direction::Horizontal => Direction::Vertical,
Direction::Vertical => Direction::Horizontal,
});
})
.child(text(label).color(Color::WHITE))
})
}
}
Accessing Dependencies via StateContext
You can access dependency values directly from the context using ctx.dep():
#![allow(unused)]
fn main() {
let count_signal: State<i32> = use_state(|| 0);
let name_signal: State<String> = use_state(|| "".to_string());
stateful::<ButtonState>()
.deps([count_signal.signal_id(), name_signal.signal_id()])
.on_state(|ctx| {
// Access by index (matches order in .deps())
let count: i32 = ctx.dep(0).unwrap_or_default();
let name: String = ctx.dep(1).unwrap_or_default();
// Or get a full State<T> handle for reading and writing
if let Some(count_state) = ctx.dep_as_state::<i32>(0) {
let value = count_state.get();
// count_state.set(value + 1);
}
div().child(text(&format!("{}: {}", name, count)))
})
}
When to Use .deps()
Use .deps() when your on_state callback reads values from signals that can change independently of the element’s internal state transitions.
Without .deps(), the on_state callback only runs when:
- The element’s state changes (Idle → Hovered, etc.)
With .deps(), it also runs when:
- Any of the declared signal dependencies change
Scoped Signals
Use ctx.use_signal() for state that’s scoped to the stateful container:
#![allow(unused)]
fn main() {
stateful::<ButtonState>()
.on_state(|ctx| {
// This signal is keyed to this specific stateful container
// Format: "{stateful_key}:signal:click_count"
let click_count = ctx.use_signal("click_count", || 0);
div()
.child(text(&format!("Clicks: {}", click_count.get())))
.on_click(move |_| {
click_count.update(|n| n + 1);
})
})
}
Animated Values
Declarative API (Recommended)
Use ctx.use_spring() for declarative spring animations - specify the target and get the current animated value:
#![allow(unused)]
fn main() {
stateful::<ButtonState>()
.on_state(|ctx| {
// Declarative: specify target, get current value
let target_scale = match ctx.state() {
ButtonState::Hovered => 1.1,
_ => 1.0,
};
let current_scale = ctx.use_spring("scale", target_scale, SpringConfig::wobbly());
// For default stiff spring, use ctx.spring()
let opacity = ctx.spring("opacity", if ctx.state() == ButtonState::Idle { 0.8 } else { 1.0 });
div()
.transform(Transform::scale(current_scale, current_scale))
.opacity(opacity)
})
}
Low-Level API
For more control, use ctx.use_animated_value() which returns a SharedAnimatedValue:
#![allow(unused)]
fn main() {
stateful::<ButtonState>()
.on_state(|ctx| {
// Get the animated value handle
let scale = ctx.use_animated_value("scale", 1.0);
// With custom spring config
let opacity = ctx.use_animated_value_with_config(
"opacity",
1.0,
SpringConfig::bouncy(),
);
// Manually set target and get value
match ctx.state() {
ButtonState::Hovered => {
scale.lock().unwrap().set_target(1.1);
}
_ => {
scale.lock().unwrap().set_target(1.0);
}
}
let current_scale = scale.lock().unwrap().get();
div().transform(Transform::scale(current_scale, current_scale))
})
}
Animated Timelines
Use ctx.use_timeline() for complex multi-property animations with keyframes:
#![allow(unused)]
fn main() {
stateful::<ButtonState>()
.on_state(|ctx| {
// Persisted timeline scoped to this stateful
let timeline = ctx.use_timeline("pulse");
// Configure on first use, get existing entry IDs on subsequent calls
let opacity_id = timeline.lock().unwrap().configure(|t| {
let id = t.add(0, 1000, 0.5, 1.0); // 0ms offset, 1000ms duration
t.set_loop(-1); // Loop forever
t.start();
id
});
let opacity = timeline.lock().unwrap().get(opacity_id);
div().opacity(opacity)
})
}
The configure() method is idempotent - it only runs the configuration closure on the first call and returns existing entry IDs on subsequent calls.
Built-in State Types
Blinc provides common state types with automatic transitions:
ButtonState
#![allow(unused)]
fn main() {
ButtonState::Idle // Default state
ButtonState::Hovered // Mouse over element
ButtonState::Pressed // Mouse button down
ButtonState::Disabled // Non-interactive
}
Transitions:
Idle→Hovered(on pointer enter)Hovered→Idle(on pointer leave)Hovered→Pressed(on pointer down)Pressed→Hovered(on pointer up)
NoState
For containers that only need dependency tracking without state transitions:
#![allow(unused)]
fn main() {
stateful::<NoState>()
.deps([some_signal.signal_id()])
.on_state(|_ctx| {
// Rebuilds when dependencies change
div().child(text("Content"))
})
}
Custom State Types
Define your own state enum for complex interactions:
#![allow(unused)]
fn main() {
use blinc_layout::stateful::StateTransitions;
use blinc_core::events::event_types::*;
#[derive(Clone, Copy, PartialEq, Eq, Hash, Default)]
enum DragState {
#[default]
Idle,
Hovering,
Dragging,
}
impl StateTransitions for DragState {
fn on_event(&self, event: u32) -> Option<Self> {
match (self, event) {
(DragState::Idle, POINTER_ENTER) => Some(DragState::Hovering),
(DragState::Hovering, POINTER_LEAVE) => Some(DragState::Idle),
(DragState::Hovering, POINTER_DOWN) => Some(DragState::Dragging),
(DragState::Dragging, POINTER_UP) => Some(DragState::Idle),
_ => None,
}
}
}
fn draggable_item() -> impl ElementBuilder {
stateful::<DragState>()
.w(100.0)
.h(100.0)
.rounded(8.0)
.on_state(|ctx| {
let bg = match ctx.state() {
DragState::Idle => Color::BLUE,
DragState::Hovering => Color::CYAN,
DragState::Dragging => Color::GREEN,
};
div().bg(bg)
})
}
}
Keyed State (Global Signals)
For state persisted across UI rebuilds with a string key:
#![allow(unused)]
fn main() {
let is_expanded = use_state_keyed("sidebar_expanded", || false);
// Read
let expanded = is_expanded.get();
// Update
is_expanded.set(true);
is_expanded.update(|v| !v);
// Get signal ID for use with .deps()
let signal_id = is_expanded.signal_id();
}
Best Practices
-
Use
stateful::<S>()builder - This is the primary pattern for stateful UI elements. -
Return Div from callbacks - The new API expects you to return a Div, not mutate a container.
-
Use
.initial()for non-default states - Set initial state explicitly when needed. -
Use
ctx.use_signal()for local state - Scoped signals are automatically keyed. -
Use
ctx.dep()for dependency access - Cleaner than capturing signals in closures. -
Prefer built-in state types - They have correct transitions already defined.
-
Custom states for complex flows - Define your own when built-in types don’t fit.
-
Use
.deps()for external dependencies - Whenon_stateneeds to react to signal changes.