vue-xstate v2.1.8
:warning: Attention: Documentation about v1.x.x is here :warning:
vue-xstate v2
This project aims to give users of VueJS a easy access platform to use xState library in their project.
If you're not familiar with xState check first their site before using this!
Why no longer a mixin?
In this version I've moved away from the mixin structure for three reasons:
- It adds a lot of overhead
- It's being considered a bad practice as it does merge properties in runtime and you can accidentally overlap them without warning.
- In mixin form the instance of the machine was mandatory to be linked to the component, having to make use of strange subscriptions to share it through
With the new approach of a class it can be explicitly initialized, doesn't overwrite any property and it can be instantiated anywhere and shared through props/imports. This also adds an extra benefit, this class can now be used in other projects that don't use vue.
Migration from v1
To migrate your components from v1, you need to remove the mixin from it and the initialization of the machine from your created() hook. To simplify a bit your work, you can add this piece of code in your component to have a map of your data to the new machine.
Note that the subscription system has now been removed as now being a class you can initiate, it can be passed as a property and shared the instance through multiple components.
You will have to replace the types with the ones on your state machine
public machine: StateMachine<TContext, TStateSchema, TEvents> = new StateMachine(initialContext, machineConfig);
public get context(): TContext {
return this.machine.context;
}
public get currentState(): StateMachineStateName<TStateSchema> {
return this.machine.state;
}
public get stateHash(): StateMachineStateName<TStateSchema> {
return this.machine.stateHash;
}
public dispatch(action: TEvents): void {
this.machine.dispatch(action);
}
Usage
Install
yarn add vue-xstate
or
npm i vue-xstate
:warning: Remember, since version 2.1.0, xstate is a peer dependency and you will have to install it in your project to use with this library.
Create your state machine
Using the documentation of XState, define your context, states, events and state machine. For this case you will only define the objects, you don't need to use any of the methods indicated in that documentation as the mixin takes care of all internally.
I do recommend to keep the types and the machine in a separated file to make it easier to read and maintain. I also recommend to follow the nomenclature pattern. In the future I will try to add a small scaffolding tool to use with npm to generate the base files and types.
Here is an example state machine file:
/// traffic-light.machine.ts
import { MachineConfig, StateNodeConfig } from 'xstate';
import { assign } from 'xstate/lib/actions';
// State machine context interface
export interface TrafficLightContext {
carCount: number;
finedPlates: string[];
}
// Initial context used in the xStateInit() method
export const TrafficLigtInitialContext: TrafficLightContext = {
carCount: 0,
finedPlates: [],
};
// Possible states of the machine
export enum TrafficLightStates {
RED = 'RED',
AMBER = 'AMBER',
GREEN = 'GREEN',
}
// Possible actions of the whole machine
export enum TrafficLightActions {
GO_GREEN = 'GO_GREEN',
GO_AMBER = 'GO_AMBER',
GO_RED = 'GO_RED',
COUNT_CAR = 'COUNT_CAR',
FINE_CAR = 'FINE_CAR',
}
// Utility interface to get proper types on our config
export interface TrafficLightSchema {
states: {
[state in TrafficLightStates]: StateNodeConfig<TrafficLightContext, TrafficLightSchema, TrafficLightEvent>;
};
}
// Events that will be sent on the dispatch with their payload definition
export type TrafficLightEvent =
| { type: TrafficLightActions.GO_GREEN }
| { type: TrafficLightActions.GO_AMBER }
| { type: TrafficLightActions.GO_RED }
| { type: TrafficLightActions.COUNT_CAR }
| { type: TrafficLightActions.FINE_CAR; plate: string };
// Definition of the state machine
export const TrafficLightMachineConfig: MachineConfig<TrafficLightContext, TrafficLightSchema, TrafficLightEvent> = {
initial: TrafficLightStates.RED,
states: {
[TrafficLightStates.RED]: {
on: {
[TrafficLightActions.GO_GREEN]: {
target: TrafficLightStates.GREEN,
},
[TrafficLightActions.FINE_CAR]: {
actions: assign((ctx, event) => ({
finedPlates: [...ctx.finedPlates, event.plate],
})),
},
},
},
[TrafficLightStates.AMBER]: {
on: {
[TrafficLightActions.GO_RED]: {
target: TrafficLightStates.RED,
},
},
},
[TrafficLightStates.GREEN]: {
on: {
[TrafficLightActions.GO_AMBER]: {
target: TrafficLightStates.AMBER,
},
[TrafficLightActions.COUNT_CAR]: {
actions: assign((ctx, event) => ({
carCount: ctx.carCount + 1,
})),
},
},
},
},
};
Remember that in the machine configuration you can use any functionality provided by xState
Initiate the machine in your component
Once you have your class component created do the following:
import { Component, Vue } from 'vue-property-decorator';
import { StateMachine } from 'vue-xstate';
import {
TrafficLightContext,
TrafficLightStateSchema,
TrafficLightEvents,
TrafficLigtInitialContext,
TrafficLightMachineConfig,
} from './TrafficLight.machine.ts';
@Component
class TrafficLight extends Vue {
// Your class definition
readonly machine: StateMachine<TrafficLightContext, TrafficLightStateSchema, TrafficLightEvents> = new StateMachine(
TrafficLigtInitialContext,
TrafficLightMachineConfig,
);
}
This will create and initiate the state machine with the defined initial state. Then you can use the StateMachine properties and methods to render and operate your machine. All the properties are reactive in the normal vue flow, which allows you to use them directly in your template/methods.
Documentation
StateMachine class
Now that you have machine initialized, you will have access to the following data, methods and props:
Data
All the properties listed here are getter to prevent you to accidentally modify them. In any case you should always observe the principle of immutability when designing your states.
Name | Type | Description |
---|---|---|
context | TContext | Contain the context of the state machine, it will change as you move through the actions |
state | string | Current state name based on your StateSchema definition |
stateHash | string | State hash will provide a unique UUID every time there's a state change in the state machine |
Methods
constructor()
The constructor method initialize the state machine.
new StateMachine(
initialContext: TContext,
machineConfig: MachineConfig<TContext, TStateSchema, TEvents>,
configOptions?: Partial<MachineOptions<TContext, TEvents>>
)
Method params
Name | Type | Optional | Description |
---|---|---|---|
initialContext | TContext | false | Initial context that will be accessible through context data |
machineConfig | MachineConfig<TContext, TStateSchema, TEvents> | false | xState machine configuration here |
configOptions | Partial<MachineOptions<TContext, TEvents> | true | xState machine options here |
dispatch()
This method allows to dispatch events to the state machine
dispatch(action: TEvents): void
Method params
Name | Type | Description |
---|---|---|
action | TEvents | Action object with its payload |
Changelog
2.1.8
- Dependencies update for security reasons
2.1.7
- Removed parcel from dev dependencies
2.1.6
- Bump packages for a security issue with node-forge
2.1.5
- Bump packages for security issues
2.1.4
- Bump elliptic dependency from 6.5.2 to 6.5.3 for a security issue
2.1.3
- Security internal dependency lodash
- Realizing I suck on handling versions
2.1.2
- Removed js maps from build to thin the package
2.1.1
- Updated documentation
2.1.0
- Removed unnecessary dependecies
- Turned xstate to a peer dependency
For forkers
yarn install
Compiles and minifies to /lib
yarn run build
Run unit tests
yarn run test
Lints and fixes files
yarn run lint
Licence
MIT License
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