use-state-machine
v3.0.5
Published
Use Finite State Machines with React Hooks
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Readme
use-state-machine
Use Finite State Machines with React Hooks
Installation
$ npm install --save use-state-machine
Example
// H2O.js
import React from 'react'
import { useStateMachine } from 'use-state-machine'
import H2OState from './H2O.state'
function H2O () {
const [current, transition] = useStateMachine(H2OState)
return (
<div>
<p>Your H2O is in a {current.state} state.</p>
<p>The temperature of your H2O is {current.value}.</p>
<button
disabled={!transition.toLiquid}
onClick={() => transition.toLiquid()}>
To Liquid
</button>
<button
disabled={!transition.toSolid}
onClick={() => transition.freeze()}>
To Solid
</button>
<button
disabled={!transition.toGas}
onClick={() => transition.boil()}>
To Gas
</button>
</div>
)
}
// H2O.state.js
import { StateMachine } from 'use-state-machine'
export default new StateMachine({
initial: 'liquid',
liquid: {
freeze: 'solid',
boil: 'gas',
value: '60F'
},
solid: {
melt: 'liquid',
value: '32F'
},
gas: {
chill: 'liquid'
value: '212F'
}
})
API
useStateMachine
import { useStateMachine } from 'use-state-machine'
useStateMachine(machine: Object | StateMachine) -> [Object, Object]
useStateMachine
takes a JavaScript object or StateMachine
Object as an argument and returns an array consisting of a current
object and a transition
object.
current -> Object
The current
state consists of two properties: state
and value
.
state
returns the string representing the current state. value
returns the value (object or primitive) of the current state if one exists and returns undefined
if not.
const [ current ] = useStateMachine(H2OState)
current.state //-> 'liquid'
current.value //-> '60F'
transition -> Object
transition
is an object with a collection of functions allowing the developer to avoid
transitioning using the string names. In the example above, when in the liquid
state, two passive and two active functions exist on transition
. The passive functions are transition.toSolid
, transition.toGas
. The two active functions are transition.freeze
and transition.boil
. All state specific functions on transition
accept a single value
argument.
If the value argument is an Object, the state's value
and value argument will be merged. If the the state's value
is not an Object, the state's value
will be replaced with the value argument. If the state's value
is a primitive and the value argument is an object, the state's value
will be set to the value argument including a property named value
set to the state's previous primitive value.
const [ current, transition ] = useStateMachine(H2OState)
transition.freeze()
current.state //-> 'solid'
current.value //-> '32F'
transition.melt()
current.state //-> 'liquid'
transition.toGas()
StateMachine
import { StateMachine } from 'use-state-machine'
new StateMachine(states: Object) -> StateMachine
To create an instance of a StateMachine pass a 'states' object. A valid 'states' object must have, at a minimum, a single state. And an initial
property which is set to a valid state property.
There are two types of StateMachine
definitions: "active" and passive. If the definition includes names for each valid transition it is an "active" definition and the transition
property will include "active" functions (like freeze()
and boild()
). An example of an "active" definition is:
new StateMachine({
initial: 'liquid',
liquid: {
freeze: 'solid',
boil: 'gas',
value: '60F'
},
solid: {
melt: 'liquid',
value: '32F'
},
gas: {
chill: 'liquid'
value: '212F'
}
})
A "passive" definition uses the to
property on each state indicating one or more valid states the current state can transition to. For a "passive" definition, the transition
property will only include "passive" functions (like toSolid
and toGas
). An example of an "passive" definition is:
new StateMachine({
initial: 'liquid',
liquid: {
to: ['solid', 'gas']
value: '60F'
},
solid: {
to: 'liquid'
value: '32F'
},
gas: {
to: 'liquid'
value: '212F'
}
})
<StateMachine>.state -> String
Return the string name of the StateMachine
state.
<StateMachine>.value -> Any
value
returns the value (object or primitive) of the current state if one exists and returns undefined
if not.
<StateMachine>.transition -> Object
transition
is an object with a collection of functions allowing the developer to avoid
transitioning using the string names. In the example above, when in the liquid
state, two passive and two active functions exist on transition
. The passive functions are transition.toSolid
, transition.toGas
. The two active functions are transition.freeze
and transition.boil
. All state specific functions on transition
accept a single value
argument.
If the value argument is an Object, the state's value
and value argument will be merged. If the the state's value
is not an Object, the state's value
will be replaced with the value argument. If the state's value
is a primitive and the value argument is an object, the state's value
will be set to the value argument including a property named value
set to the state's previous primitive value.
<StateMachine>.onTransition(callback: Function) -> unsubscribe: Function
When a StateMachine
object transitions from one state to another all callbacks passed to the onTransition
function are evaluated with the StateMachine
object passed as the only argument to the callback. onTransition
returns a function that unsubscribes the callback when executed.
Maintainers
- Mark Stahl
License
MIT