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robius-state-management

CRITICAL: Use for Robius state management patterns. Triggers on: AppState, persistence, theme switch, 状态管理, Scope::with_data, save state, load state, serde, 状态持久化, 主题切换

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Ver no GitHub ↗ Licença: MIT

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Robius State Management Skill

Best practices for state management and persistence in Makepad applications based on Robrix and Moly codebases.

Source codebases:

  • Robrix: Matrix chat client - AppState, SelectedRoom, persistence via serde
  • Moly: AI chat application - Central Store pattern, async initialization, Preferences

When to Use

Use this skill when:

  • Designing application state structure
  • Implementing state persistence
  • Passing state through widget tree
  • Managing UI state across sessions
  • Keywords: app state, makepad state, persistence, Scope::with_data, save state, load state

Production Patterns

For production-ready state management patterns, see the _base/ directory:

| Pattern | Description | |---------|-------------| | 06-global-registry | Global widget registry with Cx::set_global | | 07-radio-navigation | Tab-style navigation with radio buttons | | 10-state-machine | Enum-based state machine widgets | | 11-theme-switching | Multi-theme support with apply_over | | 12-local-persistence | Save/load user preferences |

AppState Structure

Core State Definition

use serde::{Serialize, Deserialize};
use std::collections::HashMap;
use matrix_sdk::ruma::OwnedRoomId;

/// App-wide state that is stored persistently across multiple app runs
/// and shared/updated across various parts of the app.
#[derive(Clone, Default, Debug, Serialize, Deserialize)]
pub struct AppState {
    /// The currently-selected room
    pub selected_room: Option<SelectedRoom>,

    /// Saved UI layout state for main view
    pub saved_layout_state: SavedLayoutState,

    /// Per-item saved states (e.g., per-space dock layouts)
    pub saved_state_per_item: HashMap<OwnedRoomId, SavedLayoutState>,

    /// Whether a user is currently logged in
    #[serde(skip)]  // Don't persist login state
    pub logged_in: bool,
}

/// Represents a currently selected item
#[derive(Clone, Debug, Serialize, Deserialize)]
pub enum SelectedRoom {
    JoinedRoom { room_name_id: RoomNameId },
    InvitedRoom { room_name_id: RoomNameId },
    Space { space_name_id: RoomNameId },
}

impl SelectedRoom {
    pub fn room_id(&self) -> &OwnedRoomId {
        match self {
            Self::JoinedRoom { room_name_id } => room_name_id.room_id(),
            Self::InvitedRoom { room_name_id } => room_name_id.room_id(),
            Self::Space { space_name_id } => space_name_id.room_id(),
        }
    }

    /// Upgrade from invited to joined state
    pub fn upgrade_invite_to_joined(&mut self, room_id: &RoomId) -> bool {
        match self {
            Self::InvitedRoom { room_name_id } if room_name_id.room_id() == room_id => {
                let name = room_name_id.clone();
                *self = Self::JoinedRoom { room_name_id: name };
                true
            }
            _ => false,
        }
    }
}

// Equality based on room_id only
impl PartialEq for SelectedRoom {
    fn eq(&self, other: &Self) -> bool {
        self.room_id() == other.room_id()
    }
}
impl Eq for SelectedRoom {}

Layout/Dock State Persistence

/// A snapshot of UI layout state for restoration
#[derive(Clone, Default, Debug, Serialize, Deserialize)]
pub struct SavedLayoutState {
    /// All items contained in the layout, keyed by ID
    pub layout_items: HashMap<LiveIdSerde, LayoutItemSerde>,

    /// Items currently open, keyed by ID
    pub open_items: HashMap<LiveIdSerde, SelectedRoom>,

    /// Order items were opened (chronological)
    pub item_order: Vec<SelectedRoom>,

    /// Currently selected item when state was saved
    pub selected_item: Option<SelectedRoom>,
}

/// Serializable wrapper for LiveId
#[derive(Clone, Debug, Hash, Eq, PartialEq, Serialize, Deserialize)]
pub struct LiveIdSerde(pub u64);

impl From<LiveId> for LiveIdSerde {
    fn from(id: LiveId) -> Self {
        Self(id.0)
    }
}

impl From<LiveIdSerde> for LiveId {
    fn from(s: LiveIdSerde) -> Self {
        LiveId(s.0)
    }
}

State Propagation via Scope

Passing State Through Widget Tree

impl AppMain for App {
    fn handle_event(&mut self, cx: &mut Cx, event: &Event) {
        // Forward to MatchEvent
        self.match_event(cx, event);

        // Create Scope with AppState data
        let scope = &mut Scope::with_data(&mut self.app_state);

        // Pass to widget tree - all children can access AppState
        self.ui.handle_event(cx, event, scope);
    }
}

Accessing State in Child Widgets

impl Widget for RoomScreen {
    fn handle_event(&mut self, cx: &mut Cx, event: &Event, scope: &mut Scope) {
        // Access AppState from scope
        if let Some(app_state) = scope.data.get::<AppState>() {
            if let Some(selected) = &app_state.selected_room {
                self.update_for_room(cx, selected);
            }
        }

        self.view.handle_event(cx, event, scope);
    }
}

Modifying State

impl Widget for RoomsList {
    fn handle_event(&mut self, cx: &mut Cx, event: &Event, scope: &mut Scope) {
        // Mutable access to AppState
        if let Some(app_state) = scope.data.get_mut::<AppState>() {
            if self.selection_changed {
                app_state.selected_room = self.get_selected();
            }
        }
    }
}

Persistence Layer

File Paths

use std::path::{Path, PathBuf};

const LATEST_APP_STATE_FILE_NAME: &str = "latest_app_state.json";
const WINDOW_GEOM_STATE_FILE_NAME: &str = "window_geom_state.json";

/// Get user-specific persistent state directory
fn persistent_state_dir(user_id: &UserId) -> PathBuf {
    app_data_dir()
        .join("users")
        .join(user_id.to_string().replace(':', "_"))
}

/// Get app-wide data directory
fn app_data_dir() -> &'static Path {
    // Platform-specific app data location
    static APP_DATA_DIR: OnceLock<PathBuf> = OnceLock::new();
    APP_DATA_DIR.get_or_init(|| {
        dirs::data_dir()
            .unwrap_or_else(|| PathBuf::from("."))
            .join("myapp")
    })
}

Saving State

use std::io::Write;

pub fn save_app_state(
    app_state: AppState,
    user_id: OwnedUserId,
) -> anyhow::Result<()> {
    let file = std::fs::File::create(
        persistent_state_dir(&user_id).join(LATEST_APP_STATE_FILE_NAME)
    )?;
    let mut writer = std::io::BufWriter::new(file);
    serde_json::to_writer(&mut writer, &app_state)?;
    writer.flush()?;
    log!("Successfully saved app state to persistent storage.");
    Ok(())
}

/// Save window geometry state (user-agnostic)
pub fn save_window_state(window_ref: WindowRef, cx: &Cx) -> anyhow::Result<()> {
    let inner_size = window_ref.get_inner_size(cx);
    let position = window_ref.get_position(cx);
    let window_geom = WindowGeomState {
        inner_size: (inner_size.x, inner_size.y),
        position: (position.x, position.y),
        is_fullscreen: window_ref.is_fullscreen(cx),
    };
    std::fs::write(
        app_data_dir().join(WINDOW_GEOM_STATE_FILE_NAME),
        serde_json::to_string(&window_geom)?,
    )?;
    Ok(())
}

Loading State

/// Load app state with graceful fallback
pub async fn load_app_state(user_id: &UserId) -> anyhow::Result<AppState> {
    let state_path = persistent_state_dir(user_id).join(LATEST_APP_STATE_FILE_NAME);

    // Read file
    let file_bytes = match tokio::fs::read(&state_path).await {
        Ok(fb) => fb,
        Err(e) if e.kind() == std::io::ErrorKind::NotFound => {
            log!("No saved app state found, using default.");
            return Ok(AppState::default());
        }
        Err(e) => return Err(e.into()),
    };

    // Deserialize with fallback
    match serde_json::from_slice(&file_bytes) {
        Ok(app_state) => {
            log!("Successfully loaded app state.");
            Ok(app_state)
        }
        Err(e) => {
            error!("Failed to deserialize: {e}. May be incompatible format.");

            // Backup old file
            let backup_path = state
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