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markdown
---
sidebar_position: 5
title: Data Flow and Sync
---
# Data Flow and Synchronization
OSUI's reactive state system and event handling capabilities provide a robust foundation for managing data flow within your application. The `use_sync_state` and `use_sync_effect` hooks offer powerful patterns for synchronizing component state with external events and vice versa, enabling sophisticated inter-component communication and data management.
## `use_sync_state`: State from Events
`use_sync_state` allows a component's internal `State` to be automatically updated whenever a specific type of event is emitted to its `Context`. This is a powerful way to inject external data or changes into a component's reactive state.
### How it works:
It combines `use_state` and `cx.on_event`.
1. You provide an initial value for the state.
2. You specify the event type (`E`) and a `decoder` function.
3. The `decoder` function takes an `&E` event and returns a new value `T` for the state.
4. Whenever an event of type `E` is emitted to the current `Context`, the `decoder` runs, and the internal `State<T>` is updated.
```rust
use osui::prelude::*;
use std::sync::Arc;
use crossterm::event::{self, Event, KeyCode, KeyEventKind};
// Define a simple event to change a message
#[derive(Debug, Clone)]
pub struct MessageChangeEvent(pub String);
#[component]
fn MessageDisplay(cx: &Arc<Context>) -> View {
// Use `use_sync_state` to update the message based on `MessageChangeEvent`
let message = use_sync_state(
cx,
"Initial Message".to_string(), // Initial state value
|event: &MessageChangeEvent| event.0.clone(), // Decoder: extract string from event
);
rsx! {
"Received Message:"
format!(" {}", message.get_dl())
}.view(&cx)
}
#[component]
fn MessageInput(cx: &Arc<Context>) -> View {
// Simulate input by reacting to key presses and emitting MessageChangeEvent
use_effect(
{
let cx = cx.clone();
move || {
let _ = crossterm::terminal::enable_raw_mode();
loop {
if event::poll(std::time::Duration::from_millis(50)).unwrap() {
if let Event::Key(key_event) = event::read().unwrap() {
if key_event.kind == KeyEventKind::Press {
match key_event.code {
KeyCode::Char(c) => {
let msg = format!("Typed: {}", c);
cx.emit_event(MessageChangeEvent(msg));
},
KeyCode::Enter => {
cx.emit_event(MessageChangeEvent("Enter pressed!".to_string()));
},
KeyCode::Esc => {
let _ = crossterm::terminal::disable_raw_mode();
cx.stop().expect("Failed to stop engine");
break;
},
_ => {}
}
}
}
}
}
}
},
&[], // Run once on mount
);
rsx! {
"Type something to change the message (Esc to quit):"
}.view(&cx)
}
#[component]
fn App(cx: &Arc<Context>) -> View {
rsx! {
MessageInput {} // Emits MessageChangeEvent
MessageDisplay {} // Synchronizes its state with MessageChangeEvent
}.view(&cx)
}
pub fn main() {
let engine = Console::new();
engine.run(App {}).expect("Failed to run app");
let _ = crossterm::terminal::disable_raw_mode();
}
```
In this example, `MessageInput` emits `MessageChangeEvent`s based on keyboard input. `MessageDisplay` automatically updates its `message` state whenever it receives one of these events from its parent `Context`, thanks to `use_sync_state`.
## `use_sync_effect`: Events from State
`use_sync_effect` allows changes in a component's internal `State` to automatically trigger the emission of a specific type of event to its `Context`. This is useful for communicating state changes upwards or to sibling components.
### How it works:
It combines `use_effect` and `cx.emit_event`.
1. You provide an `State<T>` instance you want to monitor.
2. You specify an `encoder` function and optional dependencies.
3. The `encoder` function takes a `&State<T>` and returns an event `Ev`.
4. Whenever the `State<T>` changes (or any specified dependencies), the `encoder` runs, and the generated event `Ev` is emitted to the current `Context`.
```rust
use osui::prelude::*;
use std::sync::Arc;
use std::collections::HashMap;
// Event to signal a counter has changed
#[derive(Debug, Clone)]
pub struct CounterUpdatedEvent {
pub id: usize,
pub new_value: i32,
}
#[component]
fn ChildCounter(cx: &Arc<Context>, id: &usize, initial_value: &i32) -> View {
let count = use_state(*initial_value);
// Use `use_sync_effect` to emit `CounterUpdatedEvent` when `count` changes
use_sync_effect(
cx,
&count, // Monitor this state
move |state_ref: &State<i32>| {
// Encoder: create an event from the state
CounterUpdatedEvent {
id: *id,
new_value: state_ref.get_dl(),
}
},
&[&count], // Effect runs when `count` changes
);
// Simulate incrementing the counter periodically
use_effect(
{
let count = count.clone();
move || {
loop {
sleep(1000); // Increment every second
*count.get() += 1;
}
}
},
&[], // Run once on mount
);
rsx! {
format!("Counter {}: {}", id, count.get_dl())
}.view(&cx)
}
#[component]
fn ParentDashboard(cx: &Arc<Context>) -> View {
let all_counts = use_state(HashMap::<usize, i32>::new());
// Listen for `CounterUpdatedEvent` from children
cx.on_event({
let all_counts = all_counts.clone();
move |_ctx, event: &CounterUpdatedEvent| {
let mut counts_guard = all_counts.get();
counts_guard.insert(event.id, event.new_value);
}
});
rsx! {
"Dashboard Overview:"
@for (id, value) in all_counts.get_dl() {
format!(" Counter {}: {}", id, value)
}
"---"
ChildCounter { id: 1, initial_value: 0 }
ChildCounter { id: 2, initial_value: 10 }
}.view(&cx)
}
#[component]
fn App(cx: &Arc<Context>) -> View {
rsx! {
ParentDashboard {}
}.view(&cx)
}
pub fn main() {
let engine = Console::new();
engine.run(App {}).expect("Failed to run app");
}
```
In this example:
* `ChildCounter` uses `use_sync_effect` to emit a `CounterUpdatedEvent` every time its internal `count` state changes.
* `ParentDashboard` listens for these `CounterUpdatedEvent`s (which bubble up from its children) using `cx.on_event` and updates its own `all_counts` `HashMap` state. This `HashMap` then drives the display in the dashboard.
## When to use `use_sync_state` and `use_sync_effect`:
* **Inter-component Communication**: When components need to communicate beyond simple prop passing. Events are excellent for sibling-to-sibling or child-to-ancestor communication without prop drilling.
* **Centralized State Management**: You can have a central "store" component that emits events, and other components `use_sync_state` to react to those events.
* **External System Integration**: When your TUI needs to react to external system events (e.g., file changes, network updates) by mapping them to internal `State`.
* **Decoupling**: They help decouple components, as they don't need direct references to each other, only awareness of event types.
By combining `use_state`, `use_effect`, `use_sync_state`, and `use_sync_effect` with OSUI's event system, you can build powerful and maintainable data flow architectures for your TUI applications.
**Next:** Learn how to arrange your components visually using OSUI's rendering primitives in [Building Complex Layouts](./06-building-complex-layouts.md).