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robius-state-management

★ 41K repodata_procSafeIntermediateClaude
🤖 AI Summary

This skill enables an AI agent to read, modify, and manage application state using the Robius state management library, including handling reactive state updates and persistence.

How to Install

Claude Code:
git clone --depth 1 https://github.com/sickn33/antigravity-awesome-skills.git && cp antigravity-awesome-skills/plugins/antigravity-awesome-skills/skills/robius-state-management ~/.claude/skills/robius-state-management -r

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

```rust impl Widget for RoomsList { fn handle_event(&mut self,

Details

Category Data → data_proc
Sourcesickn33/antigravity-awesome-skills
SKILL.mdView on GitHub →
Repo Stars★ 41.5K
Est. per Skill47 (shared across 868 skills from this repo)
DifficultyIntermediate
Risk LevelSafe

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Works Well With

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