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Action.rs

Now that we have created a Tui and EventHandler, we are also going to introduce the Command pattern.

These are also typically called Actions or Messages.

pub enum Action {
Quit,
Tick,
Increment,
Decrement,
Noop,
}

Let’s define a simple impl App such that every Event from the EventHandler is mapped to an Action from the enum.

#[derive(Default)]
struct App {
counter: i64,
should_quit: bool,
}
impl App {
pub fn new() -> Self {
Self::default()
}
pub async fn run(&mut self) -> Result<()> {
let t = Tui::new();
t.enter();
let mut events = EventHandler::new(tick_rate);
loop {
let event = events.next().await;
let action = self.handle_events(event);
self.update(action);
t.terminal.draw(|f| self.draw(f))?;
if self.should_quit {
break
}
};
t.exit();
Ok(())
}
fn handle_events(&mut self, event: Option<Event>) -> Action {
match event {
Some(Event::Quit) => Action::Quit,
Some(Event::AppTick) => Action::Tick,
Some(Event::Key(key_event)) => {
if let Some(key) = event {
match key.code {
KeyCode::Char('q') => Action::Quit,
KeyCode::Char('j') => Action::Increment,
KeyCode::Char('k') => Action::Decrement
_ => {}
}
}
},
Some(_) => Action::Noop,
None => Action::Noop,
}
}
fn update(&mut self, action: Action) {
match action {
Action::Quit => self.should_quit = true,
Action::Tick => self.tick(),
Action::Increment => self.increment(),
Action::Decrement => self.decrement(),
}
fn increment(&mut self) {
self.counter += 1;
}
fn decrement(&mut self) {
self.counter -= 1;
}
fn draw(&mut self, f: &mut Frame<'_>) {
f.render_widget(
Paragraph::new(format!(
"Press j or k to increment or decrement.\n\nCounter: {}",
self.counter
))
)
}
}

We use handle_events(event) -> Action to take a Event and map it to a Action. We use update(action) to take an Action and modify the state of the app.

One advantage of this approach is that we can modify handle_key_events() to use a key configuration if we’d like, so that users can define their own map from key to action.

Another advantage of this is that the business logic of the App struct can be tested without having to create an instance of a Tui or EventHandler, e.g.:

mod tests {
#[test]
fn test_app() {
let mut app = App::new();
let old_counter = app.counter;
app.update(Action::Increment);
assert!(app.counter == old_counter + 1);
}
}

In the test above, we did not create an instance of the Tui or the EventHandler, and did not call the run function, but we are still able to test the business logic of our application. Updating the app state on Actions gets us one step closer to making our application a “state machine”, which improves understanding and testability.

If we wanted to be purist about it, we would make our AppState immutable, and we would have an update function like so:

fn update(app_state::AppState, action::Action) -> new_app_state::State {
let mut state = app_state.clone();
state.counter += 1;
// ...
state
}

In rare occasions, we may also want to choose a future action during update.

fn update(app_state::AppState, action::Action) -> (new_app_state::State, Option<action::Action>) {
let mut state = app_state.clone();
state.counter += 1;
// ...
(state, Action::Tick)
}

:::note In Charm’s bubbletea, this function is called an Update. Here’s an example of what that might look like:

func (m model) Update(msg tea.Msg) (tea.Model, tea.Cmd) {
switch msg := msg.(type) {
// Is it a key press?
case tea.KeyMsg:
// These keys should exit the program.
case "q":
return m, tea.Quit
case "k":
m.counter--
case "j":
m.counter++
}
// Note that we're not returning a command.
return m, nil
}

:::

Writing code to follow this architecture in rust (in my opinion) requires more upfront design, mostly because you have to make your AppState struct Clone-friendly. If I were in an exploratory or prototype stage of a TUI, I wouldn’t want to do that and would only be interested in refactoring it this way once I got a handle on the design.

My workaround for this (as you saw earlier) is to make update a method that takes a &mut self:

impl App {
fn update(&mut self, action: Action) -> Option<Action> {
self.counter += 1
None
}
}

You are free to reorganize the code as you see fit!

You can also add more actions as required. For example, here’s all the actions in the template:

#[derive(Debug, Clone, PartialEq, Eq, Serialize, Display, Deserialize)]
pub enum Action {
Tick,
Render,
Resize(u16, u16),
Suspend,
Resume,
Quit,
Refresh,
Error(String),
Help,
ToggleShowHelp,
ScheduleIncrement,
ScheduleDecrement,
Increment(usize),
Decrement(usize),
CompleteInput(String),
EnterNormal,
EnterInsert,
EnterProcessing,
ExitProcessing,
Update,
}