Added a comprehensive collection of Compose development guidelines, best practices, and skill definitions in the .codex directory. Co-authored-by: Junie <junie@jetbrains.com>
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MVI (Event/State/Effect)
MVI pattern: sealed Event contract processed by a single onEvent() entry point. Use when the project has chosen MVI.
For shared architecture concepts (state owner selection, domain layer, module rules), see architecture.md.
The 3 MVI Types
A non-trivial screen using MVI defines 3 types: Event, State, Effect.
Event
User actions from UI: button clicks, field changes, lifecycle-start, retry, refresh, back press. Events are the only input from the UI into the screen state holder, processed by a single onEvent() function.
State
Immutable data class that fully describes what the screen should render. Given the same state, the screen always looks the same. One state per screen, owned by the screen state holder via StateFlow<State>.
State should be equality-friendly — use data class with immutable collections. Computed properties (val hasRequiredFields get() = name.isNotBlank()) are acceptable for trivial derivations. Store canonical values; derive display values at the UI boundary.
Effect
One-off UI commands that don't belong in state: navigate, show snackbar, trigger haptic, copy/share, open browser.
Why effects are not state: if you model "show snackbar" as a boolean in state, you need "consume" logic to flip it back — a classic source of bugs. Effects fire once and are gone.
Event Naming
Events should be named from the user's perspective — what happened, not what should happen.
| Good | Bad |
|---|---|
OnSaveClick |
SaveCategory |
OnTitleChanged |
UpdateTitle |
OnRetryClick |
RetryRequest |
OnBackClick |
NavigateBack |
The event describes a user action; the ViewModel decides how to handle it.
State Modeling
Use immutable data class with computed properties for derivations. For detailed guidance (forms, calculators, avoiding duplicated state), see architecture.md — State Modeling for Forms and Calculators.
Effect Delivery
For Channel vs SharedFlow guidance, see architecture.md — Effect Delivery. Default: Channel<Effect>(Channel.BUFFERED) with receiveAsFlow().
Event Processing Flow
UI gesture / lifecycle signal
→ Event dispatched via onEvent()
→ ViewModel processes the event in a when() block
→ Synchronous events: updateState { copy(...) }
→ Side effects: sendEffect(effect)
→ Async work: viewModelScope.launch { ... }
→ On async completion: updateState { copy(...) } + sendEffect(...)
Key insight: onEvent() is the single decision point. It decides what happens for each event — update state, send an effect, launch async work, or some combination. This keeps all event→reaction logic in one place.
Screen State Holder Anatomy
A screen state holder using MVI has three responsibilities:
- State ownership — holds
MutableStateFlow<State>, exposesStateFlow<State> - Effect delivery — holds
Channel<Effect>or the project's equivalent, exposesFlow<Effect> - Event processing — implements
onEvent()to handle all events
State is updated via a thread-safe update function (e.g., MutableStateFlow.update { it.copy(...) } or a wrapper like updateState { copy(...) }). Effects are sent via channel.trySend(effect).
UI Rendering Boundary
Route composable
Obtains the screen state holder (via koinViewModel(), hiltViewModel(), manual construction), collects state once via lifecycle-aware collector, collects effects via CollectEffect or equivalent, binds navigation/snackbar/sheet/platform APIs.
Screen composable
Stateless render function receiving state plus onEvent: (Event) -> Unit callback.
Leaf composables
Render sub-state, emit specific callbacks, keep only tiny visual-local state. Do not pass onEvent to reusable leaves — adapt to specific callbacks.
Domain and Data Layer Boundaries
See architecture.md — Domain Layer and Where Logic Belongs.
When MVI Is Appropriate
- Project already uses MVI with a base class or convention
- Screen has many user actions and you want them enumerated in one sealed type
- Team values explicit event contracts for debugging, analytics, or time-travel debugging
- You need exhaustive
whenhandling for all UI actions - Complex screens with interrelated state transitions
Code Examples
BAD: business logic inside composables
@Composable
fun LoanCalculatorScreen() {
var amountText by rememberSaveable { mutableStateOf("") }
var rateText by rememberSaveable { mutableStateOf("") }
var yearsText by rememberSaveable { mutableStateOf("") }
// Calculation/validation omitted — belongs in state holder, not here.
Column {
OutlinedTextField(value = amountText, onValueChange = { amountText = it })
OutlinedTextField(value = rateText, onValueChange = { rateText = it })
OutlinedTextField(value = yearsText, onValueChange = { yearsText = it })
Text("Monthly payment: …")
Button(onClick = { /* … */ }) { Text("Calculate") }
}
}
Problems: logic and validation live in the composable, hard to test, and recomposition becomes the execution model.
GOOD: MVI contract — Event, State, Effect
sealed interface CreateItemEvent {
data class OnTitleChanged(val title: String) : CreateItemEvent
data class OnAmountChanged(val amount: String) : CreateItemEvent
data object OnSaveClick : CreateItemEvent
data object OnBackClick : CreateItemEvent
}
data class CreateItemState(
val title: String = "",
val amount: String = "",
val isSaving: Boolean = false,
val errors: Map<String, String> = emptyMap()
) {
val canSave: Boolean get() = title.isNotBlank() && amount.isNotBlank()
}
sealed interface CreateItemEffect {
data object NavigateBack : CreateItemEffect
data class ShowMessage(val text: String) : CreateItemEffect
}
GOOD: ViewModel with onEvent
Full save() (validation + viewModelScope.launch): identical body to mvvm.md — GOOD: ViewModel with named functions; here it is invoked from onEvent instead of public named functions.
class CreateItemViewModel(
private val repository: ItemRepository,
) : ViewModel() {
private val _state = MutableStateFlow(CreateItemState())
val state: StateFlow<CreateItemState> = _state.asStateFlow()
private val _effect = Channel<CreateItemEffect>(Channel.BUFFERED)
val effect: Flow<CreateItemEffect> = _effect.receiveAsFlow()
fun onEvent(event: CreateItemEvent) {
when (event) {
is CreateItemEvent.OnTitleChanged -> _state.update { it.copy(title = event.title, errors = it.errors - "title") }
is CreateItemEvent.OnAmountChanged -> _state.update { it.copy(amount = event.amount, errors = it.errors - "amount") }
CreateItemEvent.OnSaveClick -> save()
CreateItemEvent.OnBackClick -> _effect.trySend(CreateItemEffect.NavigateBack)
}
}
// save(): validate, set isSaving, launch coroutine, update state, trySend ShowMessage / NavigateBack on success or failure
private fun save() { /* … */ }
}
GOOD: Same pattern with a base class or interface
class CreateItemViewModel(...) : ViewModel(), MviHost<CreateItemEvent, CreateItemState, CreateItemEffect> — same onEvent / save() shape; updateState / sendEffect from the host. Full base-class pattern: clean-code.md, architecture.md.
GOOD: Route/Screen/Leaf split
Layering: architecture.md — State Collection and Slicing. Full Route + CollectEffect sample: mvvm.md — Route/Screen/Leaf (swap named callbacks for onEvent).
@Composable
fun CreateItemRoute(vm: CreateItemViewModel = koinViewModel(), snackbar: SnackbarHostState, onBack: () -> Unit) {
val state by vm.state.collectAsStateWithLifecycle()
CollectEffect(vm.effect) { e -> when (e) {
CreateItemEffect.NavigateBack -> onBack()
is CreateItemEffect.ShowMessage -> snackbar.showSnackbar(e.text)
}}
CreateItemScreen(state, vm::onEvent)
}
@Composable
fun CreateItemScreen(state: CreateItemState, onEvent: (CreateItemEvent) -> Unit) {
Column {
OutlinedTextField(state.title, { onEvent(CreateItemEvent.OnTitleChanged(it)) })
OutlinedTextField(state.amount, { onEvent(CreateItemEvent.OnAmountChanged(it)) })
Button(onClick = { onEvent(CreateItemEvent.OnSaveClick) }, enabled = !state.isSaving && state.canSave) {
Text(if (state.isSaving) "Saving..." else "Save")
}
}
}
GOOD: Event model for form-heavy screens
enum class FormField { Area, MaterialRate, LaborRate, TaxPercent, Notes }
sealed interface FormEvent {
data class FieldChanged(val field: FormField, val raw: String) : FormEvent
data class IncludeWasteChanged(val enabled: Boolean) : FormEvent
data object SubmitClicked : FormEvent
data object RetryClicked : FormEvent
data object ScreenShown : FormEvent
data object ClearClicked : FormEvent
}
Pragmatic default for large forms: specific intent names for screen-level actions, generic FieldChanged(field, raw) only when many fields are structurally similar.