Files
vnidrop/.codex/skills/compose-skill/references/mvi.md
Hammed Abass fd4fff2c86 docs: add compose development guidelines and skills
Added a comprehensive collection of Compose development guidelines, best practices, and skill definitions in the .codex directory.

Co-authored-by: Junie <junie@jetbrains.com>
2026-07-07 16:55:43 +02:00

9.2 KiB

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:

  1. State ownership — holds MutableStateFlow<State>, exposes StateFlow<State>
  2. Effect delivery — holds Channel<Effect> or the project's equivalent, exposes Flow<Effect>
  3. 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 when handling 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.mdGOOD: 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.mdState 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.