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The Elm Architecture (TEA)

When building terminal user interfaces (TUI) with ratatui, it’s helpful to have a solid structure for organizing your application. One proven architecture comes from the Elm language, known simply as The Elm Architecture (TEA).

In this section, we’ll explore how to apply The Elm Architecture principles to ratatui TUI apps.

The Elm Architecture: A Quick Overview

At its core, TEA is split into three main components:

  • Model: This is your application’s state. It contains all the data your application works with.
  • Update: When there’s a change (like user input), the update function takes the current model and the input, and produces a new model.
  • View: This function is responsible for displaying your model to the user. In Elm, it produces HTML. In our case, it’ll produce terminal UI elements.
TUI ApplicationUserTUI ApplicationUserInput/Event/MessageUpdate (based on Model and Message)Render View (from Model)Display UI

Applying The Elm Architecture to ratatui

Following TEA principles typically involves ensuring that you do the following things:

  1. Define Your Model
  2. Handling Updates
  3. Rendering the View

1. Define Your Model

In ratatui, you’ll typically use a struct to represent your model:

struct Model {
//... your application's data goes here
}

For a counter app, our model may look like this:

#[derive(Debug, Default)]
struct Model {
counter: i32,
running_state: RunningState,
}
#[derive(Debug, Default, PartialEq, Eq)]
enum RunningState {
#[default]
Running,
Done,
}

2. Handling Updates

Updates in TEA are actions triggered by events, such as user inputs. The core idea is to map each of these actions or events to a message. This can be achieved by creating an enum to keep track of messages. Based on the received message, the current state of the model is used to determine the next state.

Defining a Message enum

enum Message {
//... various inputs or actions that your app cares about
// e.g., ButtonPressed, TextEntered, etc.
}

For a counter app, our Message enum may look like this:

#[derive(PartialEq)]
enum Message {
Increment,
Decrement,
Reset,
Quit,
}

update() function

The update function is at the heart of this process. It takes the current model and a message, and decides how the model should change in response to that message.

A key feature of TEA is immutability. Hence, the update function should avoid direct mutation of the model. Instead, it should produce a new instance of the model reflecting the desired changes.

fn update(model: &Model, msg: Message) -> Model {
match msg {
// Match each possible message and decide how the model should change
// Return a new model reflecting those changes
}
}

In TEA, it’s crucial to maintain a clear separation between the data (model) and the logic that alters it (update). This immutability principle ensures predictability and makes the application easier to reason about.

In TEA, the update() function can not only modify the model based on the Message, but it can also return another Message. This design can be particularly useful if you want to chain messages or have an update lead to another update.

For example, this is what the update() function may look like for a counter app:

fn update(model: &mut Model, msg: Message) -> Option<Message> {
match msg {
Message::Increment => {
model.counter += 1;
if model.counter > 50 {
return Some(Message::Reset);
}
}
Message::Decrement => {
model.counter -= 1;
if model.counter < -50 {
return Some(Message::Reset);
}
}
Message::Reset => model.counter = 0,
Message::Quit => {
// You can handle cleanup and exit here
model.running_state = RunningState::Done;
}
};
None
}

Remember that this design choice means that the main loop will need to handle the returned message, calling update() again based on that returned message.

Returning a Message from the update() function allows a developer to reason about their code as a “Finite State Machine”. Finite State Machines operate on defined states and transitions, where an initial state and an event (in our case, a Message) lead to a subsequent state. This cascading approach ensures that the system remains in a consistent and predictable state after handling a series of interconnected events.

Here’s a state transition diagram of the counter example from above:

Running
Increment
if counter > 50 Reset
if counter <= 50
Decrement
if counter >= -50
if counter < -50 Reset
Quit
Counting
counter = 0
counter += 1
counter -= 1
Done

While TEA doesn’t use the Finite State Machine terminology or strictly enforce that paradigm, thinking of your application’s state as a state machine can allow developers to break down intricate state transitions into smaller, more manageable steps. This can make designing the application’s logic clearer and improve code maintainability.

3. Rendering the View

The view function in the Elm Architecture is tasked with taking the current model and producing a visual representation for the user. In the case of ratatui, it translates the model into terminal UI elements. It’s essential that the view function remains a pure function: for a given state of the model, it should always produce the same UI representation.

fn view(model: &Model) {
//... use `ratatui` functions to draw your UI based on the model's state
}

Every time the model is updated, the view function should be capable of reflecting those changes accurately in the terminal UI.

A view for a simple counter app might look like:

fn view(model: &mut Model, frame: &mut Frame) {
frame.render_widget(
Paragraph::new(format!("Counter: {}", model.counter)),
frame.area(),
);
}

In TEA, you are expected to ensure that your view function is side-effect free. The view() function shouldn’t modify global state or perform any other actions. Its sole job is to map the model to a visual representation.

For a given state of the model, the view function should always produce the same visual output. This predictability makes your TUI application easier to reason about and debug.

In ratatui, there are StatefulWidgets which require a mutable reference to state during render.

For this reason, you may choose to forego the view immutability principle. For example, if you were interested in rendering a List, your view function may look like this:

fn view(model: &mut Model, f: &mut Frame) {
let items = model.items.items.iter().map(|element| ListItem::new(element)).collect();
f.render_stateful_widget(List::new(items), f.area(), &mut model.items.state);
}
fn main() {
loop {
...
terminal.draw(|f| view(&mut model, f) )?;
...
}
}

Another advantage of having access to the Frame in the view() function is that you have access to setting the cursor position, which is useful for displaying text fields. For example, if you wanted to draw an input field using tui-input, you might have a view that looks like this:

fn view(model: &mut Model, f: &mut Frame) {
let area = f.area();
let input = Paragraph::new(app.input.value());
f.render_widget(input, area);
if model.mode == Mode::Insert {
f.set_cursor(
(area.x + 1 + self.input.cursor() as u16).min(area.x + area.width - 2),
area.y + 1
)
}
}

Putting it all together

When you put it all together, your main application loop might look something like:

  • Listen for user input.
  • Map input to a Message
  • Pass that message to the update function.
  • Draw the UI with the view function.

This cycle repeats, ensuring your TUI is always up-to-date with user interactions.

As an illustrative example, here’s the Counter App refactored using TEA.

The notable difference from before is that we have an Model struct that captures the app state, and a Message enum that captures the various actions your app can take.

use std::time::Duration;
use ratatui::{
crossterm::event::{self, Event, KeyCode},
widgets::Paragraph,
Frame,
};
#[derive(Debug, Default)]
struct Model {
counter: i32,
running_state: RunningState,
}
#[derive(Debug, Default, PartialEq, Eq)]
enum RunningState {
#[default]
Running,
Done,
}
#[derive(PartialEq)]
enum Message {
Increment,
Decrement,
Reset,
Quit,
}
fn main() -> color_eyre::Result<()> {
tui::install_panic_hook();
let mut terminal = tui::init_terminal()?;
let mut model = Model::default();
while model.running_state != RunningState::Done {
// Render the current view
terminal.draw(|f| view(&mut model, f))?;
// Handle events and map to a Message
let mut current_msg = handle_event(&model)?;
// Process updates as long as they return a non-None message
while current_msg.is_some() {
current_msg = update(&mut model, current_msg.unwrap());
}
}
tui::restore_terminal()?;
Ok(())
}
fn view(model: &mut Model, frame: &mut Frame) {
frame.render_widget(
Paragraph::new(format!("Counter: {}", model.counter)),
frame.area(),
);
}
/// Convert Event to Message
///
/// We don't need to pass in a `model` to this function in this example
/// but you might need it as your project evolves
fn handle_event(_: &Model) -> color_eyre::Result<Option<Message>> {
if event::poll(Duration::from_millis(250))? {
if let Event::Key(key) = event::read()? {
if key.kind == event::KeyEventKind::Press {
return Ok(handle_key(key));
}
}
}
Ok(None)
}
fn handle_key(key: event::KeyEvent) -> Option<Message> {
match key.code {
KeyCode::Char('j') => Some(Message::Increment),
KeyCode::Char('k') => Some(Message::Decrement),
KeyCode::Char('q') => Some(Message::Quit),
_ => None,
}
}
fn update(model: &mut Model, msg: Message) -> Option<Message> {
match msg {
Message::Increment => {
model.counter += 1;
if model.counter > 50 {
return Some(Message::Reset);
}
}
Message::Decrement => {
model.counter -= 1;
if model.counter < -50 {
return Some(Message::Reset);
}
}
Message::Reset => model.counter = 0,
Message::Quit => {
// You can handle cleanup and exit here
model.running_state = RunningState::Done;
}
};
None
}
mod tui {
use ratatui::{
backend::{Backend, CrosstermBackend},
crossterm::{
terminal::{
disable_raw_mode, enable_raw_mode, EnterAlternateScreen, LeaveAlternateScreen,
},
ExecutableCommand,
},
Terminal,
};
use std::{io::stdout, panic};
pub fn init_terminal() -> color_eyre::Result<Terminal<impl Backend>> {
enable_raw_mode()?;
stdout().execute(EnterAlternateScreen)?;
let terminal = Terminal::new(CrosstermBackend::new(stdout()))?;
Ok(terminal)
}
pub fn restore_terminal() -> color_eyre::Result<()> {
stdout().execute(LeaveAlternateScreen)?;
disable_raw_mode()?;
Ok(())
}
pub fn install_panic_hook() {
let original_hook = panic::take_hook();
panic::set_hook(Box::new(move |panic_info| {
stdout().execute(LeaveAlternateScreen).unwrap();
disable_raw_mode().unwrap();
original_hook(panic_info);
}));
}
}