Delegate independent tasks to specialized agents working concurrently with isolated context.
FLUI Architecture Expert
flui-architecture-expert
Expert on FLUI's three-tree architecture (View-Element-Render), widget composition, and Flutter-inspired patterns. Use when discussing views, elements, render objects, widget trees, or UI architecture.
SKILL.md
Full skill instructions
FLUI Architecture Expert
Deep expertise in FLUI's Flutter-inspired three-tree architecture.
When to Use
Activate this skill when the user:
- Asks about View, Element, or RenderObject
- Discusses widget composition or tree structure
- Wants to understand build/layout/paint phases
- Needs to create custom render objects
- Has questions about the BuildContext
Three-Tree Architecture
View Tree (Immutable)
Purpose: Declarative UI description
Lifecycle: Created fresh each build
Key trait: View with build() -> impl IntoElement
Rules:
- Views must be
'staticbut NOT necessarily Clone - Use cheap-to-clone types (String, Arc<T>)
- Never mutate state directly - use signals
Element Tree (Mutable)
Purpose: Manages widget lifecycle and state
Storage: Slab<Node<Element>> with ElementId keys
Key struct: Element with view_object: Box<dyn ViewObject>
Critical Pattern - ElementId Offset:
// Slab uses 0-based, ElementId uses 1-based (NonZeroUsize)
let id = slab.insert(node);
ElementId::new(id + 1) // +1 for insertion
slab.get(element_id.get() - 1) // -1 for access
Render Tree (Layout/Paint)
Purpose: Layout calculation and painting
Arity system: Leaf, Single, Optional, Variable
Key trait: RenderBox<Arity>
Arity Types:
pub struct Leaf; // 0 children (Text, Image)
pub struct Single; // 1 child (Container, Padding)
pub struct Optional; // 0-1 children (Conditional)
pub struct Variable; // N children (Row, Column)
Pipeline Phases
Build Phase
- Traverses dirty elements
- Calls
view.build(ctx)to generate new view tree - Reconciles with existing element tree
Layout Phase
- Top-down constraint passing
- Bottom-up size determination
- Uses
BoxConstraintsfor flexible sizing
Paint Phase
- Generates display list
- Layer composition
- GPU command generation via wgpu
Widget Patterns
Stateless Widget
pub struct MyWidget {
pub text: String,
}
impl View for MyWidget {
fn build(&self, ctx: &mut BuildContext) -> impl IntoElement {
Text::new(&self.text)
}
}
Stateful Widget (with hooks)
impl View for Counter {
fn build(&self, ctx: &mut BuildContext) -> impl IntoElement {
let count = use_signal(ctx, 0);
Button::new(format!("Count: {}", count.get()))
.on_press(move || count.set(count.get() + 1))
}
}
Custom RenderObject
impl RenderBox<Single> for CustomRender {
fn perform_layout(&mut self, constraints: BoxConstraints) -> Size {
let child_size = self.child().layout(constraints);
Size::new(child_size.width + 20.0, child_size.height + 20.0)
}
fn paint(&self, context: &mut PaintContext) {
context.canvas.draw_rect(self.local_rect(), &self.paint);
self.child().paint(context);
}
}
Common Issues
Issue: Hook order changes
// BAD: Conditional hook
if condition {
let signal = use_signal(ctx, 0); // Will panic!
}
// GOOD: Always call hooks in same order
let signal = use_signal(ctx, 0);
if condition {
// use signal
}
Issue: Expensive rebuilds
// BAD: Large subtree rebuilt on every change
Column::new(vec![
expensive_widget_tree(), // Rebuilt every time
])
// GOOD: Use memoization or separate signals
let memoized = use_memo(ctx, || expensive_widget_tree());
Architecture Verification Checklist
- Views are immutable
- State managed through signals
- ElementId uses +1/-1 offset correctly
- RenderObject arity matches child count
- No mutable references across tree boundaries
- BuildContext only accessed during build phase
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