Parent-Child Communication

You can think of your application as a nested tree of components. Each component handles its own local state and manages a section of the user interface, so components tend to be relatively self-contained.

Sometimes, though, you’ll want to communicate between a parent component and its child. For example, imagine you’ve defined a <FancyButton/> component that adds some styling, logging, or something else to a <button/>. You want to use a <FancyButton/> in your <App/> component. But how can you communicate between the two?

It’s easy to communicate state from a parent component to a child component. We covered some of this in the material on components and props. Basically if you want the parent to communicate to the child, you can pass a ReadSignal, a Signal, or even a MaybeSignal as a prop.

But what about the other direction? How can a child send notifications about events or state changes back up to the parent?

There are four basic patterns of parent-child communication in Leptos.

1. Pass a WriteSignal

One approach is simply to pass a WriteSignal from the parent down to the child, and update it in the child. This lets you manipulate the state of the parent from the child.

#[component]
pub fn App() -> impl IntoView {
    let (toggled, set_toggled) = create_signal(false);
    view! {
        <p>"Toggled? " {toggled}</p>
        <ButtonA setter=set_toggled/>
    }
}

#[component]
pub fn ButtonA(setter: WriteSignal<bool>) -> impl IntoView {
    view! {
        <button
            on:click=move |_| setter.update(|value| *value = !*value)
        >
            "Toggle"
        </button>
    }
}

This pattern is simple, but you should be careful with it: passing around a WriteSignal can make it hard to reason about your code. In this example, it’s pretty clear when you read <App/> that you are handing off the ability to mutate toggled, but it’s not at all clear when or how it will change. In this small, local example it’s easy to understand, but if you find yourself passing around WriteSignals like this throughout your code, you should really consider whether this is making it too easy to write spaghetti code.

2. Use a Callback

Another approach would be to pass a callback to the child: say, on_click.

#[component]
pub fn App() -> impl IntoView {
    let (toggled, set_toggled) = create_signal(false);
    view! {
        <p>"Toggled? " {toggled}</p>
        <ButtonB on_click=move |_| set_toggled.update(|value| *value = !*value)/>
    }
}


#[component]
pub fn ButtonB(#[prop(into)] on_click: Callback<MouseEvent>) -> impl IntoView
{
    view! {
        <button on:click=on_click>
            "Toggle"
        </button>
    }
}

You’ll notice that whereas <ButtonA/> was given a WriteSignal and decided how to mutate it, <ButtonB/> simply fires an event: the mutation happens back in <App/>. This has the advantage of keeping local state local, preventing the problem of spaghetti mutation. But it also means the logic to mutate that signal needs to exist up in <App/>, not down in <ButtonB/>. These are real trade-offs, not a simple right-or-wrong choice.

Note the way we use the Callback<In, Out> type. This is basically a wrapper around a closure Fn(In) -> Out that is also Copy and makes it easy to pass around.

We also used the #[prop(into)] attribute so we can pass a normal closure into on_click. Please see the chapter "into Props" for more details.

2.1 Use Closure instead of Callback

You can use a Rust closure Fn(MouseEvent) directly instead of Callback:

#[component]
pub fn App() -> impl IntoView {
    let (toggled, set_toggled) = create_signal(false);
    view! {
        <p>"Toggled? " {toggled}</p>
        <ButtonB on_click=move |_| set_toggled.update(|value| *value = !*value)/>
    }
}


#[component]
pub fn ButtonB<F>(on_click: F) -> impl IntoView
where
    F: Fn(MouseEvent) + 'static
{
    view! {
        <button on:click=on_click>
            "Toggle"
        </button>
    }
}

The code is very similar in this case. On more advanced use-cases using a closure might require some cloning compared to using a Callback.

Note the way we declare the generic type F here for the callback. If you’re confused, look back at the generic props section of the chapter on components.

3. Use an Event Listener

You can actually write Option 2 in a slightly different way. If the callback maps directly onto a native DOM event, you can add an on: listener directly to the place you use the component in your view macro in <App/>.

#[component]
pub fn App() -> impl IntoView {
    let (toggled, set_toggled) = create_signal(false);
    view! {
        <p>"Toggled? " {toggled}</p>
        // note the on:click instead of on_click
        // this is the same syntax as an HTML element event listener
        <ButtonC on:click=move |_| set_toggled.update(|value| *value = !*value)/>
    }
}


#[component]
pub fn ButtonC() -> impl IntoView {
    view! {
        <button>"Toggle"</button>
    }
}

This lets you write way less code in <ButtonC/> than you did for <ButtonB/>, and still gives a correctly-typed event to the listener. This works by adding an on: event listener to each element that <ButtonC/> returns: in this case, just the one <button>.

Of course, this only works for actual DOM events that you’re passing directly through to the elements you’re rendering in the component. For more complex logic that doesn’t map directly onto an element (say you create <ValidatedForm/> and want an on_valid_form_submit callback) you should use Option 2.

4. Providing a Context

This version is actually a variant on Option 1. Say you have a deeply-nested component tree:

#[component]
pub fn App() -> impl IntoView {
    let (toggled, set_toggled) = create_signal(false);
    view! {
        <p>"Toggled? " {toggled}</p>
        <Layout/>
    }
}

#[component]
pub fn Layout() -> impl IntoView {
    view! {
        <header>
            <h1>"My Page"</h1>
        </header>
        <main>
            <Content/>
        </main>
    }
}

#[component]
pub fn Content() -> impl IntoView {
    view! {
        <div class="content">
            <ButtonD/>
        </div>
    }
}

#[component]
pub fn ButtonD<F>() -> impl IntoView {
    todo!()
}

Now <ButtonD/> is no longer a direct child of <App/>, so you can’t simply pass your WriteSignal to its props. You could do what’s sometimes called “prop drilling,” adding a prop to each layer between the two:

#[component]
pub fn App() -> impl IntoView {
    let (toggled, set_toggled) = create_signal(false);
    view! {
        <p>"Toggled? " {toggled}</p>
        <Layout set_toggled/>
    }
}

#[component]
pub fn Layout(set_toggled: WriteSignal<bool>) -> impl IntoView {
    view! {
        <header>
            <h1>"My Page"</h1>
        </header>
        <main>
            <Content set_toggled/>
        </main>
    }
}

#[component]
pub fn Content(set_toggled: WriteSignal<bool>) -> impl IntoView {
    view! {
        <div class="content">
            <ButtonD set_toggled/>
        </div>
    }
}

#[component]
pub fn ButtonD<F>(set_toggled: WriteSignal<bool>) -> impl IntoView {
    todo!()
}

This is a mess. <Layout/> and <Content/> don’t need set_toggled; they just pass it through to <ButtonD/>. But I need to declare the prop in triplicate. This is not only annoying but hard to maintain: imagine we add a “half-toggled” option and the type of set_toggled needs to change to an enum. We have to change it in three places!

Isn’t there some way to skip levels?

There is!

4.1 The Context API

You can provide data that skips levels by using provide_context and use_context. Contexts are identified by the type of the data you provide (in this example, WriteSignal<bool>), and they exist in a top-down tree that follows the contours of your UI tree. In this example, we can use context to skip the unnecessary prop drilling.

#[component]
pub fn App() -> impl IntoView {
    let (toggled, set_toggled) = create_signal(false);

    // share `set_toggled` with all children of this component
    provide_context(set_toggled);

    view! {
        <p>"Toggled? " {toggled}</p>
        <Layout/>
    }
}

// <Layout/> and <Content/> omitted
// To work in this version, drop their references to set_toggled

#[component]
pub fn ButtonD() -> impl IntoView {
    // use_context searches up the context tree, hoping to
    // find a `WriteSignal<bool>`
    // in this case, I .expect() because I know I provided it
    let setter = use_context::<WriteSignal<bool>>()
        .expect("to have found the setter provided");

    view! {
        <button
            on:click=move |_| setter.update(|value| *value = !*value)
        >
            "Toggle"
        </button>
    }
}

The same caveats apply to this as to <ButtonA/>: passing a WriteSignal around should be done with caution, as it allows you to mutate state from arbitrary parts of your code. But when done carefully, this can be one of the most effective techniques for global state management in Leptos: simply provide the state at the highest level you’ll need it, and use it wherever you need it lower down.

Note that there are no performance downsides to this approach. Because you are passing a fine-grained reactive signal, nothing happens in the intervening components (<Layout/> and <Content/>) when you update it. You are communicating directly between <ButtonD/> and <App/>. In fact—and this is the power of fine-grained reactivity—you are communicating directly between a button click in <ButtonD/> and a single text node in <App/>. It’s as if the components themselves don’t exist at all. And, well... at runtime, they don’t. It’s just signals and effects, all the way down.

Live example

Click to open CodeSandbox.

CodeSandbox Source
use leptos::{ev::MouseEvent, *};

// This highlights four different ways that child components can communicate
// with their parent:
// 1) <ButtonA/>: passing a WriteSignal as one of the child component props,
//    for the child component to write into and the parent to read
// 2) <ButtonB/>: passing a closure as one of the child component props, for
//    the child component to call
// 3) <ButtonC/>: adding an `on:` event listener to a component
// 4) <ButtonD/>: providing a context that is used in the component (rather than prop drilling)

#[derive(Copy, Clone)]
struct SmallcapsContext(WriteSignal<bool>);

#[component]
pub fn App() -> impl IntoView {
    // just some signals to toggle three classes on our <p>
    let (red, set_red) = create_signal(false);
    let (right, set_right) = create_signal(false);
    let (italics, set_italics) = create_signal(false);
    let (smallcaps, set_smallcaps) = create_signal(false);

    // the newtype pattern isn't *necessary* here but is a good practice
    // it avoids confusion with other possible future `WriteSignal<bool>` contexts
    // and makes it easier to refer to it in ButtonC
    provide_context(SmallcapsContext(set_smallcaps));

    view! {
        <main>
            <p
                // class: attributes take F: Fn() => bool, and these signals all implement Fn()
                class:red=red
                class:right=right
                class:italics=italics
                class:smallcaps=smallcaps
            >
                "Lorem ipsum sit dolor amet."
            </p>

            // Button A: pass the signal setter
            <ButtonA setter=set_red/>

            // Button B: pass a closure
            <ButtonB on_click=move |_| set_right.update(|value| *value = !*value)/>

            // Button B: use a regular event listener
            // setting an event listener on a component like this applies it
            // to each of the top-level elements the component returns
            <ButtonC on:click=move |_| set_italics.update(|value| *value = !*value)/>

            // Button D gets its setter from context rather than props
            <ButtonD/>
        </main>
    }
}

/// Button A receives a signal setter and updates the signal itself
#[component]
pub fn ButtonA(
    /// Signal that will be toggled when the button is clicked.
    setter: WriteSignal<bool>,
) -> impl IntoView {
    view! {
        <button
            on:click=move |_| setter.update(|value| *value = !*value)
        >
            "Toggle Red"
        </button>
    }
}

/// Button B receives a closure
#[component]
pub fn ButtonB<F>(
    /// Callback that will be invoked when the button is clicked.
    on_click: F,
) -> impl IntoView
where
    F: Fn(MouseEvent) + 'static,
{
    view! {
        <button
            on:click=on_click
        >
            "Toggle Right"
        </button>
    }

    // just a note: in an ordinary function ButtonB could take on_click: impl Fn(MouseEvent) + 'static
    // and save you from typing out the generic
    // the component macro actually expands to define a
    //
    // struct ButtonBProps<F> where F: Fn(MouseEvent) + 'static {
    //   on_click: F
    // }
    //
    // this is what allows us to have named props in our component invocation,
    // instead of an ordered list of function arguments
    // if Rust ever had named function arguments we could drop this requirement
}

/// Button C is a dummy: it renders a button but doesn't handle
/// its click. Instead, the parent component adds an event listener.
#[component]
pub fn ButtonC() -> impl IntoView {
    view! {
        <button>
            "Toggle Italics"
        </button>
    }
}

/// Button D is very similar to Button A, but instead of passing the setter as a prop
/// we get it from the context
#[component]
pub fn ButtonD() -> impl IntoView {
    let setter = use_context::<SmallcapsContext>().unwrap().0;

    view! {
        <button
            on:click=move |_| setter.update(|value| *value = !*value)
        >
            "Toggle Small Caps"
        </button>
    }
}

fn main() {
    leptos::mount_to_body(App)
}