Build a small dashboard from layout, data and feedback patterns, with tabs that switch the body.
A screen in Orb is a tree of patterns. This tutorial builds a dashboard with stat tiles, an alert and a team tab, and shows how a trait switches between bodies.
stack arranges children in a row or a column; simple-grid places them in equal columns:
1{ type: simple-grid, cols: 3, gap: md, children: [
2 { type: stat-display, label: "Open orders", value: 18 },
3 { type: stat-display, label: "Shipped today", value: 7 },
4 { type: stat-display, label: "Late", value: 1 }
5] }alert shows a message with a tone (info, success, warning, error). Tones come from the theme, so the same program looks right in every theme.
{ type: alert, variant: warning, message: "One order is past its delivery date." }Tabs are buttons in disguise: each item names the event it sends. Each event has a transition, and each transition renders its own body. The activeTab prop marks the current one.
▼{ type: tabs, activeTab: "overview", items: [
{ id: "overview", label: "Overview", event: SHOW_OVERVIEW },
{ id: "team", label: "Team", event: SHOW_TEAM }
] }Dashboard
on Board · states: 2 · transitions: 3One order is past its delivery date.
The same trait as a state machine: each box is a state, each arrow an event that moves it, and the icons on an arrow are the effects that event runs. Hover a symbol to see what it does. How to read AVL
1app std-orb-docex-dashboard "1.0.0"
2"std-orb-docex-dashboard — UI patterns: a render-ui tree of layout, display and action patterns, with tabs that switch what the main slot shows."
3orbital DashboardOrbital {
4 entity Board [runtime] {
5 id : string!
6 tab : "overview" | "team" = overview
7 }
8
9 trait Dashboard -> Board [interaction, instance] {
10 initial: overview
11
12 state overview {
13 INIT -> overview
14 (render-ui main { type: stack, direction: vertical, gap: md, children: [
15 { type: tabs, items: [{ id: "overview", label: "Overview", event: SHOW_OVERVIEW }, { id: "team", label: "Team", event: SHOW_TEAM }], activeTab: "overview" },
16 { type: simple-grid, cols: 3, gap: md, children: [
17 { type: stat-display, label: "Open orders", value: 18 },
18 { type: stat-display, label: "Shipped today", value: 7 },
19 { type: stat-display, label: "Late", value: 1 }
20 ] },
21 { type: alert, variant: warning, message: "One order is past its delivery date." }
22 ] })
23 SHOW_TEAM -> team
24 (emit MOVED { event: "SHOW_TEAM" })
25 (set @entity.tab team)
26 (render-ui main { type: stack, direction: vertical, gap: md, children: [
27 { type: tabs, items: [{ id: "overview", label: "Overview", event: SHOW_OVERVIEW }, { id: "team", label: "Team", event: SHOW_TEAM }], activeTab: "team" },
28 { type: stack, direction: horizontal, gap: md, align: center, children: [
29 { type: avatar, name: "Huda", size: md },
30 { type: typography, content: "Huda · warehouse lead", variant: body }
31 ] },
32 { type: stack, direction: horizontal, gap: md, align: center, children: [
33 { type: avatar, name: "Luka", size: md },
34 { type: typography, content: "Luka · dispatch", variant: body }
35 ] }
36 ] })
37 }
38
39 state team {
40 SHOW_OVERVIEW -> overview
41 (emit MOVED { event: "SHOW_OVERVIEW" })
42 (set @entity.tab overview)
43 (render-ui main { type: stack, direction: vertical, gap: md, children: [
44 { type: tabs, items: [{ id: "overview", label: "Overview", event: SHOW_OVERVIEW }, { id: "team", label: "Team", event: SHOW_TEAM }], activeTab: "overview" },
45 { type: simple-grid, cols: 3, gap: md, children: [
46 { type: stat-display, label: "Open orders", value: 18 },
47 { type: stat-display, label: "Shipped today", value: 7 },
48 { type: stat-display, label: "Late", value: 1 }
49 ] },
50 { type: alert, variant: warning, message: "One order is past its delivery date." }
51 ] })
52 }
53
54 emits {
55 MOVED -> external {
56 event : string!
57 }
58 @description "Each move names the event it took, so the diagram beside the demo can follow it."
59 }
60 }
61
62 page "/dashboard" -> Dashboard
63}What happens when SHOW_TEAM fires:
(set @entity.tab "team")Guards make transitions conditional.
The language where the rule is the program.