wip: more changes to scheduler
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@@ -170,3 +170,34 @@ do anything too arduous from onInput.
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For the rest, we defer to the rIC period and work down each queue from high to low.
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For the rest, we defer to the rIC period and work down each queue from high to low.
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*/
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*/
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Strategy:
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- When called, check for any UI events that might've been received since the last frame.
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- Dump all UI events into a "pending discrete" queue and a "pending continuous" queue.
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- If there are any pending discrete events, then elevate our priority level. If our priority level is already "high,"
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then we need to finish the high priority work first. If the current work is "low" then analyze what scopes
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will be invalidated by this new work. If this interferes with any in-flight medium or low work, then we need
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to bump the other work out of the way, or choose to process it so we don't have any conflicts.
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'static components have a leg up here since their work can be re-used among multiple scopes.
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"High priority" is only for blocking! Should only be used on "clicks"
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- If there are no pending discrete events, then check for continuous events. These can be completely batched
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- we batch completely until we run into a discrete event
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- all continuous events are batched together
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- so D C C C C C would be two separate events - D and C. IE onclick and onscroll
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- D C C C C C C D C C C D would be D C D C D in 5 distinct phases.
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- !listener bubbling is not currently implemented properly and will need to be implemented somehow in the future
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- we need to keep track of element parents to be able to traverse properly
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Open questions:
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- what if we get two clicks from the component during the same slice?
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- should we batch?
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- react says no - they are continuous
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- but if we received both - then we don't need to diff, do we? run as many as we can and then finally diff?
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+194
-252
@@ -242,27 +242,6 @@ impl VirtualDom {
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// Methods to actually run the VirtualDOM
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// Methods to actually run the VirtualDOM
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impl VirtualDom {
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impl VirtualDom {
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/// Performs a *full* rebuild of the virtual dom, returning every edit required to generate the actual dom from scratch
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///
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/// The diff machine expects the RealDom's stack to be the root of the application.
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///
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/// Tasks will not be polled with this method, nor will any events be processed from the event queue. Instead, the
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/// root component will be ran once and then diffed. All updates will flow out as mutations.
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///
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/// All state stored in components will be completely wiped away.
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///
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/// # Example
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/// ```
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/// static App: FC<()> = |(cx, props)| cx.render(rsx!{ "hello world" });
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/// let mut dom = VirtualDom::new();
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/// let edits = dom.rebuild();
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///
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/// apply_edits(edits);
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/// ```
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pub fn rebuild(&mut self) -> Mutations {
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self.hard_diff(&self.base_scope)
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}
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/// Waits for the scheduler to have work
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/// Waits for the scheduler to have work
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/// This lets us poll async tasks during idle periods without blocking the main thread.
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/// This lets us poll async tasks during idle periods without blocking the main thread.
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pub async fn wait_for_work(&mut self) {
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pub async fn wait_for_work(&mut self) {
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@@ -373,71 +352,122 @@ impl VirtualDom {
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&'a mut self,
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&'a mut self,
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mut deadline: impl FnMut() -> bool,
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mut deadline: impl FnMut() -> bool,
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) -> Vec<Mutations<'a>> {
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) -> Vec<Mutations<'a>> {
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/*
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Strategy:
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- When called, check for any UI events that might've been received since the last frame.
|
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- Dump all UI events into a "pending discrete" queue and a "pending continuous" queue.
|
|
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|
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- If there are any pending discrete events, then elevate our priority level. If our priority level is already "high,"
|
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then we need to finish the high priority work first. If the current work is "low" then analyze what scopes
|
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will be invalidated by this new work. If this interferes with any in-flight medium or low work, then we need
|
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to bump the other work out of the way, or choose to process it so we don't have any conflicts.
|
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'static components have a leg up here since their work can be re-used among multiple scopes.
|
|
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"High priority" is only for blocking! Should only be used on "clicks"
|
|
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|
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- If there are no pending discrete events, then check for continuous events. These can be completely batched
|
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|
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- we batch completely until we run into a discrete event
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- all continuous events are batched together
|
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- so D C C C C C would be two separate events - D and C. IE onclick and onscroll
|
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- D C C C C C C D C C C D would be D C D C D in 5 distinct phases.
|
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|
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- !listener bubbling is not currently implemented properly and will need to be implemented somehow in the future
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- we need to keep track of element parents to be able to traverse properly
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Open questions:
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- what if we get two clicks from the component during the same slice?
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- should we batch?
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- react says no - they are continuous
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- but if we received both - then we don't need to diff, do we? run as many as we can and then finally diff?
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*/
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let mut committed_mutations = Vec::<Mutations<'static>>::new();
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let mut committed_mutations = Vec::<Mutations<'static>>::new();
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while self.has_any_work() {
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while self.has_any_work() {
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while let Ok(Some(msg)) = self.receiver.try_next() {
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while let Ok(Some(msg)) = self.receiver.try_next() {
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match msg {
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self.pending_messages.push_front(msg);
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SchedulerMsg::Immediate(im) => {
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self.dirty_scopes.insert(im);
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}
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SchedulerMsg::UiEvent(evt) => {
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self.ui_events.push_back(evt);
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}
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}
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}
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}
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// switch our priority, pop off any work
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for msg in self.pending_messages.drain(..) {
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while let Some(event) = self.ui_events.pop_front() {
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match msg {
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if let Some(scope) = self.get_scope_mut(&event.scope) {
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SchedulerMsg::Immediate(id) => {
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if let Some(element) = event.mounted_dom_id {
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// it's dirty
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log::info!("Calling listener {:?}, {:?}", event.scope, element);
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self.dirty_scopes.insert(id);
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}
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SchedulerMsg::UiEvent(event) => {
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// there's an event
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let scope = self.scopes.get(&event.scope_id).unwrap();
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if let Some(element) = event.mounted_dom_id {
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log::info!("Calling listener {:?}, {:?}", event.scope_id, element);
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// TODO: bubble properly here
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// TODO: bubble properly here
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scope.call_listener(event, element);
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scope.call_listener(event, element);
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while let Ok(Some(dirty_scope)) = self.receiver.try_next() {
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while let Ok(Some(dirty_scope)) = self.receiver.try_next() {
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match dirty_scope {
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match dirty_scope {
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SchedulerMsg::Immediate(im) => {
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SchedulerMsg::Immediate(im) => {
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self.dirty_scopes.insert(im);
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self.dirty_scopes.insert(im);
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}
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SchedulerMsg::UiEvent(e) => self.ui_events.push_back(e),
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}
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}
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SchedulerMsg::UiEvent(e) => self.ui_events.push_back(e),
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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let work_complete = self.work_on_current_lane(&mut deadline, &mut committed_mutations);
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let work_complete = {
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// Work through the current subtree, and commit the results when it finishes
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// When the deadline expires, give back the work
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let saved_state = unsafe { self.load_work() };
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// We have to split away some parts of ourself - current lane is borrowed mutably
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let mut machine = unsafe { saved_state.promote() };
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let mut ran_scopes = FxHashSet::default();
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if machine.stack.is_empty() {
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todo!("order scopes");
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// self.dirty_scopes.retain(|id| self.get_scope(id).is_some());
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// self.dirty_scopes.sort_by(|a, b| {
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// let h1 = self.get_scope(a).unwrap().height;
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// let h2 = self.get_scope(b).unwrap().height;
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// h1.cmp(&h2).reverse()
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// });
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if let Some(scopeid) = self.dirty_scopes.pop() {
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log::info!("handling dirty scope {:?}", scopeid);
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if !ran_scopes.contains(&scopeid) {
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ran_scopes.insert(scopeid);
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log::debug!("about to run scope {:?}", scopeid);
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// if let Some(component) = self.get_scope_mut(&scopeid) {
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if self.run_scope(&scopeid) {
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todo!("diff the scope")
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// let (old, new) = (component.frames.wip_head(), component.frames.fin_head());
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// // let (old, new) = (component.frames.wip_head(), component.frames.fin_head());
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// machine.stack.scope_stack.push(scopeid);
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// machine.stack.push(DiffInstruction::Diff { new, old });
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}
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// }
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}
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}
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}
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let work_completed: bool = todo!();
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// let work_completed = machine.work(deadline_reached);
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// log::debug!("raw edits {:?}", machine.mutations.edits);
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let mut machine: DiffState<'static> = unsafe { std::mem::transmute(machine) };
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// let mut saved = machine.save();
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if work_completed {
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for node in machine.seen_scopes.drain() {
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// self.dirty_scopes.clear();
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// self.ui_events.clear();
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self.dirty_scopes.remove(&node);
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// self.dirty_scopes.remove(&node);
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}
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let mut new_mutations = Mutations::new();
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for edit in machine.mutations.edits.drain(..) {
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new_mutations.edits.push(edit);
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}
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// for edit in saved.edits.drain(..) {
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// new_mutations.edits.push(edit);
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// }
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// std::mem::swap(&mut new_mutations, &mut saved.mutations);
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mutations.push(new_mutations);
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// log::debug!("saved edits {:?}", mutations);
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todo!();
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// let mut saved = machine.save();
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// self.save_work(saved);
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true
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// self.save_work(saved);
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// false
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} else {
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false
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}
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};
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if !work_complete {
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if !work_complete {
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return committed_mutations;
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return committed_mutations;
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@@ -446,193 +476,26 @@ impl VirtualDom {
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committed_mutations
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committed_mutations
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}
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}
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}
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pub enum SchedulerMsg {
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/// Performs a *full* rebuild of the virtual dom, returning every edit required to generate the actual dom from scratch
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// events from the host
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UiEvent(UserEvent),
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// setstate
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Immediate(ScopeId),
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}
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#[derive(Debug)]
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pub struct UserEvent {
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/// The originator of the event trigger
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pub scope: ScopeId,
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/// The optional real node associated with the trigger
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pub mounted_dom_id: Option<ElementId>,
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/// The event type IE "onclick" or "onmouseover"
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///
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///
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/// The name that the renderer will use to mount the listener.
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/// The diff machine expects the RealDom's stack to be the root of the application.
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pub name: &'static str,
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/// The type of event
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pub event: Box<dyn Any + Send>,
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}
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/// Priority of Event Triggers.
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///
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/// Internally, Dioxus will abort work that's taking too long if new, more important work arrives. Unlike React, Dioxus
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/// won't be afraid to pause work or flush changes to the RealDOM. This is called "cooperative scheduling". Some Renderers
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/// implement this form of scheduling internally, however Dioxus will perform its own scheduling as well.
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///
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/// The ultimate goal of the scheduler is to manage latency of changes, prioritizing "flashier" changes over "subtler" changes.
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///
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/// React has a 5-tier priority system. However, they break things into "Continuous" and "Discrete" priority. For now,
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/// we keep it simple, and just use a 3-tier priority system.
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///
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/// - NoPriority = 0
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/// - LowPriority = 1
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/// - NormalPriority = 2
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/// - UserBlocking = 3
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/// - HighPriority = 4
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/// - ImmediatePriority = 5
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///
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/// We still have a concept of discrete vs continuous though - discrete events won't be batched, but continuous events will.
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/// This means that multiple "scroll" events will be processed in a single frame, but multiple "click" events will be
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/// flushed before proceeding. Multiple discrete events is highly unlikely, though.
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#[derive(Debug, PartialEq, Eq, Clone, Copy, Hash, PartialOrd, Ord)]
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pub enum EventPriority {
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/// Work that must be completed during the EventHandler phase.
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///
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///
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/// Currently this is reserved for controlled inputs.
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/// Tasks will not be polled with this method, nor will any events be processed from the event queue. Instead, the
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Immediate = 3,
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/// root component will be ran once and then diffed. All updates will flow out as mutations.
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/// "High Priority" work will not interrupt other high priority work, but will interrupt medium and low priority work.
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///
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///
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/// This is typically reserved for things like user interaction.
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/// All state stored in components will be completely wiped away.
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///
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///
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/// React calls these "discrete" events, but with an extra category of "user-blocking" (Immediate).
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/// # Example
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High = 2,
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/// ```
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/// static App: FC<()> = |(cx, props)| cx.render(rsx!{ "hello world" });
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/// "Medium priority" work is generated by page events not triggered by the user. These types of events are less important
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/// let mut dom = VirtualDom::new();
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/// than "High Priority" events and will take precedence over low priority events.
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/// let edits = dom.rebuild();
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///
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///
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/// This is typically reserved for VirtualEvents that are not related to keyboard or mouse input.
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/// apply_edits(edits);
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///
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/// ```
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/// React calls these "continuous" events (e.g. mouse move, mouse wheel, touch move, etc).
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pub fn rebuild(&mut self) -> Mutations {
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Medium = 1,
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self.hard_diff(&self.base_scope)
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/// "Low Priority" work will always be preempted unless the work is significantly delayed, in which case it will be
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/// advanced to the front of the work queue until completed.
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///
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/// The primary user of Low Priority work is the asynchronous work system (Suspense).
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///
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/// This is considered "idle" work or "background" work.
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Low = 0,
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}
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/// The scheduler holds basically everything around "working"
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///
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/// Each scope has the ability to lightly interact with the scheduler (IE, schedule an update) but ultimately the scheduler calls the components.
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///
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/// In Dioxus, the scheduler provides 4 priority levels - each with their own "DiffMachine". The DiffMachine state can be saved if the deadline runs
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/// out.
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///
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/// Saved DiffMachine state can be self-referential, so we need to be careful about how we save it. All self-referential data is a link between
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/// pending DiffInstructions, Mutations, and their underlying Scope. It's okay for us to be self-referential with this data, provided we don't priority
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/// task shift to a higher priority task that needs mutable access to the same scopes.
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///
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/// We can prevent this safety issue from occurring if we track which scopes are invalidated when starting a new task.
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///
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/// There's a lot of raw pointers here...
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///
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/// Since we're building self-referential structures for each component, we need to make sure that the referencs stay stable
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/// The best way to do that is a bump allocator.
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///
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///
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///
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impl VirtualDom {
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/// Load the current lane, and work on it, periodically checking in if the deadline has been reached.
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///
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/// Returns true if the lane is finished before the deadline could be met.
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pub fn work_on_current_lane(
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&mut self,
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deadline_reached: impl FnMut() -> bool,
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|
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mutations: &mut Vec<Mutations>,
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) -> bool {
|
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// Work through the current subtree, and commit the results when it finishes
|
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// When the deadline expires, give back the work
|
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let saved_state = unsafe { self.load_work() };
|
|
||||||
|
|
||||||
// We have to split away some parts of ourself - current lane is borrowed mutably
|
|
||||||
let mut machine = unsafe { saved_state.promote() };
|
|
||||||
|
|
||||||
let mut ran_scopes = FxHashSet::default();
|
|
||||||
|
|
||||||
if machine.stack.is_empty() {
|
|
||||||
todo!("order scopes");
|
|
||||||
// self.dirty_scopes.retain(|id| self.get_scope(id).is_some());
|
|
||||||
// self.dirty_scopes.sort_by(|a, b| {
|
|
||||||
// let h1 = self.get_scope(a).unwrap().height;
|
|
||||||
// let h2 = self.get_scope(b).unwrap().height;
|
|
||||||
// h1.cmp(&h2).reverse()
|
|
||||||
// });
|
|
||||||
|
|
||||||
if let Some(scopeid) = self.dirty_scopes.pop() {
|
|
||||||
log::info!("handling dirty scope {:?}", scopeid);
|
|
||||||
if !ran_scopes.contains(&scopeid) {
|
|
||||||
ran_scopes.insert(scopeid);
|
|
||||||
log::debug!("about to run scope {:?}", scopeid);
|
|
||||||
|
|
||||||
// if let Some(component) = self.get_scope_mut(&scopeid) {
|
|
||||||
if self.run_scope(&scopeid) {
|
|
||||||
todo!("diff the scope")
|
|
||||||
// let (old, new) = (component.frames.wip_head(), component.frames.fin_head());
|
|
||||||
// // let (old, new) = (component.frames.wip_head(), component.frames.fin_head());
|
|
||||||
// machine.stack.scope_stack.push(scopeid);
|
|
||||||
// machine.stack.push(DiffInstruction::Diff { new, old });
|
|
||||||
}
|
|
||||||
// }
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
let work_completed: bool = todo!();
|
|
||||||
// let work_completed = machine.work(deadline_reached);
|
|
||||||
|
|
||||||
// log::debug!("raw edits {:?}", machine.mutations.edits);
|
|
||||||
|
|
||||||
let mut machine: DiffState<'static> = unsafe { std::mem::transmute(machine) };
|
|
||||||
// let mut saved = machine.save();
|
|
||||||
|
|
||||||
if work_completed {
|
|
||||||
for node in machine.seen_scopes.drain() {
|
|
||||||
// self.dirty_scopes.clear();
|
|
||||||
// self.ui_events.clear();
|
|
||||||
self.dirty_scopes.remove(&node);
|
|
||||||
// self.dirty_scopes.remove(&node);
|
|
||||||
}
|
|
||||||
|
|
||||||
let mut new_mutations = Mutations::new();
|
|
||||||
|
|
||||||
for edit in machine.mutations.edits.drain(..) {
|
|
||||||
new_mutations.edits.push(edit);
|
|
||||||
}
|
|
||||||
|
|
||||||
// for edit in saved.edits.drain(..) {
|
|
||||||
// new_mutations.edits.push(edit);
|
|
||||||
// }
|
|
||||||
|
|
||||||
// std::mem::swap(&mut new_mutations, &mut saved.mutations);
|
|
||||||
|
|
||||||
mutations.push(new_mutations);
|
|
||||||
|
|
||||||
// log::debug!("saved edits {:?}", mutations);
|
|
||||||
|
|
||||||
todo!();
|
|
||||||
// let mut saved = machine.save();
|
|
||||||
// self.save_work(saved);
|
|
||||||
true
|
|
||||||
|
|
||||||
// self.save_work(saved);
|
|
||||||
// false
|
|
||||||
} else {
|
|
||||||
false
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Compute a manual diff of the VirtualDOM between states.
|
/// Compute a manual diff of the VirtualDOM between states.
|
||||||
@@ -787,3 +650,82 @@ impl VirtualDom {
|
|||||||
todo!()
|
todo!()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
pub enum SchedulerMsg {
|
||||||
|
// events from the host
|
||||||
|
UiEvent(UserEvent),
|
||||||
|
|
||||||
|
// setstate
|
||||||
|
Immediate(ScopeId),
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Debug)]
|
||||||
|
pub struct UserEvent {
|
||||||
|
/// The originator of the event trigger
|
||||||
|
pub scope_id: ScopeId,
|
||||||
|
|
||||||
|
pub priority: EventPriority,
|
||||||
|
|
||||||
|
/// The optional real node associated with the trigger
|
||||||
|
pub mounted_dom_id: Option<ElementId>,
|
||||||
|
|
||||||
|
/// The event type IE "onclick" or "onmouseover"
|
||||||
|
///
|
||||||
|
/// The name that the renderer will use to mount the listener.
|
||||||
|
pub name: &'static str,
|
||||||
|
|
||||||
|
/// The type of event
|
||||||
|
pub event: Box<dyn Any + Send>,
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Priority of Event Triggers.
|
||||||
|
///
|
||||||
|
/// Internally, Dioxus will abort work that's taking too long if new, more important work arrives. Unlike React, Dioxus
|
||||||
|
/// won't be afraid to pause work or flush changes to the RealDOM. This is called "cooperative scheduling". Some Renderers
|
||||||
|
/// implement this form of scheduling internally, however Dioxus will perform its own scheduling as well.
|
||||||
|
///
|
||||||
|
/// The ultimate goal of the scheduler is to manage latency of changes, prioritizing "flashier" changes over "subtler" changes.
|
||||||
|
///
|
||||||
|
/// React has a 5-tier priority system. However, they break things into "Continuous" and "Discrete" priority. For now,
|
||||||
|
/// we keep it simple, and just use a 3-tier priority system.
|
||||||
|
///
|
||||||
|
/// - NoPriority = 0
|
||||||
|
/// - LowPriority = 1
|
||||||
|
/// - NormalPriority = 2
|
||||||
|
/// - UserBlocking = 3
|
||||||
|
/// - HighPriority = 4
|
||||||
|
/// - ImmediatePriority = 5
|
||||||
|
///
|
||||||
|
/// We still have a concept of discrete vs continuous though - discrete events won't be batched, but continuous events will.
|
||||||
|
/// This means that multiple "scroll" events will be processed in a single frame, but multiple "click" events will be
|
||||||
|
/// flushed before proceeding. Multiple discrete events is highly unlikely, though.
|
||||||
|
#[derive(Debug, PartialEq, Eq, Clone, Copy, Hash, PartialOrd, Ord)]
|
||||||
|
pub enum EventPriority {
|
||||||
|
/// Work that must be completed during the EventHandler phase.
|
||||||
|
///
|
||||||
|
/// Currently this is reserved for controlled inputs.
|
||||||
|
Immediate = 3,
|
||||||
|
|
||||||
|
/// "High Priority" work will not interrupt other high priority work, but will interrupt medium and low priority work.
|
||||||
|
///
|
||||||
|
/// This is typically reserved for things like user interaction.
|
||||||
|
///
|
||||||
|
/// React calls these "discrete" events, but with an extra category of "user-blocking" (Immediate).
|
||||||
|
High = 2,
|
||||||
|
|
||||||
|
/// "Medium priority" work is generated by page events not triggered by the user. These types of events are less important
|
||||||
|
/// than "High Priority" events and will take precedence over low priority events.
|
||||||
|
///
|
||||||
|
/// This is typically reserved for VirtualEvents that are not related to keyboard or mouse input.
|
||||||
|
///
|
||||||
|
/// React calls these "continuous" events (e.g. mouse move, mouse wheel, touch move, etc).
|
||||||
|
Medium = 1,
|
||||||
|
|
||||||
|
/// "Low Priority" work will always be preempted unless the work is significantly delayed, in which case it will be
|
||||||
|
/// advanced to the front of the work queue until completed.
|
||||||
|
///
|
||||||
|
/// The primary user of Low Priority work is the asynchronous work system (Suspense).
|
||||||
|
///
|
||||||
|
/// This is considered "idle" work or "background" work.
|
||||||
|
Low = 0,
|
||||||
|
}
|
||||||
@@ -24,7 +24,7 @@ pub fn trigger_from_serialized(val: serde_json::Value) -> UserEvent {
|
|||||||
contents,
|
contents,
|
||||||
} = ims.into_iter().next().unwrap();
|
} = ims.into_iter().next().unwrap();
|
||||||
|
|
||||||
let scope = ScopeId(scope as usize);
|
let scope_id = ScopeId(scope as usize);
|
||||||
let mounted_dom_id = Some(ElementId(mounted_dom_id as usize));
|
let mounted_dom_id = Some(ElementId(mounted_dom_id as usize));
|
||||||
|
|
||||||
let name = event_name_from_typ(&event);
|
let name = event_name_from_typ(&event);
|
||||||
@@ -32,9 +32,10 @@ pub fn trigger_from_serialized(val: serde_json::Value) -> UserEvent {
|
|||||||
|
|
||||||
UserEvent {
|
UserEvent {
|
||||||
name,
|
name,
|
||||||
event,
|
priority: EventPriority::Low,
|
||||||
scope,
|
scope_id,
|
||||||
mounted_dom_id,
|
mounted_dom_id,
|
||||||
|
event,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Reference in new issue
Block a user