feat: simple tests passing

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Jonathan Kelley committed 2022-11-01 18:42:29 -07:00
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use std::{any::Any, cell::Cell};
use crate::{arena::ElementId, nodes::Listener, scopes::ScopeId, virtualdom::VirtualDom};
/// User Events are events that are shuttled from the renderer into the [`VirtualDom`] through the scheduler channel.
///
/// These events will be passed to the appropriate Element given by `mounted_dom_id` and then bubbled up through the tree
/// where each listener is checked and fired if the event name matches.
///
/// It is the expectation that the event name matches the corresponding event listener, otherwise Dioxus will panic in
/// attempting to downcast the event data.
///
/// Because Event Data is sent across threads, it must be `Send + Sync`. We are hoping to lift the `Sync` restriction but
/// `Send` will not be lifted. The entire `UserEvent` must also be `Send + Sync` due to its use in the scheduler channel.
///
/// # Example
/// ```rust, ignore
/// fn App(cx: Scope) -> Element {
/// render!(div {
/// onclick: move |_| println!("Clicked!")
/// })
/// }
///
/// let mut dom = VirtualDom::new(App);
/// let mut scheduler = dom.get_scheduler_channel();
/// scheduler.unbounded_send(SchedulerMsg::UiEvent(
/// UserEvent {
/// scope_id: None,
/// priority: EventPriority::Medium,
/// name: "click",
/// element: Some(ElementId(0)),
/// data: Arc::new(ClickEvent { .. })
/// }
/// )).unwrap();
/// ```
#[derive(Debug)]
pub struct UiEvent<T> {
/// The priority of the event to be scheduled around ongoing work
pub priority: EventPriority,
/// The optional real node associated with the trigger
pub element: ElementId,
/// The event type IE "onclick" or "onmouseover"
pub name: &'static str,
pub bubble: Cell<bool>,
pub event: T,
}
/// 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 Real Dom. 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,
}
impl VirtualDom {
/// Returns None if no element could be found
pub fn handle_event<T: 'static>(&mut self, event: &UiEvent<T>) -> Option<()> {
let path = self.elements.get(event.element.0)?;
let location = unsafe { &mut *path.template }
.dynamic_attrs
.iter_mut()
.position(|attr| attr.mounted_element.get() == event.element)?;
let mut index = Some((path.template, location));
let mut listeners = Vec::<&mut Listener>::new();
while let Some((raw_parent, dyn_index)) = index {
let parent = unsafe { &mut *raw_parent };
let path = parent.dynamic_nodes[dyn_index].path;
listeners.extend(
parent
.dynamic_attrs
.iter_mut()
.filter(|attr| is_path_ascendant(attr.path, path))
.map(|f| f.listeners.iter_mut().filter(|f| f.name == event.name))
.flatten(),
);
index = parent.parent;
}
for listener in listeners {
(listener.callback)(&event.event);
}
Some(())
}
}
// ensures a strict descendant relationship
// returns false if the paths are equal
fn is_path_ascendant(small: &[u8], big: &[u8]) -> bool {
if small.len() >= big.len() {
return false;
}
small == &big[..small.len()]
}
#[test]
fn matches_slice() {
let left = &[1, 2, 3];
let right = &[1, 2, 3, 4, 5];
assert!(is_path_ascendant(left, right));
assert!(!is_path_ascendant(right, left));
assert!(!is_path_ascendant(left, left));
assert!(is_path_ascendant(&[1, 2], &[1, 2, 3, 4, 5]));
}