Feat: dioxus frontend crate
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@@ -1,6 +1,47 @@
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//! Dioxus: a concurrent, functional, virtual dom for any renderer in Rust
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//! <div align="center">
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//! <h1>🌗🚀 📦 Dioxus</h1>
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//! <p>
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//! <strong>A concurrent, functional, virtual DOM for Rust</strong>
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//! </p>
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//! </div>
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//! Dioxus: a concurrent, functional, reactive virtual dom for any renderer in Rust.
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//!
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//!
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//! Dioxus is an efficient virtual dom implementation for building interactive user interfaces in Rust.
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//! This crate aims to maintain a uniform hook-based, renderer-agnostic UI framework for cross-platform development.
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//!
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//! ## Components
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//! The base unit of Dioxus is the `component`. Components can be easily created from just a function - no traits required:
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//! ```
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//! use dioxus_core::prelude::*;
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//!
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//! fn Example(ctx: Context<()>) -> VNode {
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//! html! { <div> "Hello world!" </div> }
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//! }
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//! ```
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//! Components need to take a "Context" parameter which is generic over some properties. This defines how the component can be used
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//! and what properties can be used to specify it in the VNode output. All components in Dioxus are hook-based, which might be more
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//! complex than other approaches that use traits + lifecycle events. Alternatively, we provide a "lifecycle hook" if you want more
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//! granualar control with behavior similar to other UI frameworks.
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//!
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//! ## Hooks
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//! Dioxus uses hooks for state management. Hooks are a form of state persisted between calls of the function component. Instead of
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//! using a single struct to store data, hooks use the "use_hook" building block which allows the persistence of data between
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//! function component renders.
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//!
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//! This allows functions to reuse stateful logic between components, simplify large complex components, and adopt more clear context
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//! subscription patterns to make components easier to read.
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//!
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//! ## Supported Renderers
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//! Instead of being tightly coupled to a platform, browser, or toolkit, Dioxus implements a VirtualDOM object which
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//! can be consumed to draw the UI. The Dioxus VDOM is reactive and easily consumable by 3rd-party renderers via
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//! the `Patch` object. See [Implementing a Renderer](docs/8-custom-renderer.md) and the `StringRenderer` classes for information
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//! on how to implement your own custom renderer. We provide 1st-class support for these renderers:
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//! - dioxus-desktop (via WebView)
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//! - dioxus-web (via WebSys)
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//! - dioxus-ssr (via StringRenderer)
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//! - dioxus-liveview (SSR + StringRenderer)
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//!
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/// Re-export common types for ease of development use.
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/// Essential when working with the html! macro
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@@ -9,12 +50,12 @@
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///
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pub mod prelude {
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use crate::nodes;
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pub use crate::virtual_dom::Context;
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pub use crate::virtual_dom::VirtualDom;
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pub use crate::virtual_dom::{Context, VirtualDom, FC};
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pub use nodes::iterables::IterableNodes;
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pub use nodes::*;
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// hack "VNode"
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// TODO @Jon, fix this
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// hack the VNode type until VirtualNode is fixed in the macro crate
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pub type VirtualNode = VNode;
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// Re-export from the macro crate
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@@ -24,7 +65,6 @@ pub mod prelude {
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/// The Dioxus Virtual Dom integrates an event system and virtual nodes to create reactive user interfaces.
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///
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/// This module includes all life-cycle related mechanics, including the virtual dom, scopes, properties, and lifecycles.
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///
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pub mod virtual_dom {
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use super::*;
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use crate::nodes::VNode;
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@@ -33,7 +73,12 @@ pub mod virtual_dom {
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/// An integrated virtual node system that progresses events and diffs UI trees.
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/// Differences are converted into patches which a renderer can use to draw the UI.
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pub struct VirtualDom {
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arena: Arena<Scope>,
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/// All mounted components are arena allocated to make additions, removals, and references easy to work with
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/// A generational arean is used to re-use slots of deleted scopes without having to resize the underlying arena.
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components: Arena<Scope>,
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/// Components generate lifecycle events
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event_queue: Vec<LifecycleEvent>,
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}
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impl VirtualDom {
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@@ -51,25 +96,41 @@ pub mod virtual_dom {
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/// This is useful when a component tree can be driven by external state (IE SSR) but it would be too expensive
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/// to toss out the entire tree.
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pub fn new_with_props<T>(root: FC<T>) -> Self {
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// Set a first lifecycle event to add the component
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let first_event = LifecycleEvent::Add;
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Self {
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arena: Arena::new(),
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components: Arena::new(),
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event_queue: vec![first_event],
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}
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}
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}
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enum LifecycleEvent {
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Add,
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}
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/// Functional Components leverage the type FC to
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pub type FC<T> = fn(&mut Context<T>) -> VNode;
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/// The Scope that wraps a functional component
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/// Scope's hold subscription, context, and hook information, however, it is allocated on the heap.
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pub struct Scope {}
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pub struct Scope {
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hook_idx: i32,
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hooks: Vec<()>,
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}
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impl Scope {
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fn new<T>() -> Self {
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Self {}
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Self {
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hook_idx: 0,
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hooks: vec![],
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}
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}
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}
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pub struct HookState {}
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/// Components in Dioxus use the "Context" object to interact with their lifecycle.
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/// This lets components schedule updates, integrate hooks, and expose their context via the context api.
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///
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@@ -92,7 +153,12 @@ pub mod virtual_dom {
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}
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pub trait Properties {}
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// Auto derive for pure components
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impl Properties for () {}
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// Set up a derive macro
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// #[derive(Macro)]
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}
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/// Virtual Node Support
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@@ -600,9 +666,8 @@ pub mod nodes {
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}
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}
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///
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///
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///
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/// The diffing algorithm to compare two VNode trees and generate a list of patches to update the VDom.
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/// Currently, using an index-based patching algorithm
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///
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pub mod diff {
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use super::*;
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