WIP update tests
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@@ -1,3 +1,4 @@
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pub mod layout_attributes;
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pub mod real_dom;
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pub mod real_dom_new_api;
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pub use dioxus_native_core_macro;
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@@ -1,13 +1,14 @@
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use anymap::AnyMap;
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use fxhash::{FxHashMap, FxHashSet};
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use std::{
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any::TypeId,
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collections::VecDeque,
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ops::{Index, IndexMut},
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};
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use dioxus_core::{ElementId, Mutations, VNode, VirtualDom};
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use crate::real_dom_new_api::{State, NodeMask};
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use crate::real_dom_new_api::{AttributeMask, NodeMask, State};
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/// A Dom that can sync with the VirtualDom mutations intended for use in lazy renderers.
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/// The render state passes from parent to children and or accumulates state from children to parents.
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@@ -47,7 +48,7 @@ impl<S: State> RealDom<S> {
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}
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/// Updates the dom, up and down state and return a set of nodes that were updated pass this to update_state.
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pub fn apply_mutations(&mut self, mutations_vec: Vec<Mutations>) -> Vec<usize> {
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pub fn apply_mutations(&mut self, mutations_vec: Vec<Mutations>) -> Vec<(usize, NodeMask)> {
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let mut nodes_updated = Vec::new();
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for mutations in mutations_vec {
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for e in mutations.edits {
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@@ -69,7 +70,7 @@ impl<S: State> RealDom<S> {
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.collect();
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for ns in drained {
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self.link_child(ns, target).unwrap();
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nodes_updated.push(ns);
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nodes_updated.push((ns, NodeMask::ALL));
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}
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}
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ReplaceWith { root, m } => {
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@@ -77,7 +78,7 @@ impl<S: State> RealDom<S> {
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let target = root.parent.unwrap().0;
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let drained: Vec<_> = self.node_stack.drain(0..m as usize).collect();
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for ns in drained {
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nodes_updated.push(ns);
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nodes_updated.push((ns, NodeMask::ALL));
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self.link_child(ns, target).unwrap();
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}
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}
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@@ -85,7 +86,7 @@ impl<S: State> RealDom<S> {
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let target = self[root as usize].parent.unwrap().0;
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let drained: Vec<_> = self.node_stack.drain(0..n as usize).collect();
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for ns in drained {
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nodes_updated.push(ns);
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nodes_updated.push((ns, NodeMask::ALL));
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self.link_child(ns, target).unwrap();
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}
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}
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@@ -93,13 +94,13 @@ impl<S: State> RealDom<S> {
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let target = self[root as usize].parent.unwrap().0;
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let drained: Vec<_> = self.node_stack.drain(0..n as usize).collect();
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for ns in drained {
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nodes_updated.push(ns);
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nodes_updated.push((ns, NodeMask::ALL));
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self.link_child(ns, target).unwrap();
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}
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}
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Remove { root } => {
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if let Some(parent) = self[root as usize].parent {
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nodes_updated.push(parent.0);
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nodes_updated.push((parent.0, NodeMask::NONE));
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}
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self.remove(root as usize).unwrap();
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}
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@@ -165,7 +166,7 @@ impl<S: State> RealDom<S> {
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text: new_text,
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} => {
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let target = &mut self[root as usize];
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nodes_updated.push(root as usize);
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nodes_updated.push((root as usize, NodeMask::NONE));
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match &mut target.node_type {
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NodeType::Text { text } => {
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*text = new_text.to_string();
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@@ -173,11 +174,19 @@ impl<S: State> RealDom<S> {
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_ => unreachable!(),
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}
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}
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SetAttribute { root, .. } => {
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nodes_updated.push(root as usize);
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SetAttribute { root, field, .. } => {
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nodes_updated.push((
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root as usize,
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NodeMask::new(AttributeMask::single(field), false, false),
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));
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}
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RemoveAttribute { root, .. } => {
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nodes_updated.push(root as usize);
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RemoveAttribute {
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root, name: field, ..
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} => {
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nodes_updated.push((
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root as usize,
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NodeMask::new(AttributeMask::single(field), false, false),
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));
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}
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PopRoot {} => {
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self.node_stack.pop();
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@@ -193,77 +202,148 @@ impl<S: State> RealDom<S> {
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pub fn update_state(
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&mut self,
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vdom: &VirtualDom,
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nodes_updated: Vec<usize>,
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nodes_updated: Vec<(usize, NodeMask)>,
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ctx: AnyMap,
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) -> Option<FxHashSet<usize>> {
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#[derive(PartialEq, Clone, Debug)]
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enum StatesToCheck {
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All,
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Some(Vec<TypeId>),
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}
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let mut to_rerender = FxHashSet::default();
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to_rerender.extend(nodes_updated.iter());
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to_rerender.extend(nodes_updated.iter().map(|(id, _)| id));
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let mut nodes_updated: Vec<_> = nodes_updated
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.into_iter()
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.map(|id| (id, self[id].height))
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.map(|(id, mask)| (id, self[id].height, mask, StatesToCheck::All))
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.collect();
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// Sort nodes first by height, then if the height is the same id.
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nodes_updated.sort_by(|fst, snd| fst.1.cmp(&snd.1).then(fst.0.cmp(&snd.0)));
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nodes_updated.dedup();
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{
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// Combine mutations that affect the same node.
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let current_key = None;
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for i in 0..nodes_updated.len() {
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let current = nodes_updated;
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}
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}
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println!("{:?}", nodes_updated);
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// update the state that only depends on nodes. The order does not matter.
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for (id, _height, mask, to_check) in &nodes_updated {
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let mut changed = false;
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let node = &mut self[*id as usize];
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let ids = match to_check {
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StatesToCheck::All => node.state.node_dep_types(&mask),
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StatesToCheck::Some(_) => unreachable!(),
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};
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for ty in ids {
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let node = &mut self[*id as usize];
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let el = if let &VNode::Element(e) = node.element(vdom) {
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Some(e)
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} else {
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None
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};
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changed |= node.state.update_node_dep_state(ty, el, &ctx);
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}
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if changed {
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to_rerender.insert(*id);
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}
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}
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// bubble up state. To avoid calling reduce more times than nessisary start from the bottom and go up.
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let mut to_bubble: VecDeque<_> = nodes_updated.clone().into();
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while let Some((id, height)) = to_bubble.pop_back() {
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let node = &mut self[id as usize];
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let vnode = node.element(vdom);
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let node_type = &node.node_type;
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if let
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NodeType::Element { children, tag, namespace } =node.node_type{
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while let Some((id, height, mask, to_check)) = to_bubble.pop_back() {
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let (node, children) = self.get_node_children_mut(id).unwrap();
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let children_state: Vec<_> = children.iter().map(|c| &c.state).collect();
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let ids = match to_check {
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StatesToCheck::All => node.state.child_dep_types(&mask),
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StatesToCheck::Some(ids) => ids,
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};
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let mut changed = Vec::new();
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for ty in ids {
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let el = if let &VNode::Element(e) = node.element(vdom) {
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Some(e)
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} else {
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None
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};
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if node
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.state
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.update_child_dep_state(ty, el, &children_state, &ctx)
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{
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changed.push(ty);
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}
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let mask = NodeMask::new(attritutes, tag, namespace)
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// todo: reduce cloning state
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for id in node.state.child_dep_types(mask) {}
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if new != old {
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to_rerender.insert(id);
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if let Some(p) = parent {
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let i = to_bubble.partition_point(|(other_id, h)| {
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*h < height - 1 || (*h == height - 1 && *other_id < p.0)
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}
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if let Some(parent_id) = node.parent {
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if !changed.is_empty() {
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to_rerender.insert(id);
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let i = to_bubble.partition_point(|(other_id, h, ..)| {
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*h < height - 1 || (*h == height - 1 && *other_id < parent_id.0)
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});
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// make sure the parent is not already queued
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if i >= to_bubble.len() || to_bubble[i].0 != p.0 {
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to_bubble.insert(i, (p.0, height - 1));
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if i >= to_bubble.len() || to_bubble[i].0 != parent_id.0 {
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to_bubble.insert(
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i,
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(
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parent_id.0,
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height - 1,
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NodeMask::NONE,
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StatesToCheck::Some(changed),
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),
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);
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}
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}
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let node = &mut self[id as usize];
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node.up_state = new;
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}
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}
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// push down state. To avoid calling reduce more times than nessisary start from the top and go down.
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let mut to_push: VecDeque<_> = nodes_updated.clone().into();
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while let Some((id, height)) = to_push.pop_front() {
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let node = &self[id as usize];
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// todo: reduce cloning state
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let old = node.down_state.clone();
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let mut new = node.down_state.clone();
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let vnode = node.element(vdom);
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new.reduce(
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node.parent
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.filter(|e| e.0 != 0)
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.map(|e| &self[e].down_state),
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vnode,
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ds_ctx,
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);
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if new != old {
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to_rerender.insert(id);
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let node = &mut self[id as usize];
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while let Some((id, height, mask, to_check)) = to_push.pop_front() {
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let node = &self[id];
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let ids = match to_check {
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StatesToCheck::All => node.state.parent_dep_types(&mask),
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StatesToCheck::Some(ids) => ids,
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};
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let mut changed = Vec::new();
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let (node, parent) = self.get_node_parent_mut(id).unwrap();
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for ty in ids {
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let el = if let &VNode::Element(e) = node.element(vdom) {
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Some(e)
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} else {
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None
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};
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let parent = parent.as_deref();
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let state = &mut node.state;
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if state.update_parent_dep_state(
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ty,
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el,
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parent.filter(|n| n.id.0 != 0).map(|n| &n.state),
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&ctx,
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) {
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changed.push(ty);
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}
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}
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to_rerender.insert(id);
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if !changed.is_empty() {
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let node = &self[id];
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if let NodeType::Element { children, .. } = &node.node_type {
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for c in children {
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let i = to_push.partition_point(|(other_id, h)| {
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let i = to_push.partition_point(|(other_id, h, ..)| {
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*h < height + 1 || (*h == height + 1 && *other_id < c.0)
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});
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if i >= to_push.len() || to_push[i].0 != c.0 {
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to_push.insert(i, (c.0, height + 1));
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to_push.insert(
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i,
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(
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c.0,
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height + 1,
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NodeMask::NONE,
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StatesToCheck::Some(changed.clone()),
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),
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);
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}
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}
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}
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node.down_state = new;
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}
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}
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@@ -333,6 +413,56 @@ impl<S: State> RealDom<S> {
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self.nodes.get_mut(id)?.as_mut()
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}
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// this is safe because no node will have itself as a child
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pub fn get_node_children_mut<'a>(
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&'a mut self,
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id: usize,
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) -> Option<(&'a mut Node<S>, Vec<&'a mut Node<S>>)> {
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let ptr = self.nodes.as_mut_ptr();
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unsafe {
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if id >= self.nodes.len() {
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None
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} else {
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let node = &mut *ptr.add(id);
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if let Some(node) = node.as_mut() {
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let children = match &node.node_type {
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NodeType::Element { children, .. } => children
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.iter()
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.map(|id| (&mut *ptr.add(id.0)).as_mut().unwrap())
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.collect(),
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_ => Vec::new(),
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};
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return Some((node, children));
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} else {
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None
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}
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}
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}
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}
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// this is safe because no node will have itself as a parent
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pub fn get_node_parent_mut<'a>(
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&'a mut self,
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id: usize,
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) -> Option<(&'a mut Node<S>, Option<&'a mut Node<S>>)> {
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let ptr = self.nodes.as_mut_ptr();
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unsafe {
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let node = &mut *ptr.add(id);
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if id >= self.nodes.len() {
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None
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} else {
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if let Some(node) = node.as_mut() {
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let parent = node
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.parent
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.map(|id| (&mut *ptr.add(id.0)).as_mut().unwrap());
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return Some((node, parent));
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} else {
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None
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}
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}
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}
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}
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pub fn get_listening_sorted(&self, event: &'static str) -> Vec<&Node<S>> {
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if let Some(nodes) = self.nodes_listening.get(event) {
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let mut listening: Vec<_> = nodes.iter().map(|id| &self[*id]).collect();
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@@ -528,39 +658,3 @@ impl<S: State> Node<S> {
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self.parent = Some(parent);
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}
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}
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/// This state that is passed down to children. For example text properties (`<b>` `<i>` `<u>`) would be passed to children.
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/// Called when the current node's node properties are modified or a parrent's [PushedDownState] is modified.
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/// Called at most once per update.
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pub trait PushedDownState: Default + PartialEq + Clone {
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/// The context is passed to the [PushedDownState::reduce] when it is pushed down.
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/// This is sometimes nessisary for lifetime purposes.
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type Ctx;
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fn reduce(&mut self, parent: Option<&Self>, vnode: &VNode, ctx: &mut Self::Ctx);
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}
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impl PushedDownState for () {
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type Ctx = ();
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fn reduce(&mut self, _parent: Option<&Self>, _vnode: &VNode, _ctx: &mut Self::Ctx) {}
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}
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/// This state is derived from children. For example a node's size could be derived from the size of children.
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/// Called when the current node's node properties are modified, a child's [BubbledUpState] is modified or a child is removed.
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/// Called at most once per update.
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pub trait BubbledUpState: Default + PartialEq + Clone {
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/// The context is passed to the [BubbledUpState::reduce] when it is bubbled up.
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/// This is sometimes nessisary for lifetime purposes.
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type Ctx;
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fn reduce<'a, I>(&mut self, children: I, vnode: &VNode, ctx: &mut Self::Ctx)
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where
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I: Iterator<Item = &'a Self>,
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Self: 'a;
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}
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impl BubbledUpState for () {
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type Ctx = ();
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fn reduce<'a, I>(&mut self, _children: I, _vnode: &VNode, _ctx: &mut Self::Ctx)
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where
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I: Iterator<Item = &'a Self>,
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Self: 'a,
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{
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}
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}
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@@ -3,12 +3,13 @@ use std::any::TypeId;
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use anymap::AnyMap;
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use dioxus_core::{Attribute, VElement};
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#[derive(Debug)]
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pub struct NodeView<'a> {
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inner: &'a VElement<'a>,
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inner: Option<&'a VElement<'a>>,
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view: NodeMask,
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}
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impl<'a> NodeView<'a> {
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pub fn new(velement: &'a VElement<'a>, view: NodeMask) -> Self {
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pub fn new(velement: Option<&'a VElement<'a>>, view: NodeMask) -> Self {
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Self {
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inner: velement,
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view: view,
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@@ -17,7 +18,7 @@ impl<'a> NodeView<'a> {
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pub fn tag(&self) -> Option<&'a str> {
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if self.view.tag {
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Some(self.inner.tag)
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self.inner.map(|el| el.tag)
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} else {
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None
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}
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@@ -25,7 +26,7 @@ impl<'a> NodeView<'a> {
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pub fn namespace(&self) -> Option<&'a str> {
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if self.view.namespace {
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self.inner.namespace
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self.inner.map(|el| el.namespace).flatten()
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} else {
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None
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}
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@@ -33,23 +34,159 @@ impl<'a> NodeView<'a> {
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pub fn attributes(&self) -> impl Iterator<Item = &Attribute<'a>> {
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self.inner
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.attributes
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.map(|el| el.attributes)
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.unwrap_or_default()
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.iter()
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.filter(|a| self.view.attritutes.contains(&a.name))
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.filter(|a| self.view.attritutes.contains_attribute(&a.name))
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}
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}
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#[derive(Default)]
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#[derive(PartialEq, Clone, Debug)]
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pub enum AttributeMask {
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All,
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Dynamic(Vec<&'static str>),
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Static(&'static [&'static str]),
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}
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impl AttributeMask {
|
||||
pub const NONE: Self = Self::Static(&[]);
|
||||
|
||||
fn contains_attribute(&self, attr: &'static str) -> bool {
|
||||
match self {
|
||||
AttributeMask::All => true,
|
||||
AttributeMask::Dynamic(l) => l.contains(&attr),
|
||||
AttributeMask::Static(l) => l.contains(&attr),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn single(new: &'static str) -> Self {
|
||||
Self::Dynamic(vec![new])
|
||||
}
|
||||
|
||||
pub fn verify(&self) {
|
||||
match &self {
|
||||
AttributeMask::Static(attrs) => debug_assert!(
|
||||
attrs.windows(2).all(|w| w[0] < w[1]),
|
||||
"attritutes must be increasing"
|
||||
),
|
||||
AttributeMask::Dynamic(attrs) => debug_assert!(
|
||||
attrs.windows(2).all(|w| w[0] < w[1]),
|
||||
"attritutes must be increasing"
|
||||
),
|
||||
_ => (),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn union(&self, other: &Self) -> Self {
|
||||
pub fn union_iter(
|
||||
s_iter: impl Iterator<Item = &'static str>,
|
||||
o_iter: impl Iterator<Item = &'static str>,
|
||||
) -> Vec<&'static str> {
|
||||
let mut s_peekable = s_iter.peekable();
|
||||
let mut o_peekable = o_iter.peekable();
|
||||
let mut v = Vec::new();
|
||||
while let Some(s_i) = s_peekable.peek() {
|
||||
loop {
|
||||
if let Some(o_i) = o_peekable.peek() {
|
||||
if o_i > s_i {
|
||||
break;
|
||||
} else {
|
||||
v.push(o_peekable.next().unwrap());
|
||||
}
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
v.push(s_peekable.next().unwrap());
|
||||
}
|
||||
while let Some(o_i) = o_peekable.next() {
|
||||
v.push(o_i);
|
||||
}
|
||||
v
|
||||
}
|
||||
|
||||
let new = match (self, other) {
|
||||
(AttributeMask::Dynamic(s), AttributeMask::Dynamic(o)) => {
|
||||
AttributeMask::Dynamic(union_iter(s.iter().copied(), o.iter().copied()))
|
||||
}
|
||||
(AttributeMask::Static(s), AttributeMask::Dynamic(o)) => {
|
||||
AttributeMask::Dynamic(union_iter(s.iter().copied(), o.iter().copied()))
|
||||
}
|
||||
(AttributeMask::Dynamic(s), AttributeMask::Static(o)) => {
|
||||
AttributeMask::Dynamic(union_iter(s.iter().copied(), o.iter().copied()))
|
||||
}
|
||||
(AttributeMask::Static(s), AttributeMask::Static(o)) => {
|
||||
AttributeMask::Dynamic(union_iter(s.iter().copied(), o.iter().copied()))
|
||||
}
|
||||
_ => AttributeMask::All,
|
||||
};
|
||||
new.verify();
|
||||
new
|
||||
}
|
||||
|
||||
fn overlaps(&self, other: &Self) -> bool {
|
||||
fn overlaps_iter(
|
||||
mut self_iter: impl Iterator<Item = &'static str>,
|
||||
mut other_iter: impl Iterator<Item = &'static str>,
|
||||
) -> bool {
|
||||
if let Some(mut other_attr) = other_iter.next() {
|
||||
while let Some(self_attr) = self_iter.next() {
|
||||
while other_attr < self_attr {
|
||||
if let Some(attr) = other_iter.next() {
|
||||
other_attr = attr;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
if other_attr == self_attr {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
false
|
||||
}
|
||||
match (self, other) {
|
||||
(AttributeMask::All, AttributeMask::All) => true,
|
||||
(AttributeMask::All, AttributeMask::Dynamic(v)) => !v.is_empty(),
|
||||
(AttributeMask::All, AttributeMask::Static(s)) => !s.is_empty(),
|
||||
(AttributeMask::Dynamic(v), AttributeMask::All) => !v.is_empty(),
|
||||
(AttributeMask::Static(s), AttributeMask::All) => !s.is_empty(),
|
||||
(AttributeMask::Dynamic(v1), AttributeMask::Dynamic(v2)) => {
|
||||
overlaps_iter(v1.iter().copied(), v2.iter().copied())
|
||||
}
|
||||
(AttributeMask::Dynamic(v), AttributeMask::Static(s)) => {
|
||||
overlaps_iter(v.iter().copied(), s.iter().copied())
|
||||
}
|
||||
(AttributeMask::Static(s), AttributeMask::Dynamic(v)) => {
|
||||
overlaps_iter(v.iter().copied(), s.iter().copied())
|
||||
}
|
||||
(AttributeMask::Static(s1), AttributeMask::Static(s2)) => {
|
||||
overlaps_iter(s1.iter().copied(), s2.iter().copied())
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Default for AttributeMask {
|
||||
fn default() -> Self {
|
||||
AttributeMask::Static(&[])
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Default, PartialEq, Clone, Debug)]
|
||||
pub struct NodeMask {
|
||||
// must be sorted
|
||||
attritutes: &'static [&'static str],
|
||||
attritutes: AttributeMask,
|
||||
tag: bool,
|
||||
namespace: bool,
|
||||
}
|
||||
|
||||
impl NodeMask {
|
||||
pub const NONE: Self = Self::new(AttributeMask::Static(&[]), false, false);
|
||||
pub const ALL: Self = Self::new(AttributeMask::All, true, true);
|
||||
|
||||
/// attritutes must be sorted!
|
||||
pub const fn new(attritutes: &'static [&'static str], tag: bool, namespace: bool) -> Self {
|
||||
pub const fn new(attritutes: AttributeMask, tag: bool, namespace: bool) -> Self {
|
||||
Self {
|
||||
attritutes,
|
||||
tag,
|
||||
@@ -57,13 +194,6 @@ impl NodeMask {
|
||||
}
|
||||
}
|
||||
|
||||
pub fn verify(&self) {
|
||||
debug_assert!(
|
||||
self.attritutes.windows(2).all(|w| w[0] < w[1]),
|
||||
"attritutes must be increasing"
|
||||
);
|
||||
}
|
||||
|
||||
pub fn overlaps(&self, other: &Self) -> bool {
|
||||
(self.tag && other.tag)
|
||||
|| (self.namespace && other.namespace)
|
||||
@@ -71,51 +201,48 @@ impl NodeMask {
|
||||
}
|
||||
|
||||
fn attritutes_overlap(&self, other: &Self) -> bool {
|
||||
let mut self_attrs = self.attritutes.iter();
|
||||
let mut other_attrs = other.attritutes.iter();
|
||||
if let Some(mut other_attr) = other_attrs.next() {
|
||||
while let Some(self_attr) = self_attrs.next() {
|
||||
while other_attr < self_attr {
|
||||
if let Some(attr) = other_attrs.next() {
|
||||
other_attr = attr;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
if other_attr == self_attr {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
false
|
||||
self.attritutes.overlaps(&other.attritutes)
|
||||
}
|
||||
}
|
||||
|
||||
/// This state is derived from children. For example a node's size could be derived from the size of children.
|
||||
/// Called when the current node's node properties are modified, a child's [BubbledUpState] is modified or a child is removed.
|
||||
/// Called at most once per update.
|
||||
pub trait ChildDepState {
|
||||
/// The context is passed to the [PushedDownState::reduce] when it is pushed down.
|
||||
/// This is sometimes nessisary for lifetime purposes.
|
||||
type Ctx;
|
||||
type DepState: ChildDepState;
|
||||
const NODE_MASK: NodeMask = NodeMask::new(&[], false, false);
|
||||
const NODE_MASK: NodeMask = NodeMask::new(AttributeMask::NONE, false, false);
|
||||
fn reduce(&mut self, node: NodeView, children: Vec<&Self::DepState>, ctx: &Self::Ctx) -> bool;
|
||||
}
|
||||
|
||||
/// This state that is passed down to children. For example text properties (`<b>` `<i>` `<u>`) would be passed to children.
|
||||
/// Called when the current node's node properties are modified or a parrent's [PushedDownState] is modified.
|
||||
/// Called at most once per update.
|
||||
pub trait ParentDepState {
|
||||
/// The context is passed to the [PushedDownState::reduce] when it is pushed down.
|
||||
/// This is sometimes nessisary for lifetime purposes.
|
||||
type Ctx;
|
||||
type DepState: ParentDepState;
|
||||
const NODE_MASK: NodeMask = NodeMask::new(&[], false, false);
|
||||
fn reduce(&mut self, node: NodeView, parent: &Self::DepState, ctx: &Self::Ctx) -> bool;
|
||||
const NODE_MASK: NodeMask = NodeMask::new(AttributeMask::NONE, false, false);
|
||||
fn reduce(&mut self, node: NodeView, parent: Option<&Self::DepState>, ctx: &Self::Ctx) -> bool;
|
||||
}
|
||||
|
||||
/// This state that is upadated lazily. For example any propertys that do not effect other parts of the dom like bg-color.
|
||||
/// Called when the current node's node properties are modified or a parrent's [PushedDownState] is modified.
|
||||
/// Called at most once per update.
|
||||
pub trait NodeDepState {
|
||||
type Ctx;
|
||||
const NODE_MASK: NodeMask = NodeMask::new(&[], false, false);
|
||||
const NODE_MASK: NodeMask = NodeMask::new(AttributeMask::NONE, false, false);
|
||||
fn reduce(&mut self, node: NodeView, ctx: &Self::Ctx) -> bool;
|
||||
}
|
||||
|
||||
pub trait State: Default {
|
||||
pub trait State: Default + Clone {
|
||||
fn update_node_dep_state<'a>(
|
||||
&'a mut self,
|
||||
ty: TypeId,
|
||||
node: &'a VElement<'a>,
|
||||
node: Option<&'a VElement<'a>>,
|
||||
ctx: &AnyMap,
|
||||
) -> bool;
|
||||
/// This must be a valid resolution order. (no nodes updated before a state they rely on)
|
||||
@@ -124,8 +251,8 @@ pub trait State: Default {
|
||||
fn update_parent_dep_state<'a>(
|
||||
&'a mut self,
|
||||
ty: TypeId,
|
||||
node: &'a VElement<'a>,
|
||||
parent: &Self,
|
||||
node: Option<&'a VElement<'a>>,
|
||||
parent: Option<&Self>,
|
||||
ctx: &AnyMap,
|
||||
) -> bool;
|
||||
/// This must be a valid resolution order. (no nodes updated before a state they rely on)
|
||||
@@ -134,8 +261,8 @@ pub trait State: Default {
|
||||
fn update_child_dep_state<'a>(
|
||||
&'a mut self,
|
||||
ty: TypeId,
|
||||
node: &'a VElement<'a>,
|
||||
children: Vec<&Self>,
|
||||
node: Option<&'a VElement<'a>>,
|
||||
children: &[&Self],
|
||||
ctx: &AnyMap,
|
||||
) -> bool;
|
||||
/// This must be a valid resolution order. (no nodes updated before a state they rely on)
|
||||
|
||||
Reference in new issue
Block a user