move ScopeId methods to the runtime (#4723)
* move `ScopeId` methods to runtime methods * cargo check unused * wip... * wip... * fix consume context * fix test * guard hoisted * fix doc comment
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@@ -20,12 +20,11 @@ impl std::fmt::Debug for ScopeId {
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let mut builder = builder.field(&self.0);
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#[cfg(debug_assertions)]
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{
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if let Some(name) = Runtime::current()
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.ok()
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if let Some(scope) = Runtime::try_current()
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.as_ref()
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.and_then(|rt| rt.get_state(*self))
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.and_then(|r| r.try_get_state(*self))
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{
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builder = builder.field(&name.name);
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builder = builder.field(&scope.name);
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}
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}
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builder.finish()
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@@ -81,6 +80,45 @@ pub struct ScopeState {
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pub(crate) reactive_context: ReactiveContext,
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}
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impl ScopeState {
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/// Get a handle to the currently active head node arena for this Scope
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///
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/// This is useful for traversing the tree outside of the VirtualDom, such as in a custom renderer or in SSR.
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///
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/// Panics if the tree has not been built yet.
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pub fn root_node(&self) -> &VNode {
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self.try_root_node()
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.expect("The tree has not been built yet. Make sure to call rebuild on the tree before accessing its nodes.")
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}
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/// Try to get a handle to the currently active head node arena for this Scope
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///
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/// This is useful for traversing the tree outside of the VirtualDom, such as in a custom renderer or in SSR.
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///
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/// Returns [`None`] if the tree has not been built yet.
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pub fn try_root_node(&self) -> Option<&VNode> {
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match &self.last_rendered_node {
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Some(LastRenderedNode::Real(vnode)) => Some(vnode),
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Some(LastRenderedNode::Placeholder(vnode, _)) => Some(vnode),
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None => None,
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}
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}
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/// Returns the scope id of this [`ScopeState`].
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pub fn id(&self) -> ScopeId {
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self.context_id
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}
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pub(crate) fn state(&self) -> Ref<'_, Scope> {
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self.runtime.get_state(self.context_id)
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}
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/// Returns the height of this scope in the tree.
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pub fn height(&self) -> u32 {
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self.state().height()
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}
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}
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#[derive(Clone, PartialEq, Debug)]
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pub enum LastRenderedNode {
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Real(VNode),
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@@ -119,37 +157,3 @@ impl Drop for ScopeState {
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self.runtime.remove_scope(self.context_id);
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}
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}
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impl ScopeState {
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/// Get a handle to the currently active head node arena for this Scope
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///
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/// This is useful for traversing the tree outside of the VirtualDom, such as in a custom renderer or in SSR.
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///
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/// Panics if the tree has not been built yet.
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pub fn root_node(&self) -> &VNode {
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self.try_root_node()
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.expect("The tree has not been built yet. Make sure to call rebuild on the tree before accessing its nodes.")
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}
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/// Try to get a handle to the currently active head node arena for this Scope
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///
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/// This is useful for traversing the tree outside of the VirtualDom, such as in a custom renderer or in SSR.
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///
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/// Returns [`None`] if the tree has not been built yet.
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pub fn try_root_node(&self) -> Option<&VNode> {
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match &self.last_rendered_node {
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Some(LastRenderedNode::Real(vnode)) => Some(vnode),
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Some(LastRenderedNode::Placeholder(vnode, _)) => Some(vnode),
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None => None,
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}
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}
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/// Returns the scope id of this [`ScopeState`].
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pub fn id(&self) -> ScopeId {
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self.context_id
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}
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pub(crate) fn state(&self) -> Ref<'_, Scope> {
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self.runtime.get_state(self.context_id).unwrap()
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}
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}
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