feat: plug in bubbling

This commit is contained in:
Jonathan Kelley committed 2022-01-03 02:06:42 -05:00
1 parent a95dead76d
commit d84fc05386
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@@ -0,0 +1,159 @@
//! Internal and external event system
//!
//!
//! This is all kinda WIP, but the bones are there.
use crate::{ElementId, ScopeId};
use std::{any::Any, cell::Cell, rc::Rc, sync::Arc};
pub(crate) struct BubbleState {
pub canceled: Cell<bool>,
}
impl BubbleState {
pub fn new() -> Self {
Self {
canceled: Cell::new(false),
}
}
}
/// User Events are events that are shuttled from the renderer into the VirtualDom trhough 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 {
/// rsx!(cx, 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 UserEvent {
/// The originator of the event trigger if available
pub scope_id: Option<ScopeId>,
/// The priority of the event to be scheduled around ongoing work
pub priority: EventPriority,
/// The optional real node associated with the trigger
pub element: Option<ElementId>,
/// The event type IE "onclick" or "onmouseover"
pub name: &'static str,
/// The event data to be passed onto the event handler
pub data: Arc<dyn Any + Send + Sync>,
}
/// 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,
}
pub struct AnyEvent {
pub(crate) bubble_state: Rc<BubbleState>,
pub(crate) data: Arc<dyn Any + Send + Sync>,
}
impl AnyEvent {
pub fn downcast<T: Send + Sync + 'static>(self) -> Option<UiEvent<T>> {
let AnyEvent { data, bubble_state } = self;
if let Ok(data) = data.downcast::<T>() {
Some(UiEvent { bubble_state, data })
} else {
None
}
}
}
pub struct UiEvent<T> {
pub data: Arc<T>,
#[allow(unused)]
bubble_state: Rc<BubbleState>,
}
impl<T> std::ops::Deref for UiEvent<T> {
type Target = T;
fn deref(&self) -> &Self::Target {
self.data.as_ref()
}
}
impl<T> UiEvent<T> {
/// Prevent this event from bubbling up the tree.
pub fn cancel_bubble(&self) {
self.bubble_state.canceled.set(true);
}
}
+12 -10
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@@ -2,18 +2,24 @@
#![doc = include_str!("../README.md")]
pub(crate) mod diff;
pub(crate) mod events;
pub(crate) mod lazynodes;
pub(crate) mod mutations;
pub(crate) mod nodes;
pub(crate) mod properties;
pub(crate) mod scopes;
pub(crate) mod util;
pub(crate) mod virtual_dom;
pub(crate) mod innerlude {
pub(crate) use crate::diff::*;
pub use crate::events::*;
pub use crate::lazynodes::*;
pub use crate::mutations::*;
pub use crate::nodes::*;
pub use crate::properties::*;
pub use crate::scopes::*;
pub use crate::util::*;
pub use crate::virtual_dom::*;
/// An [`Element`] is a possibly-none [`VNode`] created by calling `render` on [`Scope`] or [`ScopeState`].
@@ -65,21 +71,17 @@ pub(crate) mod innerlude {
}
pub use crate::innerlude::{
Attribute, Component, DioxusElement, DomEdit, Element, ElementId, ElementIdIterator, Event,
AnyEvent, Attribute, Component, DioxusElement, DomEdit, Element, ElementId, ElementIdIterator,
EventHandler, EventPriority, IntoVNode, LazyNodes, Listener, Mutations, NodeFactory,
Properties, SchedulerMsg, Scope, ScopeId, ScopeState, TaskId, UserEvent, VComponent, VElement,
VFragment, VNode, VPlaceholder, VText, VirtualDom,
Properties, SchedulerMsg, Scope, ScopeId, ScopeState, TaskId, UiEvent, UserEvent, VComponent,
VElement, VFragment, VNode, VPlaceholder, VText, VirtualDom,
};
pub mod prelude {
pub use crate::innerlude::Scope;
pub use crate::innerlude::{
Attributes, Component, DioxusElement, Element, EventHandler, LazyNodes, NodeFactory,
ScopeState,
fc_to_builder, Attributes, Component, DioxusElement, Element, EventHandler, Fragment,
LazyNodes, NodeFactory, Properties, Scope, ScopeState, VNode, VirtualDom,
};
pub use crate::nodes::VNode;
pub use crate::virtual_dom::{fc_to_builder, Fragment, Properties};
pub use crate::VirtualDom;
}
pub mod exports {
@@ -93,7 +95,7 @@ pub mod exports {
pub(crate) mod unsafe_utils {
use crate::VNode;
pub unsafe fn extend_vnode<'a, 'b>(node: &'a VNode<'a>) -> &'b VNode<'b> {
pub(crate) unsafe fn extend_vnode<'a, 'b>(node: &'a VNode<'a>) -> &'b VNode<'b> {
std::mem::transmute(node)
}
}
+3 -5
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@@ -6,14 +6,12 @@
use crate::{
innerlude::{Element, Properties, Scope, ScopeId, ScopeState},
lazynodes::LazyNodes,
Component,
AnyEvent, Component,
};
use bumpalo::{boxed::Box as BumpBox, Bump};
use std::{
any::Any,
cell::{Cell, RefCell},
fmt::{Arguments, Debug, Formatter},
sync::Arc,
};
/// A composable "VirtualNode" to declare a User Interface in the Dioxus VirtualDOM.
@@ -330,7 +328,7 @@ pub struct EventHandler<'bump> {
}
impl EventHandler<'_> {
pub fn call(&self, event: Arc<dyn Any + Send + Sync>) {
pub fn call(&self, event: AnyEvent) {
if let Some(callback) = self.callback.borrow_mut().as_mut() {
callback(event);
}
@@ -340,7 +338,7 @@ impl EventHandler<'_> {
}
}
type ListenerCallback<'bump> = BumpBox<'bump, dyn FnMut(Arc<dyn Any + Send + Sync>) + 'bump>;
type ListenerCallback<'bump> = BumpBox<'bump, dyn FnMut(AnyEvent) + 'bump>;
impl Copy for EventHandler<'_> {}
impl Clone for EventHandler<'_> {
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@@ -0,0 +1,164 @@
use crate::innerlude::*;
pub struct FragmentProps<'a>(Element<'a>);
pub struct FragmentBuilder<'a, const BUILT: bool>(Element<'a>);
impl<'a> FragmentBuilder<'a, false> {
pub fn children(self, children: Element<'a>) -> FragmentBuilder<'a, true> {
FragmentBuilder(children)
}
}
impl<'a, const A: bool> FragmentBuilder<'a, A> {
pub fn build(self) -> FragmentProps<'a> {
FragmentProps(self.0)
}
}
/// Access the children elements passed into the component
///
/// This enables patterns where a component is passed children from its parent.
///
/// ## Details
///
/// Unlike React, Dioxus allows *only* lists of children to be passed from parent to child - not arbitrary functions
/// or classes. If you want to generate nodes instead of accepting them as a list, consider declaring a closure
/// on the props that takes Context.
///
/// If a parent passes children into a component, the child will always re-render when the parent re-renders. In other
/// words, a component cannot be automatically memoized if it borrows nodes from its parent, even if the component's
/// props are valid for the static lifetime.
///
/// ## Example
///
/// ```rust, ignore
/// fn App(cx: Scope) -> Element {
/// cx.render(rsx!{
/// CustomCard {
/// h1 {}2
/// p {}
/// }
/// })
/// }
///
/// #[derive(PartialEq, Props)]
/// struct CardProps {
/// children: Element
/// }
///
/// fn CustomCard(cx: Scope<CardProps>) -> Element {
/// cx.render(rsx!{
/// div {
/// h1 {"Title card"}
/// {cx.props.children}
/// }
/// })
/// }
/// ```
impl<'a> Properties for FragmentProps<'a> {
type Builder = FragmentBuilder<'a, false>;
const IS_STATIC: bool = false;
fn builder() -> Self::Builder {
FragmentBuilder(None)
}
unsafe fn memoize(&self, _other: &Self) -> bool {
false
}
}
/// Create inline fragments using Component syntax.
///
/// ## Details
///
/// Fragments capture a series of children without rendering extra nodes.
///
/// Creating fragments explicitly with the Fragment component is particularly useful when rendering lists or tables and
/// a key is needed to identify each item.
///
/// ## Example
///
/// ```rust, ignore
/// rsx!{
/// Fragment { key: "abc" }
/// }
/// ```
///
/// ## Usage
///
/// Fragments are incredibly useful when necessary, but *do* add cost in the diffing phase.
/// Try to avoid highly nested fragments if you can. Unlike React, there is no protection against infinitely nested fragments.
///
/// This function defines a dedicated `Fragment` component that can be used to create inline fragments in the RSX macro.
///
/// You want to use this free-function when your fragment needs a key and simply returning multiple nodes from rsx! won't cut it.
#[allow(non_upper_case_globals, non_snake_case)]
pub fn Fragment<'a>(cx: Scope<'a, FragmentProps<'a>>) -> Element {
let i = cx.props.0.as_ref().map(|f| f.decouple());
cx.render(LazyNodes::new(|f| f.fragment_from_iter(i)))
}
/// Every "Props" used for a component must implement the `Properties` trait. This trait gives some hints to Dioxus
/// on how to memoize the props and some additional optimizations that can be made. We strongly encourage using the
/// derive macro to implement the `Properties` trait automatically as guarantee that your memoization strategy is safe.
///
/// If your props are 'static, then Dioxus will require that they also be PartialEq for the derived memoize strategy. However,
/// if your props borrow data, then the memoization strategy will simply default to "false" and the PartialEq will be ignored.
/// This tends to be useful when props borrow something that simply cannot be compared (IE a reference to a closure);
///
/// By default, the memoization strategy is very conservative, but can be tuned to be more aggressive manually. However,
/// this is only safe if the props are 'static - otherwise you might borrow references after-free.
///
/// We strongly suggest that any changes to memoization be done at the "PartialEq" level for 'static props. Additionally,
/// we advise the use of smart pointers in cases where memoization is important.
///
/// ## Example
///
/// For props that are 'static:
/// ```rust, ignore
/// #[derive(Props, PartialEq)]
/// struct MyProps {
/// data: String
/// }
/// ```
///
/// For props that borrow:
///
/// ```rust, ignore
/// #[derive(Props)]
/// struct MyProps<'a >{
/// data: &'a str
/// }
/// ```
pub trait Properties: Sized {
type Builder;
const IS_STATIC: bool;
fn builder() -> Self::Builder;
/// Memoization can only happen if the props are valid for the 'static lifetime
///
/// # Safety
/// The user must know if their props are static, but if they make a mistake, UB happens
/// Therefore it's unsafe to memoize.
unsafe fn memoize(&self, other: &Self) -> bool;
}
impl Properties for () {
type Builder = EmptyBuilder;
const IS_STATIC: bool = true;
fn builder() -> Self::Builder {
EmptyBuilder {}
}
unsafe fn memoize(&self, _other: &Self) -> bool {
true
}
}
// We allow components to use the () generic parameter if they have no props. This impl enables the "build" method
// that the macros use to anonymously complete prop construction.
pub struct EmptyBuilder;
impl EmptyBuilder {
pub fn build(self) {}
}
/// This utility function launches the builder method so rsx! and html! macros can use the typed-builder pattern
/// to initialize a component's props.
pub fn fc_to_builder<'a, T: Properties + 'a>(_: fn(Scope<'a, T>) -> Element) -> T::Builder {
T::builder()
}
+13 -4
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@@ -278,19 +278,29 @@ impl ScopeArena {
let nodes = self.nodes.borrow();
let mut cur_el = Some(element);
let state = Rc::new(BubbleState::new());
while let Some(id) = cur_el.take() {
if let Some(el) = nodes.get(id.0) {
let real_el = unsafe { &**el };
if let VNode::Element(real_el) = real_el {
for listener in real_el.listeners.borrow().iter() {
if listener.event == event.name {
if state.canceled.get() {
// stop bubbling if canceled
break;
}
let mut cb = listener.callback.callback.borrow_mut();
if let Some(cb) = cb.as_mut() {
// todo: arcs are pretty heavy to clone
// we really want to convert arc to rc
// unfortunately, the SchedulerMsg must be send/sync to be sent across threads
// we could convert arc to rc internally or something
(cb)(event.data.clone());
(cb)(AnyEvent {
bubble_state: state.clone(),
data: event.data.clone(),
});
}
}
}
@@ -702,10 +712,9 @@ impl ScopeState {
/// }
///```
pub fn render<'src>(&'src self, rsx: LazyNodes<'src, '_>) -> Option<VNode<'src>> {
let fac = NodeFactory {
Some(rsx.call(NodeFactory {
bump: &self.wip_frame().bump,
};
Some(rsx.call(fac))
}))
}
/// Store a value between renders
+78
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@@ -0,0 +1,78 @@
use crate::innerlude::*;
pub struct ElementIdIterator<'a> {
vdom: &'a VirtualDom,
// Heuristcally we should never bleed into 5 completely nested fragments/components
// Smallvec lets us stack allocate our little stack machine so the vast majority of cases are sane
stack: smallvec::SmallVec<[(u16, &'a VNode<'a>); 5]>,
}
impl<'a> ElementIdIterator<'a> {
pub fn new(vdom: &'a VirtualDom, node: &'a VNode<'a>) -> Self {
Self {
vdom,
stack: smallvec::smallvec![(0, node)],
}
}
}
impl<'a> Iterator for ElementIdIterator<'a> {
type Item = &'a VNode<'a>;
fn next(&mut self) -> Option<&'a VNode<'a>> {
let mut should_pop = false;
let mut returned_node = None;
let mut should_push = None;
while returned_node.is_none() {
if let Some((count, node)) = self.stack.last_mut() {
match node {
// We can only exit our looping when we get "real" nodes
VNode::Element(_) | VNode::Text(_) | VNode::Placeholder(_) => {
// We've recursed INTO an element/text
// We need to recurse *out* of it and move forward to the next
// println!("Found element! Returning it!");
should_pop = true;
returned_node = Some(&**node);
}
// If we get a fragment we push the next child
VNode::Fragment(frag) => {
let _count = *count as usize;
if _count >= frag.children.len() {
should_pop = true;
} else {
should_push = Some(&frag.children[_count]);
}
}
// For components, we load their root and push them onto the stack
VNode::Component(sc) => {
let scope = self.vdom.get_scope(sc.scope.get().unwrap()).unwrap();
// Simply swap the current node on the stack with the root of the component
*node = scope.root_node();
}
}
} else {
// If there's no more items on the stack, we're done!
return None;
}
if should_pop {
self.stack.pop();
if let Some((id, _)) = self.stack.last_mut() {
*id += 1;
}
should_pop = false;
}
if let Some(push) = should_push {
self.stack.push((0, push));
should_push = None;
}
}
returned_node
}
}
+44 -411
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@@ -4,10 +4,10 @@
use crate::innerlude::*;
use futures_channel::mpsc::{UnboundedReceiver, UnboundedSender};
use futures_util::{Future, StreamExt};
use futures_util::{future::poll_fn, StreamExt};
use fxhash::FxHashSet;
use indexmap::IndexSet;
use std::{any::Any, collections::VecDeque, iter::FromIterator, pin::Pin, sync::Arc, task::Poll};
use std::{collections::VecDeque, iter::FromIterator, task::Poll};
/// A virtual node s ystem that progresses user events and diffs UI trees.
///
@@ -113,6 +113,18 @@ pub struct VirtualDom {
),
}
#[derive(Debug)]
pub enum SchedulerMsg {
// events from the host
Event(UserEvent),
// setstate
Immediate(ScopeId),
// an async task pushed from an event handler (or just spawned)
NewTask(ScopeId),
}
// Methods to create the VirtualDom
impl VirtualDom {
/// Create a new VirtualDom with a component that does not have special props.
@@ -260,6 +272,7 @@ impl VirtualDom {
self.channel.0.clone()
}
/// Try to get an element from its ElementId
pub fn get_element(&self, id: ElementId) -> Option<&VNode> {
self.scopes.get_element(id)
}
@@ -318,7 +331,35 @@ impl VirtualDom {
if self.scopes.tasks.has_tasks() {
use futures_util::future::{select, Either};
match select(PollTasks(&mut self.scopes), self.channel.1.next()).await {
let scopes = &mut self.scopes;
let task_poll = poll_fn(|cx| {
//
let mut any_pending = false;
let mut tasks = scopes.tasks.tasks.borrow_mut();
let mut to_remove = vec![];
// this would be better served by retain
for (id, task) in tasks.iter_mut() {
if task.as_mut().poll(cx).is_ready() {
to_remove.push(*id);
} else {
any_pending = true;
}
}
for id in to_remove {
tasks.remove(&id);
}
// Resolve the future if any singular task is ready
match any_pending {
true => Poll::Pending,
false => Poll::Ready(()),
}
});
match select(task_poll, self.channel.1.next()).await {
Either::Left((_, _)) => {}
Either::Right((msg, _)) => self.pending_messages.push_front(msg.unwrap()),
}
@@ -699,411 +740,3 @@ impl Drop for VirtualDom {
}
}
}
struct PollTasks<'a>(&'a mut ScopeArena);
impl<'a> Future for PollTasks<'a> {
type Output = ();
fn poll(self: Pin<&mut Self>, cx: &mut std::task::Context<'_>) -> Poll<Self::Output> {
let mut any_pending = false;
let mut tasks = self.0.tasks.tasks.borrow_mut();
let mut to_remove = vec![];
// this would be better served by retain
for (id, task) in tasks.iter_mut() {
if task.as_mut().poll(cx).is_ready() {
to_remove.push(*id);
} else {
any_pending = true;
}
}
for id in to_remove {
tasks.remove(&id);
}
// Resolve the future if any singular task is ready
match any_pending {
true => Poll::Pending,
false => Poll::Ready(()),
}
}
}
#[derive(Debug)]
pub enum SchedulerMsg {
// events from the host
Event(UserEvent),
// setstate
Immediate(ScopeId),
// an async task pushed from an event handler (or just spawned)
NewTask(ScopeId),
}
/// User Events are events that are shuttled from the renderer into the VirtualDom trhough 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 {
/// rsx!(cx, 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 UserEvent {
/// The originator of the event trigger if available
pub scope_id: Option<ScopeId>,
/// The priority of the event to be scheduled around ongoing work
pub priority: EventPriority,
/// The optional real node associated with the trigger
pub element: Option<ElementId>,
/// The event type IE "onclick" or "onmouseover"
pub name: &'static str,
/// The event data to be passed onto the event handler
pub data: Arc<dyn Any + Send + Sync>,
}
/// 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,
}
pub struct FragmentProps<'a>(Element<'a>);
pub struct FragmentBuilder<'a, const BUILT: bool>(Element<'a>);
impl<'a> FragmentBuilder<'a, false> {
pub fn children(self, children: Element<'a>) -> FragmentBuilder<'a, true> {
FragmentBuilder(children)
}
}
impl<'a, const A: bool> FragmentBuilder<'a, A> {
pub fn build(self) -> FragmentProps<'a> {
FragmentProps(self.0)
}
}
/// Access the children elements passed into the component
///
/// This enables patterns where a component is passed children from its parent.
///
/// ## Details
///
/// Unlike React, Dioxus allows *only* lists of children to be passed from parent to child - not arbitrary functions
/// or classes. If you want to generate nodes instead of accepting them as a list, consider declaring a closure
/// on the props that takes Context.
///
/// If a parent passes children into a component, the child will always re-render when the parent re-renders. In other
/// words, a component cannot be automatically memoized if it borrows nodes from its parent, even if the component's
/// props are valid for the static lifetime.
///
/// ## Example
///
/// ```rust, ignore
/// fn App(cx: Scope) -> Element {
/// cx.render(rsx!{
/// CustomCard {
/// h1 {}2
/// p {}
/// }
/// })
/// }
///
/// #[derive(PartialEq, Props)]
/// struct CardProps {
/// children: Element
/// }
///
/// fn CustomCard(cx: Scope<CardProps>) -> Element {
/// cx.render(rsx!{
/// div {
/// h1 {"Title card"}
/// {cx.props.children}
/// }
/// })
/// }
/// ```
impl<'a> Properties for FragmentProps<'a> {
type Builder = FragmentBuilder<'a, false>;
const IS_STATIC: bool = false;
fn builder() -> Self::Builder {
FragmentBuilder(None)
}
unsafe fn memoize(&self, _other: &Self) -> bool {
false
}
}
/// Create inline fragments using Component syntax.
///
/// ## Details
///
/// Fragments capture a series of children without rendering extra nodes.
///
/// Creating fragments explicitly with the Fragment component is particularly useful when rendering lists or tables and
/// a key is needed to identify each item.
///
/// ## Example
///
/// ```rust, ignore
/// rsx!{
/// Fragment { key: "abc" }
/// }
/// ```
///
/// ## Usage
///
/// Fragments are incredibly useful when necessary, but *do* add cost in the diffing phase.
/// Try to avoid highly nested fragments if you can. Unlike React, there is no protection against infinitely nested fragments.
///
/// This function defines a dedicated `Fragment` component that can be used to create inline fragments in the RSX macro.
///
/// You want to use this free-function when your fragment needs a key and simply returning multiple nodes from rsx! won't cut it.
#[allow(non_upper_case_globals, non_snake_case)]
pub fn Fragment<'a>(cx: Scope<'a, FragmentProps<'a>>) -> Element {
let i = cx.props.0.as_ref().map(|f| f.decouple());
cx.render(LazyNodes::new(|f| f.fragment_from_iter(i)))
}
/// Every "Props" used for a component must implement the `Properties` trait. This trait gives some hints to Dioxus
/// on how to memoize the props and some additional optimizations that can be made. We strongly encourage using the
/// derive macro to implement the `Properties` trait automatically as guarantee that your memoization strategy is safe.
///
/// If your props are 'static, then Dioxus will require that they also be PartialEq for the derived memoize strategy. However,
/// if your props borrow data, then the memoization strategy will simply default to "false" and the PartialEq will be ignored.
/// This tends to be useful when props borrow something that simply cannot be compared (IE a reference to a closure);
///
/// By default, the memoization strategy is very conservative, but can be tuned to be more aggressive manually. However,
/// this is only safe if the props are 'static - otherwise you might borrow references after-free.
///
/// We strongly suggest that any changes to memoization be done at the "PartialEq" level for 'static props. Additionally,
/// we advise the use of smart pointers in cases where memoization is important.
///
/// ## Example
///
/// For props that are 'static:
/// ```rust, ignore
/// #[derive(Props, PartialEq)]
/// struct MyProps {
/// data: String
/// }
/// ```
///
/// For props that borrow:
///
/// ```rust, ignore
/// #[derive(Props)]
/// struct MyProps<'a >{
/// data: &'a str
/// }
/// ```
pub trait Properties: Sized {
type Builder;
const IS_STATIC: bool;
fn builder() -> Self::Builder;
/// Memoization can only happen if the props are valid for the 'static lifetime
///
/// # Safety
/// The user must know if their props are static, but if they make a mistake, UB happens
/// Therefore it's unsafe to memoize.
unsafe fn memoize(&self, other: &Self) -> bool;
}
impl Properties for () {
type Builder = EmptyBuilder;
const IS_STATIC: bool = true;
fn builder() -> Self::Builder {
EmptyBuilder {}
}
unsafe fn memoize(&self, _other: &Self) -> bool {
true
}
}
// We allow components to use the () generic parameter if they have no props. This impl enables the "build" method
// that the macros use to anonymously complete prop construction.
pub struct EmptyBuilder;
impl EmptyBuilder {
pub fn build(self) {}
}
/// This utility function launches the builder method so rsx! and html! macros can use the typed-builder pattern
/// to initialize a component's props.
pub fn fc_to_builder<'a, T: Properties + 'a>(_: fn(Scope<'a, T>) -> Element) -> T::Builder {
T::builder()
}
pub struct Event<T> {
data: Arc<T>,
_cancel: std::rc::Rc<std::cell::Cell<bool>>,
}
impl<T> std::ops::Deref for Event<T> {
type Target = T;
fn deref(&self) -> &Self::Target {
self.data.as_ref()
}
}
impl<T> Event<T> {
pub fn cancel(&self) {}
pub fn timestamp(&self) {}
pub fn triggered_element(&self) -> Option<Element> {
None
}
}
pub struct ElementIdIterator<'a> {
vdom: &'a VirtualDom,
// Heuristcally we should never bleed into 5 completely nested fragments/components
// Smallvec lets us stack allocate our little stack machine so the vast majority of cases are sane
stack: smallvec::SmallVec<[(u16, &'a VNode<'a>); 5]>,
}
impl<'a> ElementIdIterator<'a> {
pub fn new(vdom: &'a VirtualDom, node: &'a VNode<'a>) -> Self {
Self {
vdom,
stack: smallvec::smallvec![(0, node)],
}
}
}
impl<'a> Iterator for ElementIdIterator<'a> {
type Item = &'a VNode<'a>;
fn next(&mut self) -> Option<&'a VNode<'a>> {
let mut should_pop = false;
let mut returned_node = None;
let mut should_push = None;
while returned_node.is_none() {
if let Some((count, node)) = self.stack.last_mut() {
match node {
// We can only exit our looping when we get "real" nodes
VNode::Element(_) | VNode::Text(_) | VNode::Placeholder(_) => {
// We've recursed INTO an element/text
// We need to recurse *out* of it and move forward to the next
// println!("Found element! Returning it!");
should_pop = true;
returned_node = Some(&**node);
}
// If we get a fragment we push the next child
VNode::Fragment(frag) => {
let _count = *count as usize;
if _count >= frag.children.len() {
should_pop = true;
} else {
should_push = Some(&frag.children[_count]);
}
}
// For components, we load their root and push them onto the stack
VNode::Component(sc) => {
// todo!();
let scope = self.vdom.get_scope(sc.scope.get().unwrap()).unwrap();
// Simply swap the current node on the stack with the root of the component
*node = scope.root_node();
}
}
} else {
// If there's no more items on the stack, we're done!
return None;
}
if should_pop {
self.stack.pop();
if let Some((id, _)) = self.stack.last_mut() {
*id += 1;
}
should_pop = false;
}
if let Some(push) = should_push {
self.stack.push((0, push));
should_push = None;
}
}
returned_node
}
}
+14 -14
View File
@@ -43,63 +43,63 @@ fn make_synthetic_event(name: &str, val: serde_json::Value) -> Arc<dyn Any + Sen
match name {
"copy" | "cut" | "paste" => {
//
Arc::new(ClipboardEvent {})
Arc::new(ClipboardData {})
}
"compositionend" | "compositionstart" | "compositionupdate" => {
Arc::new(serde_json::from_value::<CompositionEvent>(val).unwrap())
Arc::new(serde_json::from_value::<CompositionData>(val).unwrap())
}
"keydown" | "keypress" | "keyup" => {
let evt = serde_json::from_value::<KeyboardEvent>(val).unwrap();
let evt = serde_json::from_value::<KeyboardData>(val).unwrap();
Arc::new(evt)
}
"focus" | "blur" => {
//
Arc::new(FocusEvent {})
Arc::new(FocusData {})
}
// todo: these handlers might get really slow if the input box gets large and allocation pressure is heavy
// don't have a good solution with the serialized event problem
"change" | "input" | "invalid" | "reset" | "submit" => {
Arc::new(serde_json::from_value::<FormEvent>(val).unwrap())
Arc::new(serde_json::from_value::<FormData>(val).unwrap())
}
"click" | "contextmenu" | "doubleclick" | "drag" | "dragend" | "dragenter" | "dragexit"
| "dragleave" | "dragover" | "dragstart" | "drop" | "mousedown" | "mouseenter"
| "mouseleave" | "mousemove" | "mouseout" | "mouseover" | "mouseup" => {
Arc::new(serde_json::from_value::<MouseEvent>(val).unwrap())
Arc::new(serde_json::from_value::<MouseData>(val).unwrap())
}
"pointerdown" | "pointermove" | "pointerup" | "pointercancel" | "gotpointercapture"
| "lostpointercapture" | "pointerenter" | "pointerleave" | "pointerover" | "pointerout" => {
Arc::new(serde_json::from_value::<PointerEvent>(val).unwrap())
Arc::new(serde_json::from_value::<PointerData>(val).unwrap())
}
"select" => {
//
Arc::new(serde_json::from_value::<SelectionEvent>(val).unwrap())
Arc::new(serde_json::from_value::<SelectionData>(val).unwrap())
}
"touchcancel" | "touchend" | "touchmove" | "touchstart" => {
Arc::new(serde_json::from_value::<TouchEvent>(val).unwrap())
Arc::new(serde_json::from_value::<TouchData>(val).unwrap())
}
"scroll" => Arc::new(()),
"wheel" => Arc::new(serde_json::from_value::<WheelEvent>(val).unwrap()),
"wheel" => Arc::new(serde_json::from_value::<WheelData>(val).unwrap()),
"animationstart" | "animationend" | "animationiteration" => {
Arc::new(serde_json::from_value::<AnimationEvent>(val).unwrap())
Arc::new(serde_json::from_value::<AnimationData>(val).unwrap())
}
"transitionend" => Arc::new(serde_json::from_value::<TransitionEvent>(val).unwrap()),
"transitionend" => Arc::new(serde_json::from_value::<TransitionData>(val).unwrap()),
"abort" | "canplay" | "canplaythrough" | "durationchange" | "emptied" | "encrypted"
| "ended" | "error" | "loadeddata" | "loadedmetadata" | "loadstart" | "pause" | "play"
| "playing" | "progress" | "ratechange" | "seeked" | "seeking" | "stalled" | "suspend"
| "timeupdate" | "volumechange" | "waiting" => {
//
Arc::new(MediaEvent {})
Arc::new(MediaData {})
}
"toggle" => Arc::new(ToggleEvent {}),
"toggle" => Arc::new(ToggleData {}),
_ => Arc::new(()),
}
+39 -39
View File
@@ -16,45 +16,45 @@ pub use usefuture::*;
mod usesuspense;
pub use usesuspense::*;
#[macro_export]
macro_rules! to_owned {
($($es:ident),+) => {$(
#[allow(unused_mut)]
let mut $es = $es.to_owned();
)*}
}
// #[macro_export]
// macro_rules! to_owned {
// ($($es:ident),+) => {$(
// #[allow(unused_mut)]
// let mut $es = $es.to_owned();
// )*}
// }
/// Calls `for_async` on the series of paramters.
///
/// If the type is Clone, then it will be cloned. However, if the type is not `clone`
/// then it must have a `for_async` method for Rust to lower down into.
///
/// See: how use_state implements `for_async` but *not* through the trait.
#[macro_export]
macro_rules! for_async {
($($es:ident),+) => {$(
#[allow(unused_mut)]
let mut $es = $es.for_async();
)*}
}
// /// Calls `for_async` on the series of paramters.
// ///
// /// If the type is Clone, then it will be cloned. However, if the type is not `clone`
// /// then it must have a `for_async` method for Rust to lower down into.
// ///
// /// See: how use_state implements `for_async` but *not* through the trait.
// #[macro_export]
// macro_rules! for_async {
// ($($es:ident),+) => {$(
// #[allow(unused_mut)]
// let mut $es = $es.for_async();
// )*}
// }
/// This is a marker trait that uses decoherence.
///
/// It is *not* meant for hooks to actually implement, but rather defer to their
/// underlying implementation if they *don't* implement the trait.
///
///
pub trait AsyncHook {
type Output;
fn for_async(self) -> Self::Output;
}
// /// This is a marker trait that uses decoherence.
// ///
// /// It is *not* meant for hooks to actually implement, but rather defer to their
// /// underlying implementation if they *don't* implement the trait.
// ///
// ///
// pub trait AsyncHook {
// type Output;
// fn for_async(self) -> Self::Output;
// }
impl<T> AsyncHook for T
where
T: ToOwned<Owned = T>,
{
type Output = T;
fn for_async(self) -> Self::Output {
self
}
}
// impl<T> AsyncHook for T
// where
// T: ToOwned<Owned = T>,
// {
// type Output = T;
// fn for_async(self) -> Self::Output {
// self
// }
// }
+53 -39
View File
@@ -1,16 +1,13 @@
use bumpalo::boxed::Box as BumpBox;
use dioxus_core::exports::bumpalo;
use dioxus_core::*;
use std::any::Any;
pub mod on {
use super::*;
use std::sync::Arc;
macro_rules! event_directory {
( $(
$( #[$attr:meta] )*
$wrapper:ident: [
// $eventdata:ident($wrapper:ident): [
$wrapper:ident($data:ident): [
$(
$( #[$method_attr:meta] )*
$name:ident
@@ -24,19 +21,21 @@ pub mod on {
factory: NodeFactory<'a>,
mut callback: F,
) -> Listener<'a>
where F: FnMut(Arc<$wrapper>) + 'a
where F: FnMut($wrapper) + 'a
{
let bump = &factory.bump();
use dioxus_core::{AnyEvent};
// we can't allocate unsized in bumpalo's box, so we need to craft the box manually
// safety: this is essentially the same as calling Box::new() but manually
// The box is attached to the lifetime of the bumpalo allocator
let cb: &mut dyn FnMut(Arc<dyn Any + Send + Sync>) = bump.alloc(move |evt: Arc<dyn Any + Send + Sync>| {
let event = evt.downcast::<$wrapper>().unwrap();
let cb: &mut dyn FnMut(AnyEvent) = bump.alloc(move |evt: AnyEvent| {
let event = evt.downcast::<$data>().unwrap();
callback(event)
});
let callback: BumpBox<dyn FnMut(Arc<dyn Any + Send + Sync>) + 'a> = unsafe { BumpBox::from_raw(cb) };
let callback: BumpBox<dyn FnMut(AnyEvent) + 'a> = unsafe { BumpBox::from_raw(cb) };
// ie oncopy
let event_name = stringify!($name);
@@ -58,7 +57,7 @@ pub mod on {
// The Dioxus Synthetic event system
// todo: move these into the html event system. dioxus accepts *any* event, so having these here doesn't make sense.
event_directory! {
ClipboardEvent: [
ClipboardEvent(ClipboardData): [
/// Called when "copy"
oncopy
@@ -69,7 +68,7 @@ pub mod on {
onpaste
];
CompositionEvent: [
CompositionEvent(CompositionData): [
/// oncompositionend
oncompositionend
@@ -80,7 +79,7 @@ pub mod on {
oncompositionupdate
];
KeyboardEvent: [
KeyboardEvent(KeyboardData): [
/// onkeydown
onkeydown
@@ -91,7 +90,7 @@ pub mod on {
onkeyup
];
FocusEvent: [
FocusEvent(FocusData): [
/// onfocus
onfocus
@@ -99,7 +98,7 @@ pub mod on {
onblur
];
FormEvent: [
FormEvent(FormData): [
/// onchange
onchange
@@ -157,7 +156,7 @@ pub mod on {
/// - [`onmouseout`]
/// - [`onmouseover`]
/// - [`onmouseup`]
MouseEvent: [
MouseEvent(MouseData): [
/// Execute a callback when a button is clicked.
///
/// ## Description
@@ -167,7 +166,7 @@ pub mod on {
///
/// - Bubbles: Yes
/// - Cancelable: Yes
/// - Interface: [`MouseEvent`]
/// - Interface(InteData): [`MouseEvent`]
///
/// If the button is pressed on one element and the pointer is moved outside the element before the button
/// is released, the event is fired on the most specific ancestor element that contained both elements.
@@ -240,7 +239,7 @@ pub mod on {
onmouseup
];
PointerEvent: [
PointerEvent(PointerData): [
/// pointerdown
onpointerdown
@@ -272,12 +271,12 @@ pub mod on {
onpointerout
];
SelectionEvent: [
SelectionEvent(SelectionData): [
/// onselect
onselect
];
TouchEvent: [
TouchEvent(TouchData): [
/// ontouchcancel
ontouchcancel
@@ -291,12 +290,12 @@ pub mod on {
ontouchstart
];
WheelEvent: [
WheelEvent(WheelData): [
///
onwheel
];
MediaEvent: [
MediaEvent(MediaData): [
///abort
onabort
@@ -367,7 +366,7 @@ pub mod on {
onwaiting
];
AnimationEvent: [
AnimationEvent(AnimationData): [
/// onanimationstart
onanimationstart
@@ -378,32 +377,35 @@ pub mod on {
onanimationiteration
];
TransitionEvent: [
TransitionEvent(TransitionData): [
///
ontransitionend
];
ToggleEvent: [
ToggleEvent(ToggleData): [
///
ontoggle
];
}
pub type ClipboardEvent = UiEvent<ClipboardData>;
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[derive(Debug)]
pub struct ClipboardEvent(
pub struct ClipboardData {
// DOMDataTransfer clipboardData
);
}
pub type CompositionEvent = UiEvent<CompositionData>;
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[derive(Debug)]
pub struct CompositionEvent {
pub struct CompositionData {
pub data: String,
}
pub type KeyboardEvent = UiEvent<KeyboardData>;
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[derive(Debug)]
pub struct KeyboardEvent {
pub struct KeyboardData {
pub char_code: u32,
/// Identify which "key" was entered.
@@ -469,20 +471,23 @@ pub mod on {
// get_modifier_state: bool,
}
pub type FocusEvent = UiEvent<FocusData>;
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[derive(Debug)]
pub struct FocusEvent {/* DOMEventInner: Send + SyncTarget relatedTarget */}
pub struct FocusData {/* DOMEventInner: Send + SyncTarget relatedTarget */}
pub type FormEvent = UiEvent<FormData>;
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[derive(Debug)]
pub struct FormEvent {
pub struct FormData {
pub value: String,
/* DOMEvent: Send + SyncTarget relatedTarget */
}
pub type MouseEvent = UiEvent<MouseData>;
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[derive(Debug)]
pub struct MouseEvent {
pub struct MouseData {
pub alt_key: bool,
pub button: i16,
pub buttons: u16,
@@ -498,9 +503,10 @@ pub mod on {
// fn get_modifier_state(&self, key_code: &str) -> bool;
}
pub type PointerEvent = UiEvent<PointerData>;
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[derive(Debug)]
pub struct PointerEvent {
pub struct PointerData {
// Mouse only
pub alt_key: bool,
pub button: i16,
@@ -527,13 +533,15 @@ pub mod on {
// pub get_modifier_state: bool,
}
pub type SelectionEvent = UiEvent<SelectionData>;
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[derive(Debug)]
pub struct SelectionEvent {}
pub struct SelectionData {}
pub type TouchEvent = UiEvent<TouchData>;
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[derive(Debug)]
pub struct TouchEvent {
pub struct TouchData {
pub alt_key: bool,
pub ctrl_key: bool,
pub meta_key: bool,
@@ -544,44 +552,50 @@ pub mod on {
// touches: DOMTouchList,
}
pub type WheelEvent = UiEvent<WheelData>;
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[derive(Debug)]
pub struct WheelEvent {
pub struct WheelData {
pub delta_mode: u32,
pub delta_x: f64,
pub delta_y: f64,
pub delta_z: f64,
}
pub type MediaEvent = UiEvent<MediaData>;
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[derive(Debug)]
pub struct MediaEvent {}
pub struct MediaData {}
pub type ImageEvent = UiEvent<ImageData>;
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[derive(Debug)]
pub struct ImageEvent {
pub struct ImageData {
pub load_error: bool,
}
pub type AnimationEvent = UiEvent<AnimationData>;
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[derive(Debug)]
pub struct AnimationEvent {
pub struct AnimationData {
pub animation_name: String,
pub pseudo_element: String,
pub elapsed_time: f32,
}
pub type TransitionEvent = UiEvent<TransitionData>;
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[derive(Debug)]
pub struct TransitionEvent {
pub struct TransitionData {
pub property_name: String,
pub pseudo_element: String,
pub elapsed_time: f32,
}
pub type ToggleEvent = UiEvent<ToggleData>;
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[derive(Debug)]
pub struct ToggleEvent {}
pub struct ToggleData {}
}
#[cfg_attr(