feat: plug in bubbling
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@@ -0,0 +1,159 @@
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//! Internal and external event system
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//!
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//!
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//! This is all kinda WIP, but the bones are there.
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use crate::{ElementId, ScopeId};
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use std::{any::Any, cell::Cell, rc::Rc, sync::Arc};
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pub(crate) struct BubbleState {
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pub canceled: Cell<bool>,
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}
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impl BubbleState {
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pub fn new() -> Self {
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Self {
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canceled: Cell::new(false),
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}
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}
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}
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/// User Events are events that are shuttled from the renderer into the VirtualDom trhough the scheduler channel.
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///
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/// These events will be passed to the appropriate Element given by `mounted_dom_id` and then bubbled up through the tree
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/// where each listener is checked and fired if the event name matches.
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///
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/// It is the expectation that the event name matches the corresponding event listener, otherwise Dioxus will panic in
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/// attempting to downcast the event data.
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///
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/// Because Event Data is sent across threads, it must be `Send + Sync`. We are hoping to lift the `Sync` restriction but
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/// `Send` will not be lifted. The entire `UserEvent` must also be `Send + Sync` due to its use in the scheduler channel.
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///
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/// # Example
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/// ```rust, ignore
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/// fn App(cx: Scope) -> Element {
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/// rsx!(cx, div {
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/// onclick: move |_| println!("Clicked!")
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/// })
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/// }
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///
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/// let mut dom = VirtualDom::new(App);
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/// let mut scheduler = dom.get_scheduler_channel();
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/// scheduler.unbounded_send(SchedulerMsg::UiEvent(
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/// UserEvent {
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/// scope_id: None,
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/// priority: EventPriority::Medium,
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/// name: "click",
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/// element: Some(ElementId(0)),
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/// data: Arc::new(ClickEvent { .. })
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/// }
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/// )).unwrap();
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/// ```
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#[derive(Debug)]
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pub struct UserEvent {
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/// The originator of the event trigger if available
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pub scope_id: Option<ScopeId>,
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/// The priority of the event to be scheduled around ongoing work
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pub priority: EventPriority,
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/// The optional real node associated with the trigger
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pub element: Option<ElementId>,
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/// The event type IE "onclick" or "onmouseover"
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pub name: &'static str,
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/// The event data to be passed onto the event handler
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pub data: Arc<dyn Any + Send + Sync>,
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}
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/// Priority of Event Triggers.
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///
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/// Internally, Dioxus will abort work that's taking too long if new, more important work arrives. Unlike React, Dioxus
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/// won't be afraid to pause work or flush changes to the RealDOM. This is called "cooperative scheduling". Some Renderers
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/// implement this form of scheduling internally, however Dioxus will perform its own scheduling as well.
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///
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/// The ultimate goal of the scheduler is to manage latency of changes, prioritizing "flashier" changes over "subtler" changes.
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///
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/// React has a 5-tier priority system. However, they break things into "Continuous" and "Discrete" priority. For now,
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/// we keep it simple, and just use a 3-tier priority system.
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///
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/// - NoPriority = 0
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/// - LowPriority = 1
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/// - NormalPriority = 2
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/// - UserBlocking = 3
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/// - HighPriority = 4
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/// - ImmediatePriority = 5
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///
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/// We still have a concept of discrete vs continuous though - discrete events won't be batched, but continuous events will.
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/// This means that multiple "scroll" events will be processed in a single frame, but multiple "click" events will be
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/// flushed before proceeding. Multiple discrete events is highly unlikely, though.
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#[derive(Debug, PartialEq, Eq, Clone, Copy, Hash, PartialOrd, Ord)]
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pub enum EventPriority {
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/// Work that must be completed during the EventHandler phase.
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///
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/// Currently this is reserved for controlled inputs.
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Immediate = 3,
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/// "High Priority" work will not interrupt other high priority work, but will interrupt medium and low priority work.
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///
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/// This is typically reserved for things like user interaction.
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///
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/// React calls these "discrete" events, but with an extra category of "user-blocking" (Immediate).
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High = 2,
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/// "Medium priority" work is generated by page events not triggered by the user. These types of events are less important
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/// than "High Priority" events and will take precedence over low priority events.
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///
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/// This is typically reserved for VirtualEvents that are not related to keyboard or mouse input.
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///
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/// React calls these "continuous" events (e.g. mouse move, mouse wheel, touch move, etc).
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Medium = 1,
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/// "Low Priority" work will always be preempted unless the work is significantly delayed, in which case it will be
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/// advanced to the front of the work queue until completed.
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///
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/// The primary user of Low Priority work is the asynchronous work system (Suspense).
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///
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/// This is considered "idle" work or "background" work.
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Low = 0,
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}
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pub struct AnyEvent {
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pub(crate) bubble_state: Rc<BubbleState>,
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pub(crate) data: Arc<dyn Any + Send + Sync>,
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}
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impl AnyEvent {
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pub fn downcast<T: Send + Sync + 'static>(self) -> Option<UiEvent<T>> {
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let AnyEvent { data, bubble_state } = self;
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if let Ok(data) = data.downcast::<T>() {
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Some(UiEvent { bubble_state, data })
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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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pub struct UiEvent<T> {
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pub data: Arc<T>,
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#[allow(unused)]
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bubble_state: Rc<BubbleState>,
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}
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impl<T> std::ops::Deref for UiEvent<T> {
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type Target = T;
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fn deref(&self) -> &Self::Target {
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self.data.as_ref()
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}
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}
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impl<T> UiEvent<T> {
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/// Prevent this event from bubbling up the tree.
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pub fn cancel_bubble(&self) {
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self.bubble_state.canceled.set(true);
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}
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}
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+12
-10
@@ -2,18 +2,24 @@
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#![doc = include_str!("../README.md")]
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pub(crate) mod diff;
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pub(crate) mod events;
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pub(crate) mod lazynodes;
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pub(crate) mod mutations;
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pub(crate) mod nodes;
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pub(crate) mod properties;
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pub(crate) mod scopes;
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pub(crate) mod util;
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pub(crate) mod virtual_dom;
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pub(crate) mod innerlude {
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pub(crate) use crate::diff::*;
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pub use crate::events::*;
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pub use crate::lazynodes::*;
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pub use crate::mutations::*;
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pub use crate::nodes::*;
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pub use crate::properties::*;
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pub use crate::scopes::*;
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pub use crate::util::*;
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pub use crate::virtual_dom::*;
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/// An [`Element`] is a possibly-none [`VNode`] created by calling `render` on [`Scope`] or [`ScopeState`].
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@@ -65,21 +71,17 @@ pub(crate) mod innerlude {
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}
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pub use crate::innerlude::{
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Attribute, Component, DioxusElement, DomEdit, Element, ElementId, ElementIdIterator, Event,
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AnyEvent, Attribute, Component, DioxusElement, DomEdit, Element, ElementId, ElementIdIterator,
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EventHandler, EventPriority, IntoVNode, LazyNodes, Listener, Mutations, NodeFactory,
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Properties, SchedulerMsg, Scope, ScopeId, ScopeState, TaskId, UserEvent, VComponent, VElement,
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VFragment, VNode, VPlaceholder, VText, VirtualDom,
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Properties, SchedulerMsg, Scope, ScopeId, ScopeState, TaskId, UiEvent, UserEvent, VComponent,
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VElement, VFragment, VNode, VPlaceholder, VText, VirtualDom,
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};
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pub mod prelude {
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pub use crate::innerlude::Scope;
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pub use crate::innerlude::{
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Attributes, Component, DioxusElement, Element, EventHandler, LazyNodes, NodeFactory,
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ScopeState,
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fc_to_builder, Attributes, Component, DioxusElement, Element, EventHandler, Fragment,
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LazyNodes, NodeFactory, Properties, Scope, ScopeState, VNode, VirtualDom,
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};
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pub use crate::nodes::VNode;
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pub use crate::virtual_dom::{fc_to_builder, Fragment, Properties};
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pub use crate::VirtualDom;
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}
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pub mod exports {
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@@ -93,7 +95,7 @@ pub mod exports {
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pub(crate) mod unsafe_utils {
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use crate::VNode;
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pub unsafe fn extend_vnode<'a, 'b>(node: &'a VNode<'a>) -> &'b VNode<'b> {
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pub(crate) unsafe fn extend_vnode<'a, 'b>(node: &'a VNode<'a>) -> &'b VNode<'b> {
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std::mem::transmute(node)
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}
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}
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@@ -6,14 +6,12 @@
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use crate::{
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innerlude::{Element, Properties, Scope, ScopeId, ScopeState},
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lazynodes::LazyNodes,
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Component,
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AnyEvent, Component,
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};
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use bumpalo::{boxed::Box as BumpBox, Bump};
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use std::{
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any::Any,
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cell::{Cell, RefCell},
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fmt::{Arguments, Debug, Formatter},
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sync::Arc,
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};
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/// A composable "VirtualNode" to declare a User Interface in the Dioxus VirtualDOM.
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@@ -330,7 +328,7 @@ pub struct EventHandler<'bump> {
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}
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impl EventHandler<'_> {
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pub fn call(&self, event: Arc<dyn Any + Send + Sync>) {
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pub fn call(&self, event: AnyEvent) {
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if let Some(callback) = self.callback.borrow_mut().as_mut() {
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callback(event);
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}
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@@ -340,7 +338,7 @@ impl EventHandler<'_> {
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}
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}
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type ListenerCallback<'bump> = BumpBox<'bump, dyn FnMut(Arc<dyn Any + Send + Sync>) + 'bump>;
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type ListenerCallback<'bump> = BumpBox<'bump, dyn FnMut(AnyEvent) + 'bump>;
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impl Copy for EventHandler<'_> {}
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impl Clone for EventHandler<'_> {
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@@ -0,0 +1,164 @@
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use crate::innerlude::*;
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pub struct FragmentProps<'a>(Element<'a>);
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pub struct FragmentBuilder<'a, const BUILT: bool>(Element<'a>);
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impl<'a> FragmentBuilder<'a, false> {
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pub fn children(self, children: Element<'a>) -> FragmentBuilder<'a, true> {
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FragmentBuilder(children)
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}
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}
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impl<'a, const A: bool> FragmentBuilder<'a, A> {
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pub fn build(self) -> FragmentProps<'a> {
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FragmentProps(self.0)
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}
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}
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/// Access the children elements passed into the component
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///
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/// This enables patterns where a component is passed children from its parent.
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///
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/// ## Details
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///
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/// Unlike React, Dioxus allows *only* lists of children to be passed from parent to child - not arbitrary functions
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/// or classes. If you want to generate nodes instead of accepting them as a list, consider declaring a closure
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/// on the props that takes Context.
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///
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/// If a parent passes children into a component, the child will always re-render when the parent re-renders. In other
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/// words, a component cannot be automatically memoized if it borrows nodes from its parent, even if the component's
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/// props are valid for the static lifetime.
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///
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/// ## Example
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///
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/// ```rust, ignore
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/// fn App(cx: Scope) -> Element {
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/// cx.render(rsx!{
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/// CustomCard {
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/// h1 {}2
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/// p {}
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/// }
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/// })
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/// }
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///
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/// #[derive(PartialEq, Props)]
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/// struct CardProps {
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/// children: Element
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/// }
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///
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/// fn CustomCard(cx: Scope<CardProps>) -> Element {
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/// cx.render(rsx!{
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/// div {
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/// h1 {"Title card"}
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/// {cx.props.children}
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/// }
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/// })
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/// }
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/// ```
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impl<'a> Properties for FragmentProps<'a> {
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type Builder = FragmentBuilder<'a, false>;
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const IS_STATIC: bool = false;
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fn builder() -> Self::Builder {
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FragmentBuilder(None)
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}
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unsafe fn memoize(&self, _other: &Self) -> bool {
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false
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}
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}
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/// Create inline fragments using Component syntax.
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///
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/// ## Details
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///
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/// Fragments capture a series of children without rendering extra nodes.
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///
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/// Creating fragments explicitly with the Fragment component is particularly useful when rendering lists or tables and
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/// a key is needed to identify each item.
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///
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/// ## Example
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///
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/// ```rust, ignore
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/// rsx!{
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/// Fragment { key: "abc" }
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/// }
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/// ```
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///
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/// ## Usage
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///
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/// Fragments are incredibly useful when necessary, but *do* add cost in the diffing phase.
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/// Try to avoid highly nested fragments if you can. Unlike React, there is no protection against infinitely nested fragments.
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///
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/// This function defines a dedicated `Fragment` component that can be used to create inline fragments in the RSX macro.
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///
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/// You want to use this free-function when your fragment needs a key and simply returning multiple nodes from rsx! won't cut it.
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#[allow(non_upper_case_globals, non_snake_case)]
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pub fn Fragment<'a>(cx: Scope<'a, FragmentProps<'a>>) -> Element {
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let i = cx.props.0.as_ref().map(|f| f.decouple());
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cx.render(LazyNodes::new(|f| f.fragment_from_iter(i)))
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}
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/// Every "Props" used for a component must implement the `Properties` trait. This trait gives some hints to Dioxus
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/// on how to memoize the props and some additional optimizations that can be made. We strongly encourage using the
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/// derive macro to implement the `Properties` trait automatically as guarantee that your memoization strategy is safe.
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///
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/// If your props are 'static, then Dioxus will require that they also be PartialEq for the derived memoize strategy. However,
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/// if your props borrow data, then the memoization strategy will simply default to "false" and the PartialEq will be ignored.
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/// This tends to be useful when props borrow something that simply cannot be compared (IE a reference to a closure);
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///
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/// By default, the memoization strategy is very conservative, but can be tuned to be more aggressive manually. However,
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/// this is only safe if the props are 'static - otherwise you might borrow references after-free.
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///
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/// We strongly suggest that any changes to memoization be done at the "PartialEq" level for 'static props. Additionally,
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/// we advise the use of smart pointers in cases where memoization is important.
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///
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/// ## Example
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///
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/// For props that are 'static:
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/// ```rust, ignore
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/// #[derive(Props, PartialEq)]
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/// struct MyProps {
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/// data: String
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/// }
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/// ```
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///
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/// For props that borrow:
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///
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/// ```rust, ignore
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/// #[derive(Props)]
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/// struct MyProps<'a >{
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/// data: &'a str
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/// }
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/// ```
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pub trait Properties: Sized {
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type Builder;
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const IS_STATIC: bool;
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fn builder() -> Self::Builder;
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/// Memoization can only happen if the props are valid for the 'static lifetime
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///
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/// # Safety
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/// The user must know if their props are static, but if they make a mistake, UB happens
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/// Therefore it's unsafe to memoize.
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unsafe fn memoize(&self, other: &Self) -> bool;
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}
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impl Properties for () {
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type Builder = EmptyBuilder;
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const IS_STATIC: bool = true;
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fn builder() -> Self::Builder {
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EmptyBuilder {}
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}
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unsafe fn memoize(&self, _other: &Self) -> bool {
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true
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}
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}
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// We allow components to use the () generic parameter if they have no props. This impl enables the "build" method
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// that the macros use to anonymously complete prop construction.
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pub struct EmptyBuilder;
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impl EmptyBuilder {
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pub fn build(self) {}
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}
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/// This utility function launches the builder method so rsx! and html! macros can use the typed-builder pattern
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/// to initialize a component's props.
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pub fn fc_to_builder<'a, T: Properties + 'a>(_: fn(Scope<'a, T>) -> Element) -> T::Builder {
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T::builder()
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}
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@@ -278,19 +278,29 @@ impl ScopeArena {
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let nodes = self.nodes.borrow();
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let mut cur_el = Some(element);
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let state = Rc::new(BubbleState::new());
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while let Some(id) = cur_el.take() {
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if let Some(el) = nodes.get(id.0) {
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let real_el = unsafe { &**el };
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if let VNode::Element(real_el) = real_el {
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for listener in real_el.listeners.borrow().iter() {
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if listener.event == event.name {
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if state.canceled.get() {
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// stop bubbling if canceled
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break;
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}
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let mut cb = listener.callback.callback.borrow_mut();
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if let Some(cb) = cb.as_mut() {
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// todo: arcs are pretty heavy to clone
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// we really want to convert arc to rc
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// unfortunately, the SchedulerMsg must be send/sync to be sent across threads
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// we could convert arc to rc internally or something
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(cb)(event.data.clone());
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(cb)(AnyEvent {
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bubble_state: state.clone(),
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data: event.data.clone(),
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});
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}
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}
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}
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@@ -702,10 +712,9 @@ impl ScopeState {
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/// }
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///```
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pub fn render<'src>(&'src self, rsx: LazyNodes<'src, '_>) -> Option<VNode<'src>> {
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let fac = NodeFactory {
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Some(rsx.call(NodeFactory {
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bump: &self.wip_frame().bump,
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};
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Some(rsx.call(fac))
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}))
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}
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|
||||
/// Store a value between renders
|
||||
|
||||
@@ -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
|
||||
}
|
||||
}
|
||||
@@ -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
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user