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
10 files changed
+579 -522

No files matched your search

+159
View File
@@ -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
View File
@@ -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
View File
@@ -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<'_> {
+164
View File
@@ -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
View File
@@ -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
View File
@@ -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
View File
@@ -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
}
}