feat: plug in bubbling
This commit is contained in:
1 parent
a95dead76d
commit
d84fc05386
10 files changed
+579
-522
No files matched your search
@@ -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);
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user