wip: docs
Worked a bit on adding more examples. Trying out a new "antipattern" example to show how *not* to use Dioxus.
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@@ -0,0 +1,62 @@
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//! Example: Antipatterns
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//! ---------------------
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//!
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//! This example shows what *not* to do and provides a reason why a given pattern is considered an "AntiPattern". Most
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//! anti-patterns are considered wrong to due performance reasons or violate the "rules" of Dioxus. These rules are
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//! borrowed from other successful UI frameworks, and Dioxus is more focused on providing a familiar, ergonomic interface
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//! rather than building new harder-to-misuse patterns.
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use std::collections::HashMap;
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use dioxus::prelude::*;
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fn main() {}
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/// Antipattern: Iterators without keys
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/// -----------------------------------
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///
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/// This is considered an anti-pattern for performance reasons. Dioxus must diff your current and old layout and must
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/// take a slower path if it can't correlate old elements with new elements. Lists are particularly susceptible to the
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/// "slow" path, so you're strongly encouraged to provide a unique ID stable between renders.
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///
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/// Dioxus will log an error in the console if it detects that your iterator does not properly generate keys
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#[derive(PartialEq, Props)]
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struct NoKeysProps {
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data: HashMap<u32, String>,
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}
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static AntipatternNoKeys: FC<NoKeysProps> = |cx| {
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// WRONG: Make sure to add keys!
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rsx!(in cx, ul {
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{cx.data.iter().map(|(k, v)| rsx!(li { "List item: {v}" }))}
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});
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// Like this:
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rsx!(in cx, ul {
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{cx.data.iter().map(|(k, v)| rsx!(li { key: "{k}", "List item: {v}" }))}
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})
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};
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/// Antipattern: Deeply nested fragments
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/// ------------------------------------
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///
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/// This particular antipattern is not necessarily an antipattern in other frameworks but does has a performance impact
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/// in Dioxus apps. Fragments don't mount a physical element to the dom immediately, so Dioxus must recurse into its
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/// children to find a physical dom node. This process is called "normalization". Other frameworks perform an agressive
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/// mutative normalization while Dioxus keeps your VNodes immutable. This means that deepely nested fragments make Dioxus
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/// perform unnecessary work. Prefer one or two levels of fragments / nested components until presenting a true dom element.
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///
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/// Only Component and Fragment nodes are susceptible to this issue. Dioxus mitigates this with components by providing
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/// an API for registering shared state without the ContextProvider pattern.
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static Blah: FC<()> = |cx| {
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// Try to avoid
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rsx!(in cx,
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Fragment {
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Fragment {
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Fragment {
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Fragment {
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Fragment {
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div { "Finally have a real node!" }
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}
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}
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}
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}
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}
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)
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};
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-143
@@ -1,143 +0,0 @@
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#![allow(unused)]
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/*
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This example shows how to encapsulate sate in dioxus components with the reducer pattern.
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This pattern is very useful when a single component can handle many types of input that can
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be represented by an enum. This particular pattern is very powerful in rust where ADTs can simplify
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much of the traditional reducer boilerplate.
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*/
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fn main() {}
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use dioxus::prelude::*;
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use std::future::Future;
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enum Actions {
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Pause,
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Play,
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}
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struct SomeState {
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is_playing: bool,
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}
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impl SomeState {
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fn new() -> Self {
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Self { is_playing: false }
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}
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fn reduce(&mut self, action: Actions) {
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match action {
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Actions::Pause => self.is_playing = false,
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Actions::Play => self.is_playing = true,
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}
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}
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fn is_playing(&self) -> &'static str {
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match self.is_playing {
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true => "currently playing!",
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false => "not currently playing",
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}
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}
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}
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pub static ExampleReducer: FC<()> = |ctx| {
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let (state, reduce) = use_reducer(&ctx, SomeState::new, SomeState::reduce);
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let is_playing = state.is_playing();
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ctx.render(rsx! {
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div {
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h1 {"Select an option"}
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h3 {"The radio is... {is_playing}!"}
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button {
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"Pause"
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onclick: move |_| reduce(Actions::Pause)
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}
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button {
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"Play"
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onclick: move |_| reduce(Actions::Play)
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}
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}
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})
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};
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/*
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*/
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struct AppContext {
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name: String,
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}
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enum KindaState {
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Ready,
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Complete,
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Erred,
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}
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static EnumReducer: FC<()> = |ctx| {
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let (state, reduce) = use_reducer(&ctx, || KindaState::Ready, |cur, new| *cur = new);
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let status = match state {
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KindaState::Ready => "Ready",
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KindaState::Complete => "Complete",
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KindaState::Erred => "Erred",
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};
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ctx.render(rsx! {
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div {
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h1 {"{status}"}
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button {
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"Set Ready"
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onclick: move |_| reduce(KindaState::Ready)
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}
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button {
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"Set Complete"
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onclick: move |_| reduce(KindaState::Complete)
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}
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button {
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"Set Erred"
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onclick: move |_| reduce(KindaState::Erred)
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}
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ul {
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{(0..10).map(|f| {
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rsx!{
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li {
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"hello there!"
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}
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}
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})}
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}
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}
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})
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};
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/// Demonstrate how the DebugRenderer can be used to unit test components without needing a browser
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/// These tests can run locally.
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/// They use the "compare" method of the debug renderer to do partial tree compares for succint
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#[test]
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fn ensure_it_works_properly() -> dioxus::error::Result<()> {
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let mut test = DebugRenderer::new(EnumReducer);
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test.compare(rsx! { div { h1 {"Ready"} } })?;
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test.trigger_listener(1)?;
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test.compare(rsx! { div { h1 {"Ready"} } })?;
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test.trigger_listener(2)?;
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test.compare(rsx! { div { h1 {"Complete"} } })?;
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test.trigger_listener(3)?;
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test.compare(rsx! { div { h1 {"Erred"} } })?;
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Ok(())
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}
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@@ -0,0 +1,56 @@
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//! Example: Reducer Pattern
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//! -----------------
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//! This example shows how to encapsulate sate in dioxus components with the reducer pattern.
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//! This pattern is very useful when a single component can handle many types of input that can
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//! be represented by an enum.
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fn main() {}
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use dioxus::prelude::*;
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pub static ExampleReducer: FC<()> = |ctx| {
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let (state, reduce) = use_reducer(&ctx, PlayerState::new, PlayerState::reduce);
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let is_playing = state.is_playing();
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ctx.render(rsx! {
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div {
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h1 {"Select an option"}
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h3 {"The radio is... {is_playing}!"}
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button {
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"Pause"
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onclick: move |_| reduce(PlayerAction::Pause)
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}
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button {
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"Play"
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onclick: move |_| reduce(PlayerAction::Play)
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}
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}
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})
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};
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enum PlayerAction {
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Pause,
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Play,
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}
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struct PlayerState {
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is_playing: bool,
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}
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impl PlayerState {
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fn new() -> Self {
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Self { is_playing: false }
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}
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fn reduce(&mut self, action: PlayerAction) {
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match action {
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PlayerAction::Pause => self.is_playing = false,
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PlayerAction::Play => self.is_playing = true,
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}
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}
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fn is_playing(&self) -> &'static str {
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match self.is_playing {
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true => "currently playing!",
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false => "not currently playing",
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}
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}
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}
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@@ -2,18 +2,21 @@ fn main() {}
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pub mod dioxus {
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pub mod prelude {
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pub unsafe trait Properties {
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pub trait Properties {
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type Builder;
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const CAN_BE_MEMOIZED: bool;
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fn builder() -> Self::Builder;
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unsafe fn memoize(&self, other: &Self) -> bool;
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}
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}
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}
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#[derive(dioxus_core_macro::Props)]
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/// This implementation should require a "PartialEq" because it memoizes (no external references)
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#[derive(PartialEq, dioxus_core_macro::Props)]
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struct SomeProps {
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a: String,
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}
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/// This implementation does not require a "PartialEq" because it does not memoize
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#[derive(dioxus_core_macro::Props)]
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struct SomePropsTwo<'a> {
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a: &'a str,
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@@ -44,11 +44,21 @@ pub enum VirtualEvent {
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MouseEvent(Rc<dyn on::MouseEvent>),
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PointerEvent(Rc<dyn on::PointerEvent>),
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// image event has conflicting method types
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// ImageEvent(event_data::ImageEvent),
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OtherEvent,
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}
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pub mod on {
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//! This module defines the synthetic events that all Dioxus apps enable. No matter the platform, every dioxus renderer
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//! will implement the same events and same behavior (bubbling, cancelation, etc).
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//!
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//! Synthetic events are immutable and wrapped in Arc. It is the intention for Dioxus renderers to re-use the underyling
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//! Arc allocation through "get_mut"
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//!
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//!
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//!
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#![allow(unused)]
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use std::{fmt::Debug, ops::Deref, rc::Rc};
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@@ -178,8 +188,8 @@ pub mod on {
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pub trait MouseEvent: Debug {
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fn alt_key(&self) -> bool;
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fn button(&self) -> i32;
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fn buttons(&self) -> i32;
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fn button(&self) -> i16;
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fn buttons(&self) -> u16;
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fn client_x(&self) -> i32;
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fn client_y(&self) -> i32;
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fn ctrl_key(&self) -> bool;
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@@ -189,7 +199,7 @@ pub mod on {
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fn screen_x(&self) -> i32;
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fn screen_y(&self) -> i32;
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fn shift_key(&self) -> bool;
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fn get_modifier_state(&self, key_code: usize) -> bool;
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fn get_modifier_state(&self, key_code: &str) -> bool;
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}
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pub trait PointerEvent: Debug {
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@@ -504,9 +504,9 @@ where
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let child = item.into_vnode(&self.ctx);
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self.children.push(child);
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}
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if self.children.len() > len_before + 1 {
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if self.children.last().unwrap().key().is_none() {
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if cfg!(debug_assertions) {
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if cfg!(debug_assertions) {
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if self.children.len() > len_before + 1 {
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if self.children.last().unwrap().key().is_none() {
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log::error!(
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r#"
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Warning: Each child in an array or iterator should have a unique "key" prop.
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@@ -0,0 +1,30 @@
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//! POC: Planning the layout of a single element type
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//!
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//!
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//! The ultimate goal with a dedicated namespace is three-fold:
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//! - compile-time correct templates preventing misuse of elemnents
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//! - deep integration of DSL with IDE
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//!
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//!
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//!
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struct NodeCtx {}
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struct div<'a>(&NodeCtx);
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impl<'a> div<'a> {
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fn new(cx: &NodeCtx) -> Self {
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div(cx)
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}
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}
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fn main() {}
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fn factory(
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// this is your mom
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cx: &NodeCtx,
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) {
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div::new(cx);
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rsx! {
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div {}
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}
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}
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+19
-16
@@ -480,43 +480,46 @@ fn virtual_event_from_websys_event(event: &web_sys::Event) -> VirtualEvent {
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pub struct CustomMouseEvent(web_sys::MouseEvent);
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impl dioxus_core::events::on::MouseEvent for CustomMouseEvent {
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fn alt_key(&self) -> bool {
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todo!()
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self.0.alt_key()
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}
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fn button(&self) -> i32 {
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todo!()
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fn button(&self) -> i16 {
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self.0.button()
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}
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fn buttons(&self) -> i32 {
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todo!()
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fn buttons(&self) -> u16 {
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self.0.buttons()
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}
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fn client_x(&self) -> i32 {
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todo!()
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self.0.client_x()
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}
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fn client_y(&self) -> i32 {
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todo!()
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self.0.client_y()
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}
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fn ctrl_key(&self) -> bool {
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todo!()
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self.0.ctrl_key()
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}
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fn meta_key(&self) -> bool {
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todo!()
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self.0.meta_key()
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}
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fn page_x(&self) -> i32 {
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todo!()
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self.0.page_x()
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}
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fn page_y(&self) -> i32 {
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todo!()
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self.0.page_y()
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}
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fn screen_x(&self) -> i32 {
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todo!()
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self.0.screen_x()
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}
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fn screen_y(&self) -> i32 {
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todo!()
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self.0.screen_y()
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}
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fn shift_key(&self) -> bool {
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todo!()
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self.0.shift_key()
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}
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fn get_modifier_state(&self, key_code: usize) -> bool {
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todo!()
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// yikes
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// https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/key/Key_Values
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fn get_modifier_state(&self, key_code: &str) -> bool {
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self.0.get_modifier_state(key_code)
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}
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}
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VirtualEvent::MouseEvent(Rc::new(CustomMouseEvent(evt)))
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+8
-6
@@ -182,12 +182,14 @@ pub mod prelude {
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pub use dioxus_core::prelude::*;
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pub use dioxus_core_macro::fc;
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}
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pub mod builder {
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// pub use dioxus_core::builder::*;
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}
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pub mod events {
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// pub use dioxus_core::events::*;
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}
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// pub mod builder {
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// // pub use dioxus_core::builder::*;
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// }
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pub use dioxus_core::builder;
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pub use dioxus_core::events;
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// pub mod events {
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// // pub use dioxus_core::events::*;
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// }
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// Just a heads-up, the core functionality of dioxus rests in Dioxus-Core. This crate just wraps a bunch of utilities
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// together and exports their namespaces to something predicatble.
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#[cfg(feature = "core")]
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