* work on seperating tree struture from realdom * intial update to new mutations * handle height * update to taffy 0.2 * add as_varient functions to OwnedAttributeValue * make get node parent mut optionally return a parent * work on upward pass * add more code for parrellel passes * make resolve passes public * more work on parallel passes * fix deadlock and add more tests * move height into the tree instead of the realdom * make passes exicute in parallel instead of executing invidual passes in parellel * fix some warnings * add up dependant test * clean up examples * work on intigrating state with passes * update to new mutations * work on implementing macro * make the macro compile * more progress on macro * mark cloned nodes as dirty * update persistant_iterator utility * fix mask generation * update tui with new mutations * more progress updating tui * some basic tui examples working * don't push template nodes onto the stack * update hover example * update benchmark * update more examples * fix root node layout * ignore out of bounds renders * update color picker example * update all events example * update remaining examples * update tests * tests passing * move persistant iterator test * update examples * fix gaps in layout * fix formatting * fix memory leak
51 lines
1.3 KiB
Rust
51 lines
1.3 KiB
Rust
use std::hash::BuildHasherDefault;
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pub use node_ref::NodeMask;
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pub use passes::{
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AnyPass, DownwardPass, MemberMask, NodePass, Pass, PassId, PassReturn, UpwardPass,
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};
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use rustc_hash::FxHasher;
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pub use tree::NodeId;
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pub mod layout_attributes;
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pub mod node;
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pub mod node_ref;
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pub mod passes;
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pub mod real_dom;
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pub mod state;
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pub mod tree;
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pub mod utils;
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/// A id for a node that lives in the real dom.
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pub type RealNodeId = NodeId;
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pub type FxDashMap<K, V> = dashmap::DashMap<K, V, BuildHasherDefault<FxHasher>>;
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pub type FxDashSet<K> = dashmap::DashSet<K, BuildHasherDefault<FxHasher>>;
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pub type SendAnyMap = anymap::Map<dyn anymap::any::Any + Send + Sync + 'static>;
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/// Used in derived state macros
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#[derive(Eq, PartialEq)]
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#[doc(hidden)]
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pub struct HeightOrdering {
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pub height: u16,
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pub id: RealNodeId,
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}
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impl HeightOrdering {
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pub fn new(height: u16, id: RealNodeId) -> Self {
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HeightOrdering { height, id }
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}
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}
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// not the ordering after height is just for deduplication it can be any ordering as long as it is consistent
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impl Ord for HeightOrdering {
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fn cmp(&self, other: &Self) -> std::cmp::Ordering {
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self.height.cmp(&other.height).then(self.id.cmp(&other.id))
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}
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}
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impl PartialOrd for HeightOrdering {
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fn partial_cmp(&self, other: &Self) -> Option<std::cmp::Ordering> {
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Some(self.cmp(other))
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}
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}
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