77 lines
2.3 KiB
Rust
77 lines
2.3 KiB
Rust
use crate::{
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innerlude::Scoped,
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nodes::RenderReturn,
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scopes::{Scope, ScopeState},
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Element,
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};
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use std::panic::AssertUnwindSafe;
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/// A trait that essentially allows VComponentProps to be used generically
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///
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/// # Safety
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///
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/// This should not be implemented outside this module
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pub(crate) unsafe trait AnyProps<'a> {
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fn props_ptr(&self) -> *const ();
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fn render(&'a self, bump: &'a ScopeState) -> RenderReturn<'a>;
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unsafe fn memoize(&self, other: &dyn AnyProps) -> bool;
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}
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pub(crate) struct VProps<'a, P> {
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pub render_fn: fn(Scope<'a, P>) -> Element<'a>,
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pub memo: unsafe fn(&P, &P) -> bool,
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pub props: P,
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}
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impl<'a, P> VProps<'a, P> {
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pub(crate) fn new(
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render_fn: fn(Scope<'a, P>) -> Element<'a>,
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memo: unsafe fn(&P, &P) -> bool,
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props: P,
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) -> Self {
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Self {
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render_fn,
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memo,
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props,
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}
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}
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}
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unsafe impl<'a, P> AnyProps<'a> for VProps<'a, P> {
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fn props_ptr(&self) -> *const () {
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&self.props as *const _ as *const ()
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}
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// Safety:
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// this will downcast the other ptr as our swallowed type!
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// you *must* make this check *before* calling this method
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// if your functions are not the same, then you will downcast a pointer into a different type (UB)
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unsafe fn memoize(&self, other: &dyn AnyProps) -> bool {
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let real_other: &P = &*(other.props_ptr() as *const _ as *const P);
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let real_us: &P = &*(self.props_ptr() as *const _ as *const P);
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(self.memo)(real_us, real_other)
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}
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fn render(&'a self, cx: &'a ScopeState) -> RenderReturn<'a> {
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let res = std::panic::catch_unwind(AssertUnwindSafe(move || {
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// Call the render function directly
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let scope: &mut Scoped<P> = cx.bump().alloc(Scoped {
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props: &self.props,
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scope: cx,
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});
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(self.render_fn)(scope)
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}));
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match res {
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Ok(Some(e)) => RenderReturn::Ready(e),
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Ok(None) => RenderReturn::default(),
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Err(err) => {
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let component_name = cx.name();
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log::error!("Error while rendering component `{component_name}`: {err:?}");
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RenderReturn::default()
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}
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}
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}
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}
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