Files
dioxus/packages/core/src/virtual_dom.rs
T

193 lines
7.4 KiB
Rust

// use crate::{changelist::EditList, nodes::VNode};
use crate::{innerlude::*, scope::Properties};
use crate::{
patch::Edit,
scope::{create_scoped, Scoped},
};
use bumpalo::Bump;
use generational_arena::Arena;
use std::{
any::TypeId,
borrow::BorrowMut,
cell::{RefCell, UnsafeCell},
collections::{vec_deque, VecDeque},
future::Future,
marker::PhantomData,
rc::Rc,
sync::atomic::AtomicUsize,
};
/// An integrated virtual node system that progresses events and diffs UI trees.
/// Differences are converted into patches which a renderer can use to draw the UI.
pub struct VirtualDom {
/// All mounted components are arena allocated to make additions, removals, and references easy to work with
/// A generational arena is used to re-use slots of deleted scopes without having to resize the underlying arena.
///
/// eventually, come up with a better datastructure that reuses boxes for known P types
/// like a generational typemap bump arena
/// -> IE a cache line for each P type with soem heuristics on optimizing layout
pub(crate) components: Arena<Box<dyn Scoped>>,
// pub(crate) components: Rc<RefCell<Arena<Box<dyn Scoped>>>>,
/// The index of the root component.
/// Will not be ready if the dom is fresh
pub(crate) base_scope: ScopeIdx,
// Type of the original props. This is done so VirtualDom does not need to be generic.
#[doc(hidden)]
_root_prop_type: std::any::TypeId,
// ======================
// DIFF RELATED ITEMs
// ======================
// // todo: encapsulate more state into this so we can better reuse it
pub(crate) diff_bump: Bump,
// // be very very very very very careful
// pub change_list: EditMachine<'static>,
// // vdom: &'a VirtualDom,
// vdom: *mut Arena<Box<dyn Scoped>>,
// // vdom: Rc<RefCell<Arena<Box<dyn Scoped>>>>,
// pub cur_idx: ScopeIdx,
// // todo
// // do an indexmap sorted by height
// dirty_nodes: fxhash::FxHashSet<ScopeIdx>,
}
impl VirtualDom {
/// Create a new instance of the Dioxus Virtual Dom with no properties for the root component.
///
/// This means that the root component must either consumes its own context, or statics are used to generate the page.
/// The root component can access things like routing in its context.
pub fn new(root: FC<()>) -> Self {
Self::new_with_props(root, ())
}
/// Start a new VirtualDom instance with a dependent props.
/// Later, the props can be updated by calling "update" with a new set of props, causing a set of re-renders.
///
/// This is useful when a component tree can be driven by external state (IE SSR) but it would be too expensive
/// to toss out the entire tree.
pub fn new_with_props<P: Properties + 'static>(root: FC<P>, root_props: P) -> Self {
let mut components = Arena::new();
// Create a reference to the component in the arena
// Note: we are essentially running the "Mount" lifecycle event manually while the vdom doesnt yet exist
// This puts the dom in a usable state on creation, rather than being potentially invalid
let base_scope = components.insert_with(|id| create_scoped(root, root_props, id, None));
todo!()
// Self {
// // components: RefCell::new(components),
// components: components,
// // components: Rc::new(RefCell::new(components)),
// base_scope,
// // event_queue: RefCell::new(VecDeque::new()),
// diff_bump: Bump::new(),
// _root_prop_type: TypeId::of::<P>(),
// }
}
/// Performs a *full* rebuild of the virtual dom, returning every edit required to generate the actual dom.
// pub fn rebuild<'s>(&'s mut self) -> Result<> {
// pub fn rebuild<'s>(&'s mut self) -> Result<std::cell::Ref<'_, Arena<Box<dyn Scoped>>>> {
pub fn rebuild<'s>(&'s mut self) -> Result<EditList<'s>> {
// Reset and then build a new diff machine
// The previous edit list cannot be around while &mut is held
// Make sure variance doesnt break this
self.diff_bump.reset();
self.components
.get_mut(self.base_scope)
.expect("Root should always exist")
.run();
let b = Bump::new();
let mut diff_machine = DiffMachine::new(self, &b, self.base_scope);
// let mut diff_machine = DiffMachine::new(self, &self.diff_bump, self.base_scope);
todo!()
// let component = self.components.get(self.base_scope).unwrap();
// diff_machine.diff_node(component.old_frame(), component.new_frame());
// let edits = diff_machine.consume();
// self.diff_bump = b;
// Ok(edits)
}
/// This method is the most sophisticated way of updating the virtual dom after an external event has been triggered.
///
/// Given a synthetic event, the component that triggered the event, and the index of the callback, this runs the virtual
/// dom to completion, tagging components that need updates, compressing events together, and finally emitting a single
/// change list.
///
/// If implementing an external renderer, this is the perfect method to combine with an async event loop that waits on
/// listeners.
///
/// Note: this method is not async and does not provide suspense-like functionality. It is up to the renderer to provide the
/// executor and handlers for suspense as show in the example.
///
/// ```ignore
/// let (sender, receiver) = channel::new();
/// sender.send(EventTrigger::start());
///
/// let mut dom = VirtualDom::new();
/// dom.suspense_handler(|event| sender.send(event));
///
/// while let Ok(diffs) = dom.progress_with_event(receiver.recv().await) {
/// render(diffs);
/// }
///
/// ```
pub fn progress_with_event(&mut self, event: EventTrigger) -> Result<EditList<'_>> {
// self.components
// .borrow_mut()
// .get_mut(event.component_id)
// .map(|f| {
// f.call_listener(event);
// f
// })
// .map(|f| f.run())
// .expect("Borrowing should not fail");
// component.call_listener(event);
// .expect("Component should exist if an event was triggered");
// Reset and then build a new diff machine
// The previous edit list cannot be around while &mut is held
// Make sure variance doesnt break this
// self.diff_bump.reset();
// let mut diff_machine = DiffMachine::new(&mut self, event.component_id);
// let mut diff_machine =
// DiffMachine::new(&self.diff_bump, &mut self.components, event.component_id);
// component.run();
// diff_machine.diff_node(component.old_frame(), component.new_frame());
todo!()
// Ok(diff_machine.consume())
// Err(crate::error::Error::NoEvent)
// Mark dirty components. Descend from the highest node until all dirty nodes are updated.
// let mut affected_components = Vec::new();
// while let Some(event) = self.pop_event() {
// if let Some(component_idx) = event.index() {
// affected_components.push(component_idx);
// }
// self.process_lifecycle(event)?;
// }
// todo!()
}
}
// struct LockedEdits<'src> {
// edits:
// }