166 lines
5.6 KiB
Rust
166 lines
5.6 KiB
Rust
//! Internal and external event system
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//!
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//!
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//! This is all kinda WIP, but the bones are there.
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use crate::{ElementId, ScopeId};
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use std::{any::Any, cell::Cell, fmt::Debug, rc::Rc, sync::Arc};
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pub(crate) struct BubbleState {
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pub canceled: Cell<bool>,
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}
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impl BubbleState {
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pub fn new() -> Self {
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Self {
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canceled: Cell::new(false),
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}
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}
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}
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/// User Events are events that are shuttled from the renderer into the VirtualDom trhough the scheduler channel.
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///
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/// These events will be passed to the appropriate Element given by `mounted_dom_id` and then bubbled up through the tree
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/// where each listener is checked and fired if the event name matches.
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///
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/// It is the expectation that the event name matches the corresponding event listener, otherwise Dioxus will panic in
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/// attempting to downcast the event data.
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///
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/// Because Event Data is sent across threads, it must be `Send + Sync`. We are hoping to lift the `Sync` restriction but
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/// `Send` will not be lifted. The entire `UserEvent` must also be `Send + Sync` due to its use in the scheduler channel.
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///
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/// # Example
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/// ```rust, ignore
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/// fn App(cx: Scope) -> Element {
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/// rsx!(cx, div {
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/// onclick: move |_| println!("Clicked!")
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/// })
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/// }
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///
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/// let mut dom = VirtualDom::new(App);
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/// let mut scheduler = dom.get_scheduler_channel();
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/// scheduler.unbounded_send(SchedulerMsg::UiEvent(
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/// UserEvent {
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/// scope_id: None,
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/// priority: EventPriority::Medium,
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/// name: "click",
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/// element: Some(ElementId(0)),
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/// data: Arc::new(ClickEvent { .. })
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/// }
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/// )).unwrap();
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/// ```
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#[derive(Debug)]
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pub struct UserEvent {
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/// The originator of the event trigger if available
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pub scope_id: Option<ScopeId>,
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/// The priority of the event to be scheduled around ongoing work
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pub priority: EventPriority,
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/// The optional real node associated with the trigger
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pub element: Option<ElementId>,
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/// The event type IE "onclick" or "onmouseover"
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pub name: &'static str,
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/// The event data to be passed onto the event handler
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pub data: Arc<dyn Any + Send + Sync>,
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}
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/// Priority of Event Triggers.
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///
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/// Internally, Dioxus will abort work that's taking too long if new, more important work arrives. Unlike React, Dioxus
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/// won't be afraid to pause work or flush changes to the RealDOM. This is called "cooperative scheduling". Some Renderers
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/// implement this form of scheduling internally, however Dioxus will perform its own scheduling as well.
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///
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/// The ultimate goal of the scheduler is to manage latency of changes, prioritizing "flashier" changes over "subtler" changes.
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///
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/// React has a 5-tier priority system. However, they break things into "Continuous" and "Discrete" priority. For now,
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/// we keep it simple, and just use a 3-tier priority system.
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///
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/// - NoPriority = 0
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/// - LowPriority = 1
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/// - NormalPriority = 2
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/// - UserBlocking = 3
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/// - HighPriority = 4
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/// - ImmediatePriority = 5
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///
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/// We still have a concept of discrete vs continuous though - discrete events won't be batched, but continuous events will.
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/// This means that multiple "scroll" events will be processed in a single frame, but multiple "click" events will be
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/// flushed before proceeding. Multiple discrete events is highly unlikely, though.
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#[derive(Debug, PartialEq, Eq, Clone, Copy, Hash, PartialOrd, Ord)]
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pub enum EventPriority {
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/// Work that must be completed during the EventHandler phase.
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///
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/// Currently this is reserved for controlled inputs.
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Immediate = 3,
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/// "High Priority" work will not interrupt other high priority work, but will interrupt medium and low priority work.
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///
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/// This is typically reserved for things like user interaction.
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///
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/// React calls these "discrete" events, but with an extra category of "user-blocking" (Immediate).
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High = 2,
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/// "Medium priority" work is generated by page events not triggered by the user. These types of events are less important
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/// than "High Priority" events and will take precedence over low priority events.
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///
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/// This is typically reserved for VirtualEvents that are not related to keyboard or mouse input.
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///
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/// React calls these "continuous" events (e.g. mouse move, mouse wheel, touch move, etc).
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Medium = 1,
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/// "Low Priority" work will always be preempted unless the work is significantly delayed, in which case it will be
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/// advanced to the front of the work queue until completed.
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///
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/// The primary user of Low Priority work is the asynchronous work system (Suspense).
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///
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/// This is considered "idle" work or "background" work.
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Low = 0,
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}
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pub struct AnyEvent {
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pub(crate) bubble_state: Rc<BubbleState>,
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pub(crate) data: Arc<dyn Any + Send + Sync>,
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}
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impl AnyEvent {
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pub fn downcast<T: Send + Sync + 'static>(self) -> Option<UiEvent<T>> {
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let AnyEvent { data, bubble_state } = self;
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if let Ok(data) = data.downcast::<T>() {
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Some(UiEvent { bubble_state, data })
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} else {
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None
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}
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}
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}
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pub struct UiEvent<T> {
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pub data: Arc<T>,
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#[allow(unused)]
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bubble_state: Rc<BubbleState>,
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}
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impl<T: Debug> std::fmt::Debug for UiEvent<T> {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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f.debug_struct("UiEvent").field("data", &self.data).finish()
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}
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}
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impl<T> std::ops::Deref for UiEvent<T> {
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type Target = T;
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fn deref(&self) -> &Self::Target {
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self.data.as_ref()
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}
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}
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impl<T> UiEvent<T> {
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/// Prevent this event from bubbling up the tree.
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pub fn cancel_bubble(&self) {
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self.bubble_state.canceled.set(true);
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}
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}
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