dioxus/packages/core/src/virtual_dom.rs

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//! # VirtualDOM Implementation for Rust
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//!
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//! This module provides the primary mechanics to create a hook-based, concurrent VDOM for Rust.
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use crate::innerlude::*;
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use futures_channel::mpsc::{UnboundedReceiver, UnboundedSender};
use futures_util::{Future, StreamExt};
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use fxhash::FxHashSet;
use indexmap::IndexSet;
use std::pin::Pin;
use std::task::Poll;
use std::{any::Any, collections::VecDeque};
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/// A virtual node system that progresses user events and diffs UI trees.
///
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///
/// ## Guide
///
/// Components are defined as simple functions that take [`Context`] and a [`Properties`] type and return an [`Element`].
///
/// ```rust
/// #[derive(Props, PartialEq)]
/// struct AppProps {
/// title: String
/// }
///
/// fn App(cx: Context, props: &AppProps) -> Element {
/// cx.render(rsx!(
/// div {"hello, {props.title}"}
/// ))
/// }
/// ```
///
/// Components may be composed to make complex apps.
///
/// ```rust
/// fn App(cx: Context, props: &AppProps) -> Element {
/// cx.render(rsx!(
/// NavBar { routes: ROUTES }
/// Title { "{props.title}" }
/// Footer {}
/// ))
/// }
/// ```
///
/// To start an app, create a [`VirtualDom`] and call [`VirtualDom::rebuild`] to get the list of edits required to
/// draw the UI.
///
/// ```rust
/// let mut vdom = VirtualDom::new(App);
/// let edits = vdom.rebuild();
/// ```
///
/// To inject UserEvents into the VirtualDom, call [`VirtualDom::get_scheduler_channel`] to get access to the scheduler.
///
/// ```rust
/// let channel = vdom.get_scheduler_channel();
/// channel.send_unbounded(SchedulerMsg::UserEvent(UserEvent {
/// // ...
/// }))
/// ```
///
/// While waiting for UserEvents to occur, call [`VirtualDom::wait_for_work`] to poll any futures inside the VirtualDom.
///
/// ```rust
/// vdom.wait_for_work().await;
/// ```
///
/// Once work is ready, call [`VirtualDom::work_with_deadline`] to compute the differences between the previous and
/// current UI trees. This will return a [`Mutations`] object that contains Edits, Effects, and NodeRefs that need to be
/// handled by the renderer.
///
/// ```rust
/// let mutations = vdom.work_with_deadline(|| false);
/// for edit in mutations {
/// apply(edit);
/// }
/// ```
///
/// ## Building an event loop around Dioxus:
///
/// Putting everything together, you can build an event loop around Dioxus by using the methods outlined above.
///
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/// ```rust
/// fn App(cx: Context, props: &()) -> Element {
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/// cx.render(rsx!{
/// div { "Hello World" }
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/// })
/// }
///
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/// async fn main() {
/// let mut dom = VirtualDom::new(App);
///
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/// let mut inital_edits = dom.rebuild();
/// apply_edits(inital_edits);
///
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/// loop {
/// dom.wait_for_work().await;
/// let frame_timeout = TimeoutFuture::new(Duration::from_millis(16));
/// let deadline = || (&mut frame_timeout).now_or_never();
/// let edits = dom.run_with_deadline(deadline).await;
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/// apply_edits(edits);
/// }
/// }
/// ```
pub struct VirtualDom {
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base_scope: ScopeId,
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_root_caller: *mut dyn Fn(&Scope) -> Element,
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scopes: Box<ScopeArena>,
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receiver: UnboundedReceiver<SchedulerMsg>,
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sender: UnboundedSender<SchedulerMsg>,
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pending_futures: FxHashSet<ScopeId>,
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pending_messages: VecDeque<SchedulerMsg>,
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dirty_scopes: IndexSet<ScopeId>,
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}
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// Methods to create the VirtualDom
impl VirtualDom {
/// Create a new VirtualDOM with a component that does not have special props.
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///
/// # Description
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///
/// Later, the props can be updated by calling "update" with a new set of props, causing a set of re-renders.
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///
/// 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.
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///
///
/// # Example
/// ```
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/// fn Example(cx: Context, props: &()) -> Element {
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/// cx.render(rsx!( div { "hello world" } ))
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/// }
///
/// let dom = VirtualDom::new(Example);
/// ```
///
/// Note: the VirtualDOM is not progressed, you must either "run_with_deadline" or use "rebuild" to progress it.
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pub fn new(root: FC<()>) -> Self {
Self::new_with_props(root, ())
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}
/// Create a new VirtualDOM with the given properties for the root component.
///
/// # Description
///
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/// 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.
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///
///
/// # Example
/// ```
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/// #[derive(PartialEq, Props)]
/// struct SomeProps {
/// name: &'static str
/// }
///
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/// fn Example(cx: Context, props: &SomeProps) -> Element {
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/// cx.render(rsx!{ div{ "hello {cx.name}" } })
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/// }
///
/// let dom = VirtualDom::new(Example);
/// ```
///
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/// Note: the VirtualDOM is not progressed on creation. You must either "run_with_deadline" or use "rebuild" to progress it.
///
/// ```rust
/// let mut dom = VirtualDom::new_with_props(Example, SomeProps { name: "jane" });
/// let mutations = dom.rebuild();
/// ```
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pub fn new_with_props<P: 'static>(root: FC<P>, root_props: P) -> Self {
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let (sender, receiver) = futures_channel::mpsc::unbounded::<SchedulerMsg>();
Self::new_with_props_and_scheduler(root, root_props, sender, receiver)
}
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/// Launch the VirtualDom, but provide your own channel for receiving and sending messages into the scheduler
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///
/// This is useful when the VirtualDom must be driven from outside a thread and it doesn't make sense to wait for the
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/// VirtualDom to be created just to retrieve its channel receiver.
pub fn new_with_props_and_scheduler<P: 'static>(
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root: FC<P>,
root_props: P,
sender: UnboundedSender<SchedulerMsg>,
receiver: UnboundedReceiver<SchedulerMsg>,
) -> Self {
let scopes = ScopeArena::new(sender.clone());
let caller = Box::new(move |scp: &Scope| -> Element { root(scp, &root_props) });
let caller_ref: *mut dyn Fn(&Scope) -> Element = Box::into_raw(caller);
let base_scope = scopes.new_with_key(root as _, caller_ref, None, 0, 0);
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let pending_messages = VecDeque::new();
let mut dirty_scopes = IndexSet::new();
dirty_scopes.insert(base_scope);
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Self {
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scopes: Box::new(scopes),
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base_scope,
receiver,
// todo: clean this up manually?
_root_caller: caller_ref,
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pending_messages,
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pending_futures: Default::default(),
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dirty_scopes,
sender,
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}
}
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/// Get the [`Scope`] for the root component.
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///
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/// This is useful for traversing the tree from the root for heuristics or alternsative renderers that use Dioxus
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/// directly.
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///
/// # Example
pub fn base_scope(&self) -> &Scope {
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self.get_scope(&self.base_scope).unwrap()
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}
/// Get the [`Scope`] for a component given its [`ScopeId`]
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///
/// # Example
///
///
///
pub fn get_scope<'a>(&'a self, id: &ScopeId) -> Option<&'a Scope> {
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self.scopes.get_scope(id)
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}
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/// Get an [`UnboundedSender`] handle to the channel used by the scheduler.
///
/// # Example
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///
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/// ```rust
///
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///
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/// ```
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pub fn get_scheduler_channel(&self) -> futures_channel::mpsc::UnboundedSender<SchedulerMsg> {
self.sender.clone()
}
/// Check if the [`VirtualDom`] has any pending updates or work to be done.
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///
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/// # Example
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///
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/// ```rust
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///
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///
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/// ```
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pub fn has_any_work(&self) -> bool {
!(self.dirty_scopes.is_empty() && self.pending_messages.is_empty())
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}
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/// Waits for the scheduler to have work
/// This lets us poll async tasks during idle periods without blocking the main thread.
pub async fn wait_for_work(&mut self) {
// todo: poll the events once even if there is work to do to prevent starvation
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// if there's no futures in the virtualdom, just wait for a scheduler message and put it into the queue to be processed
if self.pending_futures.is_empty() {
self.pending_messages
.push_front(self.receiver.next().await.unwrap());
} else {
struct PollTasks<'a> {
pending_futures: &'a FxHashSet<ScopeId>,
scopes: &'a ScopeArena,
}
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impl<'a> Future for PollTasks<'a> {
type Output = ();
fn poll(
self: Pin<&mut Self>,
cx: &mut std::task::Context<'_>,
) -> Poll<Self::Output> {
let mut all_pending = true;
// Poll every scope manually
for fut in self.pending_futures.iter() {
let scope = self
.scopes
.get_scope(fut)
.expect("Scope should never be moved");
let mut items = scope.items.borrow_mut();
for task in items.tasks.iter_mut() {
let task = task.as_mut();
// todo: does this make sense?
// I don't usually write futures by hand
// I think the futures neeed to be pinned using bumpbox or something
// right now, they're bump allocated so this shouldn't matter anyway - they're not going to move
let unpinned = unsafe { Pin::new_unchecked(task) };
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if unpinned.poll(cx).is_ready() {
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all_pending = false
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}
}
}
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// Resolve the future if any singular task is ready
match all_pending {
true => Poll::Pending,
false => Poll::Ready(()),
}
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}
}
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// Poll both the futures and the scheduler message queue simulataneously
use futures_util::future::{select, Either};
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let scheduler_fut = self.receiver.next();
let tasks_fut = PollTasks {
pending_futures: &self.pending_futures,
scopes: &self.scopes,
};
match select(tasks_fut, scheduler_fut).await {
// Futures don't generate work
Either::Left((_, _)) => {}
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// Save these messages in FIFO to be processed later
Either::Right((msg, _)) => self.pending_messages.push_front(msg.unwrap()),
}
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}
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}
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/// Run the virtualdom with a deadline.
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///
/// This method will progress async tasks until the deadline is reached. If tasks are completed before the deadline,
/// and no tasks are pending, this method will return immediately. If tasks are still pending, then this method will
/// exhaust the deadline working on them.
///
/// This method is useful when needing to schedule the virtualdom around other tasks on the main thread to prevent
/// "jank". It will try to finish whatever work it has by the deadline to free up time for other work.
///
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/// Due to platform differences in how time is handled, this method accepts a future that resolves when the deadline
/// is exceeded. However, the deadline won't be met precisely, so you might want to build some wiggle room into the
/// deadline closure manually.
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///
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/// The deadline is polled before starting to diff components. This strikes a balance between the overhead of checking
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/// the deadline and just completing the work. However, if an individual component takes more than 16ms to render, then
/// the screen will "jank" up. In debug, this will trigger an alert.
///
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/// If there are no in-flight fibers when this method is called, it will await any possible tasks, aborting early if
/// the provided deadline future resolves.
///
/// For use in the web, it is expected that this method will be called to be executed during "idle times" and the
/// mutations to be applied during the "paint times" IE "animation frames". With this strategy, it is possible to craft
/// entirely jank-free applications that perform a ton of work.
///
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/// # Example
///
/// ```no_run
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/// fn App(cx: Context, props: &()) -> Element {
/// cx.render(rsx!( div {"hello"} ))
/// }
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///
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/// let mut dom = VirtualDom::new(App);
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///
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/// loop {
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/// let mut timeout = TimeoutFuture::from_ms(16);
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/// let deadline = move || (&mut timeout).now_or_never();
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///
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/// let mutations = dom.run_with_deadline(deadline).await;
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///
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/// apply_mutations(mutations);
/// }
/// ```
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///
/// ## Mutations
///
/// This method returns "mutations" - IE the necessary changes to get the RealDOM to match the VirtualDOM. It also
/// includes a list of NodeRefs that need to be applied and effects that need to be triggered after the RealDOM has
/// applied the edits.
///
/// Mutations are the only link between the RealDOM and the VirtualDOM.
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///
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pub fn work_with_deadline(&mut self, mut deadline: impl FnMut() -> bool) -> Vec<Mutations> {
let mut committed_mutations = vec![];
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while self.has_any_work() {
while let Ok(Some(msg)) = self.receiver.try_next() {
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self.pending_messages.push_front(msg);
}
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while let Some(msg) = self.pending_messages.pop_back() {
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match msg {
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SchedulerMsg::Immediate(id) => {
self.dirty_scopes.insert(id);
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}
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SchedulerMsg::UiEvent(event) => {
if let Some(element) = event.mounted_dom_id {
log::info!("Calling listener {:?}, {:?}", event.scope_id, element);
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let scope = self.scopes.get_scope(&event.scope_id).unwrap();
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// TODO: bubble properly here
scope.call_listener(event, element);
while let Ok(Some(dirty_scope)) = self.receiver.try_next() {
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self.pending_messages.push_front(dirty_scope);
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}
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} else {
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log::debug!("User event without a targetted ElementId. Not currently supported.\nUnsure how to proceed. {:?}", event);
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}
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}
}
}
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let scopes = &self.scopes;
let mut diff_state = DiffState::new(scopes);
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let mut ran_scopes = FxHashSet::default();
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// todo: the 2021 version of rust will let us not have to force the borrow
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// let scopes = &self.scopes;
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// Sort the scopes by height. Theoretically, we'll de-duplicate scopes by height
self.dirty_scopes
.retain(|id| scopes.get_scope(id).is_some());
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self.dirty_scopes.sort_by(|a, b| {
let h1 = scopes.get_scope(a).unwrap().height;
let h2 = scopes.get_scope(b).unwrap().height;
h1.cmp(&h2).reverse()
});
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if let Some(scopeid) = self.dirty_scopes.pop() {
log::info!("handling dirty scope {:?}", scopeid);
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if !ran_scopes.contains(&scopeid) {
ran_scopes.insert(scopeid);
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log::debug!("about to run scope {:?}", scopeid);
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if self.scopes.run_scope(&scopeid) {
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let (old, new) = (
self.scopes.wip_head(&scopeid),
self.scopes.fin_head(&scopeid),
);
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diff_state.stack.scope_stack.push(scopeid);
diff_state.stack.push(DiffInstruction::Diff { new, old });
}
}
}
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let work_completed = diff_state.work(&mut deadline);
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if work_completed {
let DiffState {
mutations,
seen_scopes,
stack,
..
} = diff_state;
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for scope in seen_scopes {
self.dirty_scopes.remove(&scope);
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}
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// // I think the stack should be empty at the end of diffing?
// debug_assert_eq!(stack.scope_stack.len(), 1);
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committed_mutations.push(mutations);
} else {
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// leave the work in an incomplete state
log::debug!("don't have a mechanism to pause work (yet)");
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return committed_mutations;
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}
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}
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committed_mutations
}
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/// Performs a *full* rebuild of the virtual dom, returning every edit required to generate the actual dom from scratch
///
/// The diff machine expects the RealDom's stack to be the root of the application.
///
/// Tasks will not be polled with this method, nor will any events be processed from the event queue. Instead, the
/// root component will be ran once and then diffed. All updates will flow out as mutations.
///
/// All state stored in components will be completely wiped away.
///
/// # Example
/// ```
/// static App: FC<()> = |cx, props| cx.render(rsx!{ "hello world" });
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/// let mut dom = VirtualDom::new();
/// let edits = dom.rebuild();
///
/// apply_edits(edits);
/// ```
pub fn rebuild(&mut self) -> Mutations {
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let mut diff_state = DiffState::new(&self.scopes);
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let scope_id = self.base_scope;
if self.scopes.run_scope(&scope_id) {
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diff_state
.stack
.create_node(self.scopes.fin_head(&scope_id), MountType::Append);
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diff_state.stack.scope_stack.push(scope_id);
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diff_state.work(|| false);
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}
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diff_state.mutations
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}
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/// Compute a manual diff of the VirtualDOM between states.
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///
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/// This can be useful when state inside the DOM is remotely changed from the outside, but not propagated as an event.
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///
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/// In this case, every component will be diffed, even if their props are memoized. This method is intended to be used
/// to force an update of the DOM when the state of the app is changed outside of the app.
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///
///
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/// # Example
/// ```rust
/// #[derive(PartialEq, Props)]
/// struct AppProps {
/// value: Shared<&'static str>,
/// }
///
/// static App: FC<AppProps> = |cx, props|{
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/// let val = cx.value.borrow();
/// cx.render(rsx! { div { "{val}" } })
/// };
///
/// let value = Rc::new(RefCell::new("Hello"));
/// let mut dom = VirtualDom::new_with_props(
/// App,
/// AppProps {
/// value: value.clone(),
/// },
/// );
///
/// let _ = dom.rebuild();
///
/// *value.borrow_mut() = "goodbye";
///
/// let edits = dom.diff();
/// ```
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pub fn hard_diff<'a>(&'a mut self, scope_id: &ScopeId) -> Option<Mutations<'a>> {
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let mut diff_machine = DiffState::new(&self.scopes);
if self.scopes.run_scope(scope_id) {
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diff_machine.force_diff = true;
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diff_machine.diff_scope(scope_id);
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}
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Some(diff_machine.mutations)
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}
/// Renders an `rsx` call into the Base Scope's allocator.
///
/// Useful when needing to render nodes from outside the VirtualDom, such as in a test.
pub fn render_vnodes<'a>(&'a self, lazy_nodes: Option<LazyNodes<'a, '_>>) -> &'a VNode<'a> {
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let scope = self.scopes.get_scope(&self.base_scope).unwrap();
let frame = scope.wip_frame();
let factory = NodeFactory { bump: &frame.bump };
let node = lazy_nodes.unwrap().call(factory);
frame.bump.alloc(node)
}
/// Renders an `rsx` call into the Base Scope's allocator.
///
/// Useful when needing to render nodes from outside the VirtualDom, such as in a test.
pub fn diff_vnodes<'a>(&'a self, old: &'a VNode<'a>, new: &'a VNode<'a>) -> Mutations<'a> {
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let mut machine = DiffState::new(&self.scopes);
machine.stack.push(DiffInstruction::Diff { new, old });
machine.stack.scope_stack.push(self.base_scope);
machine.work(|| false);
machine.mutations
}
/// Renders an `rsx` call into the Base Scope's allocator.
///
/// Useful when needing to render nodes from outside the VirtualDom, such as in a test.
pub fn create_vnodes<'a>(&'a self, left: Option<LazyNodes<'a, '_>>) -> Mutations<'a> {
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let nodes = self.render_vnodes(left);
let mut machine = DiffState::new(&self.scopes);
machine.stack.create_node(nodes, MountType::Append);
machine.work(|| false);
machine.mutations
}
/// Renders an `rsx` call into the Base Scope's allocator.
///
/// Useful when needing to render nodes from outside the VirtualDom, such as in a test.
pub fn diff_lazynodes<'a>(
&'a self,
left: Option<LazyNodes<'a, '_>>,
right: Option<LazyNodes<'a, '_>>,
) -> (Mutations<'a>, Mutations<'a>) {
let (old, new) = (self.render_vnodes(left), self.render_vnodes(right));
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let mut create = DiffState::new(&self.scopes);
create.stack.scope_stack.push(self.base_scope);
create.stack.create_node(old, MountType::Append);
create.work(|| false);
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let mut edit = DiffState::new(&self.scopes);
create.stack.scope_stack.push(self.base_scope);
edit.stack.push(DiffInstruction::Diff { old, new });
edit.work(&mut || false);
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(create.mutations, edit.mutations)
}
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}
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pub enum SchedulerMsg {
// events from the host
UiEvent(UserEvent),
// setstate
Immediate(ScopeId),
}
#[derive(Debug)]
pub struct UserEvent {
/// The originator of the event trigger
pub scope_id: ScopeId,
pub priority: EventPriority,
/// The optional real node associated with the trigger
pub mounted_dom_id: Option<ElementId>,
/// The event type IE "onclick" or "onmouseover"
///
/// The name that the renderer will use to mount the listener.
pub name: &'static str,
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/// Event Data
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pub event: Box<dyn Any + Send>,
}
/// Priority of Event Triggers.
///
/// Internally, Dioxus will abort work that's taking too long if new, more important work arrives. Unlike React, Dioxus
/// won't be afraid to pause work or flush changes to the RealDOM. This is called "cooperative scheduling". Some Renderers
/// implement this form of scheduling internally, however Dioxus will perform its own scheduling as well.
///
/// The ultimate goal of the scheduler is to manage latency of changes, prioritizing "flashier" changes over "subtler" changes.
///
/// React has a 5-tier priority system. However, they break things into "Continuous" and "Discrete" priority. For now,
/// we keep it simple, and just use a 3-tier priority system.
///
/// - NoPriority = 0
/// - LowPriority = 1
/// - NormalPriority = 2
/// - UserBlocking = 3
/// - HighPriority = 4
/// - ImmediatePriority = 5
///
/// We still have a concept of discrete vs continuous though - discrete events won't be batched, but continuous events will.
/// This means that multiple "scroll" events will be processed in a single frame, but multiple "click" events will be
/// flushed before proceeding. Multiple discrete events is highly unlikely, though.
#[derive(Debug, PartialEq, Eq, Clone, Copy, Hash, PartialOrd, Ord)]
pub enum EventPriority {
/// Work that must be completed during the EventHandler phase.
///
/// Currently this is reserved for controlled inputs.
Immediate = 3,
/// "High Priority" work will not interrupt other high priority work, but will interrupt medium and low priority work.
///
/// This is typically reserved for things like user interaction.
///
/// React calls these "discrete" events, but with an extra category of "user-blocking" (Immediate).
High = 2,
/// "Medium priority" work is generated by page events not triggered by the user. These types of events are less important
/// than "High Priority" events and will take precedence over low priority events.
///
/// This is typically reserved for VirtualEvents that are not related to keyboard or mouse input.
///
/// React calls these "continuous" events (e.g. mouse move, mouse wheel, touch move, etc).
Medium = 1,
/// "Low Priority" work will always be preempted unless the work is significantly delayed, in which case it will be
/// advanced to the front of the work queue until completed.
///
/// The primary user of Low Priority work is the asynchronous work system (Suspense).
///
/// This is considered "idle" work or "background" work.
Low = 0,
}