dioxus/packages/core/src/virtual_dom.rs

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Rust
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// use crate::{changelist::EditList, nodes::VNode};
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use crate::{error::Error, innerlude::*};
use crate::{patch::Edit, scope::Scope};
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use generational_arena::Arena;
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use std::{
any::TypeId,
borrow::{Borrow, BorrowMut},
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cell::RefCell,
collections::{BTreeMap, BTreeSet},
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rc::{Rc, Weak},
};
use thiserror::private::AsDynError;
// We actually allocate the properties for components in their parent's properties
// We then expose a handle to use those props for render in the form of "OpaqueComponent"
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pub(crate) type OpaqueComponent<'a> = dyn for<'b> Fn(Context<'b>) -> DomTree + 'a;
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/// 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 {
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/// All mounted components are arena allocated to make additions, removals, and references easy to work with
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/// A generational arena is used to re-use slots of deleted scopes without having to resize the underlying arena.
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pub components: Arena<Scope>,
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/// The index of the root component.
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/// Will not be ready if the dom is fresh
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pub base_scope: ScopeIdx,
pub(crate) update_schedule: Rc<RefCell<Vec<HierarchyMarker>>>,
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// a strong allocation to the "caller" for the original props
#[doc(hidden)]
_root_caller: Rc<OpaqueComponent<'static>>,
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// Type of the original props. This is done so VirtualDom does not need to be generic.
#[doc(hidden)]
_root_prop_type: std::any::TypeId,
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}
impl VirtualDom {
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/// 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, ())
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}
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/// 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.
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pub fn new_with_props<P: Properties + 'static>(root: FC<P>, root_props: P) -> Self {
let mut components = Arena::new();
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// let prr = Rc::new(root_props);
// the root is kept around with a "hard" allocation
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let root_caller: Rc<OpaqueComponent> = Rc::new(move |ctx| {
//
// let p2 = &root_props;
// let p2 = prr.clone();
root(ctx, &root_props)
});
// we then expose this to the component with a weak allocation
let weak_caller: Weak<OpaqueComponent> = Rc::downgrade(&root_caller);
let base_scope = components.insert_with(move |myidx| Scope::new(weak_caller, myidx, None));
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Self {
components,
_root_caller: root_caller,
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base_scope,
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update_schedule: Rc::new(RefCell::new(Vec::new())),
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_root_prop_type: TypeId::of::<P>(),
}
}
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// consume the top of the diff machine event cycle and dump edits into the edit list
pub fn step(&mut self, event: LifeCycleEvent) -> Result<()> {
Ok(())
}
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/// Performs a *full* rebuild of the virtual dom, returning every edit required to generate the actual dom.
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pub fn rebuild<'s>(&'s mut self) -> Result<EditList<'s>> {
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// Diff from the top
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let mut diff_machine = DiffMachine::new();
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let very_unsafe_components = &mut self.components as *mut generational_arena::Arena<Scope>;
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let component = self
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.components
.get_mut(self.base_scope)
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.ok_or_else(|| Error::FatalInternal("Acquring base component should never fail"))?;
component.run_scope()?;
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diff_machine.diff_node(component.old_frame(), component.new_frame());
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// log::debug!("New events generated: {:#?}", diff_machine.lifecycle_events);
// chew down the the lifecycle events until all dirty nodes are computed
while let Some(event) = diff_machine.lifecycle_events.pop_front() {
match event {
// A new component has been computed from the diffing algorithm
// create a new component in the arena, run it, move the diffing machine to this new spot, and then diff it
// this will flood the lifecycle queue with new updates
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LifeCycleEvent::Mount { caller, id, scope } => {
log::debug!("Mounting a new component");
// We're modifying the component arena while holding onto references into the assoiated bump arenas of its children
// those references are stable, even if the component arena moves around in memory, thanks to the bump arenas.
// However, there is no way to convey this to rust, so we need to use unsafe to pierce through the lifetime.
unsafe {
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let p = &mut *(very_unsafe_components);
// todo, hook up the parent/child indexes properly
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let idx = p.insert_with(|f| Scope::new(caller, f, None));
let c = p.get_mut(idx).unwrap();
let real_scope = scope.upgrade().unwrap();
*real_scope.as_ref().borrow_mut() = Some(idx);
c.run_scope()?;
diff_machine.change_list.load_known_root(id);
diff_machine.diff_node(c.old_frame(), c.new_frame());
}
}
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LifeCycleEvent::PropsChanged { caller, id, scope } => {
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log::debug!("PROPS CHANGED");
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let idx = scope.upgrade().unwrap().as_ref().borrow().unwrap();
unsafe {
let p = &mut *(very_unsafe_components);
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let c = p.get_mut(idx).unwrap();
c.update_caller(caller);
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c.run_scope()?;
diff_machine.change_list.load_known_root(id);
diff_machine.diff_node(c.old_frame(), c.new_frame());
}
// break 'render;
}
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LifeCycleEvent::SameProps { caller, id, scope } => {
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log::debug!("SAME PROPS RECEIVED");
//
// break 'render;
}
LifeCycleEvent::Remove => {
//
// break 'render;
}
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LifeCycleEvent::Replace { caller, id, .. } => {}
}
// } else {
// break 'render;
// }
}
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let edits: Vec<Edit<'s>> = diff_machine.consume();
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Ok(edits)
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}
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/// 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.
///
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/// 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.
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///
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/// ```ignore
/// let (sender, receiver) = channel::new();
/// sender.send(EventTrigger::start());
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///
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/// let mut dom = VirtualDom::new();
/// dom.suspense_handler(|event| sender.send(event));
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///
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/// while let Ok(diffs) = dom.progress_with_event(receiver.recv().await) {
/// render(diffs);
/// }
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///
/// ```
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pub fn progress_with_event(&mut self, event: EventTrigger) -> Result<EditList<'_>> {
let component = self
.components
.get_mut(event.component_id)
.expect("Borrowing should not fail");
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component.call_listener(event);
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/*
-> call listener
-> sort through accumulated queue by the top
-> run each component, running its children
-> add new updates to the tree of updates (these are dirty)
->
*/
// component.run_scope()?;
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// let mut diff_machine = DiffMachine::new();
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// let mut diff_machine = DiffMachine::new(&self.diff_bump);
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// diff_machine.diff_node(component.old_frame(), component.new_frame());
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// Ok(diff_machine.consume())
self.rebuild()
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}
}
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#[derive(Debug, PartialEq, Eq, PartialOrd, Ord)]
pub struct HierarchyMarker {
height: u32,
}