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.
//!
//! In this file, multiple items are defined. This file is big, but should be documented well to
//! navigate the innerworkings of the Dom. We try to keep these main mechanics in this file to limit
//! the possible exposed API surface (keep fields private). This particular implementation of VDOM
//! is extremely efficient, but relies on some unsafety under the hood to do things like manage
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//! micro-heaps for components. We are currently working on refactoring the safety out into safe(r)
//! abstractions, but current tests (MIRI and otherwise) show no issues with the current implementation.
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//!
//! Included is:
//! - The [`VirtualDom`] itself
//! - The [`Scope`] object for mangning component lifecycle
//! - The [`ActiveFrame`] object for managing the Scope`s microheap
//! - The [`Context`] object for exposing VirtualDOM API to components
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//! - The [`NodeFactory`] object for lazyily exposing the `Context` API to the nodebuilder API
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//!
//! This module includes just the barebones for a complete VirtualDOM API.
//! Additional functionality is defined in the respective files.
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use crate::innerlude::*;
use std::any::Any;
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/// An integrated virtual node system that progresses events and diffs UI trees.
///
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/// Differences are converted into patches which a renderer can use to draw the UI.
///
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/// If you are building an App with Dioxus, you probably won't want to reach for this directly, instead opting to defer
/// to a particular crate's wrapper over the [`VirtualDom`] API.
///
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/// Example
/// ```rust
/// static App: FC<()> = |cx| {
/// cx.render(rsx!{
/// div {
/// "Hello World"
/// }
/// })
/// }
///
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/// async fn main() {
/// let mut dom = VirtualDom::new(App);
/// let mut inital_edits = dom.rebuild();
/// initialize_screen(inital_edits);
///
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/// loop {
/// let next_frame = TimeoutFuture::new(Duration::from_millis(16));
/// let edits = dom.run_with_deadline(next_frame).await;
/// apply_edits(edits);
/// render_frame();
/// }
/// }
/// ```
pub struct VirtualDom {
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scheduler: Scheduler,
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base_scope: ScopeId,
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root_fc: Box<dyn Any>,
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root_props: Box<dyn Any>,
// we need to keep the allocation around, but we don't necessarily use it
_root_caller: Box<dyn for<'b> Fn(&'b Scope) -> DomTree<'b> + 'static>,
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}
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<()>) -> DomTree {
/// 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
/// }
///
/// fn Example(cx: Context<SomeProps>) -> DomTree {
/// 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: Properties + 'static>(root: FC<P>, root_props: P) -> Self {
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let root_fc = Box::new(root);
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let root_props: Box<dyn Any> = Box::new(root_props);
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let props_ptr = root_props.downcast_ref::<P>().unwrap() as *const P;
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// Safety: this callback is only valid for the lifetime of the root props
let root_caller: Box<dyn Fn(&Scope) -> DomTree> = Box::new(move |scope: &Scope| unsafe {
let props: &'_ P = &*(props_ptr as *const P);
std::mem::transmute(root(Context { props, scope }))
});
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let scheduler = Scheduler::new();
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let base_scope = scheduler.pool.insert_scope_with_key(|myidx| {
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Scope::new(
root_caller.as_ref(),
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myidx,
None,
0,
ScopeChildren(&[]),
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scheduler.pool.channel.clone(),
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)
});
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Self {
_root_caller: root_caller,
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root_fc,
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base_scope,
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scheduler,
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root_props,
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}
}
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/// Get the [`Scope`] for the root component.
///
/// This is useful for traversing the tree from the root for heuristics or altnerative renderers that use Dioxus
/// directly.
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pub fn base_scope(&self) -> &Scope {
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self.scheduler.pool.get_scope(self.base_scope).unwrap()
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}
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/// Get the [`Scope`] for a component given its [`ScopeId`]
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pub fn get_scope(&self, id: ScopeId) -> Option<&Scope> {
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self.scheduler.pool.get_scope(id)
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}
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/// Update the root props of this VirtualDOM.
///
/// This method retuns None if the old props could not be removed. The entire VirtualDOM will be rebuilt immediately,
/// so calling this method will block the main thread until computation is done.
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///
/// ## Example
///
/// ```rust
/// #[derive(Props, PartialEq)]
/// struct AppProps {
/// route: &'static str
/// }
/// static App: FC<AppProps> = |cx| cx.render(rsx!{ "route is {cx.route}" });
///
/// let mut dom = VirtualDom::new_with_props(App, AppProps { route: "start" });
///
/// let mutations = dom.update_root_props(AppProps { route: "end" }).unwrap();
/// ```
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pub fn update_root_props<'s, P: 'static>(&'s mut self, root_props: P) -> Option<Mutations<'s>> {
let root_scope = self.scheduler.pool.get_scope_mut(self.base_scope).unwrap();
// Pre-emptively drop any downstream references of the old props
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root_scope.ensure_drop_safety(&self.scheduler.pool);
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let mut root_props: Box<dyn Any> = Box::new(root_props);
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if let Some(props_ptr) = root_props.downcast_ref::<P>().map(|p| p as *const P) {
// Swap the old props and new props
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std::mem::swap(&mut self.root_props, &mut root_props);
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let root = *self.root_fc.downcast_ref::<FC<P>>().unwrap();
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let root_caller: Box<dyn Fn(&Scope) -> DomTree> =
Box::new(move |scope: &Scope| unsafe {
let props: &'_ P = &*(props_ptr as *const P);
std::mem::transmute(root(Context { props, scope }))
});
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root_scope.update_scope_dependencies(&root_caller, ScopeChildren(&[]));
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drop(root_props);
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Some(self.rebuild())
} else {
None
}
}
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/// Performs a *full* rebuild of the virtual dom, returning every edit required to generate the actual dom from scratch
///
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/// The diff machine expects the RealDom's stack to be the root of the application.
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///
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/// 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.
///
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/// # Example
/// ```
/// static App: FC<()> = |cx| cx.render(rsx!{ "hello world" });
/// let mut dom = VirtualDom::new();
/// let edits = dom.rebuild();
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///
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/// apply_edits(edits);
/// ```
pub fn rebuild<'s>(&'s mut self) -> Mutations<'s> {
self.scheduler.rebuild(self.base_scope)
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}
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/// Compute a manual diff of the VirtualDOM between states.
///
/// This can be useful when state inside the DOM is remotely changed from the outside, but not propogated as an event.
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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.
///
///
/// # Example
/// ```rust
/// #[derive(PartialEq, Props)]
/// struct AppProps {
/// value: Shared<&'static str>,
/// }
///
/// static App: FC<AppProps> = |cx| {
/// 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 diff<'s>(&'s mut self) -> Mutations<'s> {
self.scheduler.hard_diff(self.base_scope)
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}
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/// Runs the virtualdom immediately, not waiting for any suspended nodes to complete.
///
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/// This method will not wait for any suspended nodes to complete. If there is no pending work, then this method will
/// return "None"
pub fn run_immediate<'s>(&'s mut self) -> Option<Vec<Mutations<'s>>> {
if self.scheduler.has_any_work() {
Some(self.scheduler.work_sync())
} else {
None
}
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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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/// static App: FC<()> = |cx| rsx!(cx, div {"hello"} );
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/// let mut dom = VirtualDom::new(App);
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/// loop {
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/// let deadline = TimeoutFuture::from_ms(16);
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/// let mutations = dom.run_with_deadline(deadline).await;
/// 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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pub async fn run_with_deadline<'s>(
&'s mut self,
deadline: impl std::future::Future<Output = ()>,
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) -> Vec<Mutations<'s>> {
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self.scheduler.work_with_deadline(deadline).await
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}
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pub fn get_event_sender(&self) -> futures_channel::mpsc::UnboundedSender<SchedulerMsg> {
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self.scheduler.pool.channel.sender.clone()
}
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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) {
if self.scheduler.has_any_work() {
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log::debug!("No need to wait for work, we already have some");
return;
}
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log::debug!("No active work.... waiting for some...");
use futures_util::StreamExt;
futures_util::select! {
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// // hmm - will this resolve to none if there are no async tasks?
// _ = self.scheduler.async_tasks.next() => {
// log::debug!("async task completed!");
// }
msg = self.scheduler.receiver.next() => self.scheduler.handle_channel_msg(msg.unwrap()),
}
}
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}
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impl std::fmt::Display for VirtualDom {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let base = self.base_scope();
let root = base.root_node();
let renderer = ScopeRenderer {
show_fragments: false,
skip_components: false,
_scope: base,
_pre_render: false,
_newline: true,
_indent: true,
_max_depth: usize::MAX,
};
renderer.render(self, root, f, 0)
}
}
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pub struct VirtualDomConfig {
component_slab_size: usize,
element_slab_size: usize,
}