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https://github.com/DioxusLabs/dioxus
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Merge pull request #421 from Demonthos/update_stale_doc_refrences
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929acfd3aa
9 changed files with 25 additions and 26 deletions
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@ -1,7 +1,6 @@
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//! Parse components into the VComponent VNode
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//! Parse components into the VNode::Component variant
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//! ==========================================
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//!
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//! This parsing path emerges from [`AmbiguousElement`] which supports validation of the vcomponent format.
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//! We can be reasonably sure that whatever enters this parsing path is in the right format.
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//! This feature must support
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//! - [x] Namespaced components
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@ -1,26 +1,26 @@
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#![warn(clippy::pedantic)]
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#![allow(clippy::cast_possible_truncation)]
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//! This module contains the stateful [`DiffState`] and all methods to diff [`VNodes`], their properties, and their children.
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//! This module contains the stateful [`DiffState`] and all methods to diff [`VNode`]s, their properties, and their children.
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//!
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//! The [`DiffState`] calculates the diffs between the old and new frames, updates the new nodes, and generates a set
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//! of mutations for the [`RealDom`] to apply.
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//! of mutations for the renderer to apply.
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//!
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//! ## Notice:
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//!
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//! The inspiration and code for this module was originally taken from Dodrio (@fitzgen) and then modified to support
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//! Components, Fragments, Suspense, [`SubTree`] memoization, incremental diffing, cancellation, [`NodeRefs`], pausing, priority
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//! Components, Fragments, Suspense, `SubTree` memoization, incremental diffing, cancellation, pausing, priority
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//! scheduling, and additional batching operations.
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//!
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//! ## Implementation Details:
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//!
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//! ### IDs for elements
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//! --------------------
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//! All nodes are addressed by their IDs. The [`RealDom`] provides an imperative interface for making changes to these nodes.
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//! All nodes are addressed by their IDs.
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//! We don't necessarily require that DOM changes happen instantly during the diffing process, so the implementor may choose
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//! to batch nodes if it is more performant for their application. The element IDs are indices into the internal element
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//! array. The expectation is that implementors will use the ID as an index into a Vec of real nodes, allowing for passive
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//! garbage collection as the [`VirtualDOM`] replaces old nodes.
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//! garbage collection as the [`crate::VirtualDom`] replaces old nodes.
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//!
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//! When new vnodes are created through `cx.render`, they won't know which real node they correspond to. During diffing,
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//! we always make sure to copy over the ID. If we don't do this properly, the [`ElementId`] will be populated incorrectly
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//! --------------------
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//! Fragments (nodes without a parent) are supported through a combination of "replace with" and anchor vnodes. Fragments
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//! can be particularly challenging when they are empty, so the anchor node lets us "reserve" a spot for the empty
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//! fragment to be replaced with when it is no longer empty. This is guaranteed by logic in the [`NodeFactory`] - it is
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//! fragment to be replaced with when it is no longer empty. This is guaranteed by logic in the [`crate::innerlude::NodeFactory`] - it is
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//! impossible to craft a fragment with 0 elements - they must always have at least a single placeholder element. Adding
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//! "dummy" nodes _is_ inefficient, but it makes our diffing algorithm faster and the implementation is completely up to
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//! the platform.
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@ -44,13 +44,13 @@
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//! into a promise-like value. React will then work on the next "ready" fiber, checking back on the previous fiber once
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//! it has finished its new work. In Dioxus, we use a similar approach, but try to completely render the tree before
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//! switching sub-fibers. Instead, each future is submitted into a futures-queue and the node is manually loaded later on.
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//! Due to the frequent calls to [`yield_now`] we can get the pure "fetch-as-you-render" behavior of React Fiber.
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//! Due to the frequent calls to [`crate::virtual_dom::VirtualDom::work_with_deadline`] we can get the pure "fetch-as-you-render" behavior of React Fiber.
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//!
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//! We're able to use this approach because we use placeholder nodes - futures that aren't ready still get submitted to
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//! DOM, but as a placeholder.
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//!
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//! Right now, the "suspense" queue is intertwined with hooks. In the future, we should allow any future to drive attributes
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//! and contents, without the need for the [`use_suspense`] hook. In the interim, this is the quickest way to get Suspense working.
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//! and contents, without the need for a `use_suspense` hook. In the interim, this is the quickest way to get Suspense working.
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//!
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//! ## Subtree Memoization
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//! -----------------------
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@ -150,7 +150,7 @@ impl AnyEvent {
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/// You should prefer to use the name of the event directly, rather than
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/// the UiEvent<T> generic type.
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///
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/// For the HTML crate, this would include [`MouseEvent`], [`FormEvent`] etc.
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/// For the HTML crate, this would include MouseEvent, FormEvent etc.
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pub struct UiEvent<T> {
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/// The internal data of the event
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/// This is wrapped in an Arc so that it can be sent across threads
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@ -550,7 +550,7 @@ impl<'a> NodeFactory<'a> {
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}))
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}
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/// Create a new [`VNode::VElement`]
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/// Create a new [`VNode::Element`]
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pub fn element(
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&self,
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el: impl DioxusElement,
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)
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}
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/// Create a new [`VNode::VElement`] without the trait bound
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/// Create a new [`VNode::Element`] without the trait bound
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///
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/// IE pass in "div" instead of `div`
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pub fn raw_element(
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}
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}
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/// Create a new [`VNode::VComponent`]
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/// Create a new [`VNode::Component`]
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pub fn component<P>(
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&self,
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component: fn(Scope<'a, P>) -> Element,
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}
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}
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/// Create a new [`VNode::VFragment`] from a root of the rsx! call
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/// Create a new [`VNode::Fragment`] from a root of the rsx! call
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pub fn fragment_root<'b, 'c>(
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self,
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node_iter: impl IntoIterator<Item = impl IntoVNode<'a> + 'c> + 'b,
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}
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}
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/// Create a new [`VNode::VFragment`] from any iterator
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/// Create a new [`VNode::Fragment`] from any iterator
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pub fn fragment_from_iter<'b, 'c>(
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self,
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node_iter: impl IntoIterator<Item = impl IntoVNode<'a> + 'c> + 'b,
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@ -1,7 +1,7 @@
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use crate::innerlude::*;
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/// An iterator that only yields "real" [`Element`]s. IE only Elements that are
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/// not [`VNode::VComponent`] or [`VNode::VFragment`], .
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/// not [`VNode::Component`] or [`VNode::Fragment`], .
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pub struct ElementIdIterator<'a> {
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vdom: &'a VirtualDom,
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@ -447,7 +447,7 @@ pub mod on {
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/// Get the key code as an enum Variant.
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///
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/// This is intended for things like arrow keys, escape keys, function keys, and other non-international keys.
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/// To match on unicode sequences, use the [`KeyboardEvent::key`] method - this will return a string identifier instead of a limited enum.
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/// To match on unicode sequences, use the [`KeyboardData::key`] method - this will return a string identifier instead of a limited enum.
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///
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///
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/// ## Example
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@ -15,7 +15,7 @@ use crate::{
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/// A Dom that can sync with the VirtualDom mutations intended for use in lazy renderers.
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/// The render state passes from parent to children and or accumulates state from children to parents.
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/// To get started implement [PushedDownState] and or [BubbledUpState] and call [RealDom::apply_mutations] to update the dom and [RealDom::update_state] to update the state of the nodes.
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/// To get started implement [crate::state::ParentDepState], [crate::state::NodeDepState], or [crate::state::ChildDepState] and call [RealDom::apply_mutations] to update the dom and [RealDom::update_state] to update the state of the nodes.
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#[derive(Debug)]
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pub struct RealDom<S: State> {
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root: usize,
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}
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}
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/// The node is stored client side and stores only basic data about the node. For more complete information about the node see [`domNode::element`].
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/// The node is stored client side and stores only basic data about the node.
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#[derive(Debug, Clone)]
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pub struct Node<S: State> {
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/// The id of the node this node was created from.
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}
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/// This state is derived from children. For example a node's size could be derived from the size of children.
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/// Called when the current node's node properties are modified, a child's [BubbledUpState] is modified or a child is removed.
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/// Called when the current node's node properties are modified, a child's [ChildDepState] is modified or a child is removed.
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/// Called at most once per update.
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pub trait ChildDepState {
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/// The context is passed to the [PushedDownState::reduce] when it is pushed down.
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/// The context is passed to the [ChildDepState::reduce] when it is pushed down.
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/// This is sometimes nessisary for lifetime purposes.
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type Ctx;
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/// This must be either a [ChildDepState] or [NodeDepState]
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}
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/// This state that is passed down to children. For example text properties (`<b>` `<i>` `<u>`) would be passed to children.
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/// Called when the current node's node properties are modified or a parrent's [PushedDownState] is modified.
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/// Called when the current node's node properties are modified or a parrent's [ParentDepState] is modified.
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/// Called at most once per update.
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pub trait ParentDepState {
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/// The context is passed to the [PushedDownState::reduce] when it is pushed down.
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/// The context is passed to the [ParentDepState::reduce] when it is pushed down.
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/// This is sometimes nessisary for lifetime purposes.
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type Ctx;
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/// This must be either a [ParentDepState] or [NodeDepState]
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}
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/// This state that is upadated lazily. For example any propertys that do not effect other parts of the dom like bg-color.
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/// Called when the current node's node properties are modified or a parrent's [PushedDownState] is modified.
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/// Called when the current node's node properties are modified or a sibling's [NodeDepState] is modified.
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/// Called at most once per update.
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pub trait NodeDepState {
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type Ctx;
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// main thread.
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//
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// React solves this problem by breaking up the rendering process into a "diff" phase and a "render" phase. In Dioxus,
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// the diff phase is non-blocking, using "yield_now" to allow the browser to process other events. When the diff phase
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// the diff phase is non-blocking, using "work_with_deadline" to allow the browser to process other events. When the diff phase
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// is finally complete, the VirtualDOM will return a set of "Mutations" for this crate to apply.
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//
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// Here, we schedule the "diff" phase during the browser's idle period, achieved by calling RequestIdleCallback and then
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