use crate::{ any_props::AnyProps, arena::ElementId, bump_frame::BumpFrame, factory::RenderReturn, innerlude::{Scheduler, SchedulerMsg}, lazynodes::LazyNodes, Element, TaskId, }; use bumpalo::Bump; use std::future::Future; use std::{ any::{Any, TypeId}, cell::{Cell, RefCell}, collections::{HashMap, HashSet}, rc::Rc, sync::Arc, }; /// A wrapper around the [`Scoped`] object that contains a reference to the [`ScopeState`] and properties for a given /// component. /// /// The [`Scope`] is your handle to the [`VirtualDom`] and the component state. Every component is given its own /// [`ScopeState`] and merged with its properties to create a [`Scoped`]. /// /// The [`Scope`] handle specifically exists to provide a stable reference to these items for the lifetime of the /// component render. pub type Scope<'a, T = ()> = &'a Scoped<'a, T>; // This ScopedType exists because we want to limit the amount of monomorphization that occurs when making inner // state type generic over props. When the state is generic, it causes every method to be monomorphized for every // instance of Scope in the codebase. // // /// A wrapper around a component's [`ScopeState`] and properties. The [`ScopeState`] provides the majority of methods /// for the VirtualDom and component state. pub struct Scoped<'a, T = ()> { /// The component's state and handle to the scheduler. /// /// Stores things like the custom bump arena, spawn functions, hooks, and the scheduler. pub scope: &'a ScopeState, /// The component's properties. pub props: &'a T, } impl<'a, T> std::ops::Deref for Scoped<'a, T> { type Target = &'a ScopeState; fn deref(&self) -> &Self::Target { &self.scope } } /// A component's unique identifier. /// /// `ScopeId` is a `usize` that is unique across the entire [`VirtualDom`] and across time. [`ScopeID`]s will never be reused /// once a component has been unmounted. #[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))] #[derive(Copy, Clone, PartialEq, Eq, Hash, Debug, PartialOrd, Ord)] pub struct ScopeId(pub usize); /// A component's state. /// /// This struct stores all the important information about a component's state without the props. pub struct ScopeState { pub(crate) render_cnt: Cell, pub(crate) node_arena_1: BumpFrame, pub(crate) node_arena_2: BumpFrame, pub(crate) parent: Option<*mut ScopeState>, pub(crate) id: ScopeId, pub(crate) height: u32, pub(crate) hook_arena: Bump, pub(crate) hook_list: RefCell>, pub(crate) hook_idx: Cell, pub(crate) shared_contexts: RefCell>>, pub(crate) tasks: Rc, pub(crate) spawned_tasks: HashSet, pub(crate) props: *const dyn AnyProps<'static>, pub(crate) placeholder: Cell>, } impl ScopeState { pub fn current_frame(&self) -> &BumpFrame { match self.render_cnt.get() % 2 { 0 => &self.node_arena_1, 1 => &self.node_arena_2, _ => unreachable!(), } } pub fn previous_frame(&self) -> &BumpFrame { match self.render_cnt.get() % 2 { 1 => &self.node_arena_1, 0 => &self.node_arena_2, _ => unreachable!(), } } /// Get the current render since the inception of this component /// /// This can be used as a helpful diagnostic when debugging hooks/renders, etc pub fn generation(&self) -> usize { self.render_cnt.get() } /// Get a handle to the currently active bump arena for this Scope /// /// This is a bump memory allocator. Be careful using this directly since the contents will be wiped on the next render. /// It's easy to leak memory here since the drop implementation will not be called for any objects allocated in this arena. /// /// If you need to allocate items that need to be dropped, use bumpalo's box. pub fn bump(&self) -> &Bump { &self.current_frame().bump } /// Get a handle to the currently active head node arena for this Scope /// /// This is useful for traversing the tree outside of the VirtualDom, such as in a custom renderer or in SSR. /// /// Panics if the tree has not been built yet. pub fn root_node<'a>(&'a self) -> &'a RenderReturn<'a> { self.try_root_node() .expect("The tree has not been built yet. Make sure to call rebuild on the tree before accessing its nodes.") } /// Try to get a handle to the currently active head node arena for this Scope /// /// This is useful for traversing the tree outside of the VirtualDom, such as in a custom renderer or in SSR. /// /// Returns [`None`] if the tree has not been built yet. pub fn try_root_node<'a>(&'a self) -> Option<&'a RenderReturn<'a>> { let ptr = self.current_frame().node.get(); if ptr.is_null() { return None; } let r: &RenderReturn = unsafe { &*ptr }; unsafe { std::mem::transmute(r) } } /// Get the height of this Scope - IE the number of scopes above it. /// /// A Scope with a height of `0` is the root scope - there are no other scopes above it. /// /// # Example /// /// ```rust, ignore /// let mut dom = VirtualDom::new(|cx| cx.render(rsx!{ div {} })); /// dom.rebuild(); /// /// let base = dom.base_scope(); /// /// assert_eq!(base.height(), 0); /// ``` pub fn height(&self) -> u32 { self.height } /// Get the Parent of this [`Scope`] within this Dioxus [`VirtualDom`]. /// /// This ID is not unique across Dioxus [`VirtualDom`]s or across time. IDs will be reused when components are unmounted. /// /// The base component will not have a parent, and will return `None`. /// /// # Example /// /// ```rust, ignore /// let mut dom = VirtualDom::new(|cx| cx.render(rsx!{ div {} })); /// dom.rebuild(); /// /// let base = dom.base_scope(); /// /// assert_eq!(base.parent(), None); /// ``` pub fn parent(&self) -> Option { // safety: the pointer to our parent is *always* valid thanks to the bump arena self.parent.map(|p| unsafe { &*p }.id) } /// Get the ID of this Scope within this Dioxus [`VirtualDom`]. /// /// This ID is not unique across Dioxus [`VirtualDom`]s or across time. IDs will be reused when components are unmounted. /// /// # Example /// /// ```rust, ignore /// let mut dom = VirtualDom::new(|cx| cx.render(rsx!{ div {} })); /// dom.rebuild(); /// let base = dom.base_scope(); /// /// assert_eq!(base.scope_id(), 0); /// ``` pub fn scope_id(&self) -> ScopeId { self.id } /// Create a subscription that schedules a future render for the reference component /// /// ## Notice: you should prefer using [`schedule_update_any`] and [`scope_id`] pub fn schedule_update(&self) -> Arc { let (chan, id) = (self.tasks.sender.clone(), self.scope_id()); Arc::new(move || drop(chan.unbounded_send(SchedulerMsg::Immediate(id)))) } /// Schedule an update for any component given its [`ScopeId`]. /// /// A component's [`ScopeId`] can be obtained from `use_hook` or the [`ScopeState::scope_id`] method. /// /// This method should be used when you want to schedule an update for a component pub fn schedule_update_any(&self) -> Arc { let chan = self.tasks.sender.clone(); Arc::new(move |id| drop(chan.unbounded_send(SchedulerMsg::Immediate(id)))) } /// Mark this scope as dirty, and schedule a render for it. pub fn needs_update(&self) { self.needs_update_any(self.scope_id()); } /// Get the [`ScopeId`] of a mounted component. /// /// `ScopeId` is not unique for the lifetime of the [`VirtualDom`] - a [`ScopeId`] will be reused if a component is unmounted. pub fn needs_update_any(&self, id: ScopeId) { self.tasks .sender .unbounded_send(SchedulerMsg::Immediate(id)) .expect("Scheduler to exist if scope exists"); } /// Return any context of type T if it exists on this scope pub fn has_context(&self) -> Option { self.shared_contexts .borrow() .get(&TypeId::of::()) .and_then(|shared| shared.downcast_ref::()) .cloned() } /// Try to retrieve a shared state with type `T` from any parent scope. /// /// The state will be cloned and returned, if it exists. /// /// We recommend wrapping the state in an `Rc` or `Arc` to avoid deep cloning. pub fn consume_context(&self) -> Option { if let Some(this_ctx) = self.has_context() { return Some(this_ctx); } let mut search_parent = self.parent; while let Some(parent_ptr) = search_parent { // safety: all parent pointers are valid thanks to the bump arena let parent = unsafe { &*parent_ptr }; if let Some(shared) = parent.shared_contexts.borrow().get(&TypeId::of::()) { return Some( shared .downcast_ref::() .expect("Context of type T should exist") .clone(), ); } search_parent = parent.parent; } None } /// This method enables the ability to expose state to children further down the [`VirtualDom`] Tree. /// /// This is a "fundamental" operation and should only be called during initialization of a hook. /// /// For a hook that provides the same functionality, use `use_provide_context` and `use_consume_context` instead. /// /// When the component is dropped, so is the context. Be aware of this behavior when consuming /// the context via Rc/Weak. /// /// # Example /// /// ```rust, ignore /// struct SharedState(&'static str); /// /// static App: Component = |cx| { /// cx.use_hook(|| cx.provide_context(SharedState("world"))); /// render!(Child {}) /// } /// /// static Child: Component = |cx| { /// let state = cx.consume_state::(); /// render!(div { "hello {state.0}" }) /// } /// ``` pub fn provide_context(&self, value: T) -> T { self.shared_contexts .borrow_mut() .insert(TypeId::of::(), Box::new(value.clone())) .and_then(|f| f.downcast::().ok()); value } /// Pushes the future onto the poll queue to be polled after the component renders. pub fn push_future(&self, fut: impl Future + 'static) -> TaskId { self.tasks.spawn(self.id, fut) } /// Spawns the future but does not return the [`TaskId`] pub fn spawn(&self, fut: impl Future + 'static) { self.push_future(fut); } /// Spawn a future that Dioxus won't clean up when this component is unmounted /// /// This is good for tasks that need to be run after the component has been dropped. pub fn spawn_forever(&self, fut: impl Future + 'static) -> TaskId { // The root scope will never be unmounted so we can just add the task at the top of the app let id = self.tasks.spawn(ScopeId(0), fut); // wake up the scheduler if it is sleeping self.tasks .sender .unbounded_send(SchedulerMsg::TaskNotified(id)) .expect("Scheduler should exist"); id } /// Informs the scheduler that this task is no longer needed and should be removed. /// /// This drops the task immediately. pub fn remove_future(&self, id: TaskId) { self.tasks.remove(id); } /// Take a lazy [`VNode`] structure and actually build it with the context of the efficient [`Bump`] allocator. /// /// ## Example /// /// ```ignore /// fn Component(cx: Scope) -> Element { /// // Lazy assemble the VNode tree /// let lazy_nodes = rsx!("hello world"); /// /// // Actually build the tree and allocate it /// cx.render(lazy_tree) /// } ///``` pub fn render<'src>(&'src self, rsx: LazyNodes<'src, '_>) -> Element<'src> { Ok(rsx.call(self)) } /// Store a value between renders. The foundational hook for all other hooks. /// /// Accepts an `initializer` closure, which is run on the first use of the hook (typically the initial render). The return value of this closure is stored for the lifetime of the component, and a mutable reference to it is provided on every render as the return value of `use_hook`. /// /// When the component is unmounted (removed from the UI), the value is dropped. This means you can return a custom type and provide cleanup code by implementing the [`Drop`] trait /// /// # Example /// /// ``` /// use dioxus_core::ScopeState; /// /// // prints a greeting on the initial render /// pub fn use_hello_world(cx: &ScopeState) { /// cx.use_hook(|| println!("Hello, world!")); /// } /// ``` #[allow(clippy::mut_from_ref)] pub fn use_hook(&self, initializer: impl FnOnce() -> State) -> &mut State { let cur_hook = self.hook_idx.get(); let mut hook_list = self.hook_list.borrow_mut(); if cur_hook >= hook_list.len() { hook_list.push(self.hook_arena.alloc(initializer())); } hook_list .get(cur_hook) .and_then(|inn| { self.hook_idx.set(cur_hook + 1); let raw_box = unsafe { &mut **inn }; raw_box.downcast_mut::() }) .expect( r###" Unable to retrieve the hook that was initialized at this index. Consult the `rules of hooks` to understand how to use hooks properly. You likely used the hook in a conditional. Hooks rely on consistent ordering between renders. Functions prefixed with "use" should never be called conditionally. "###, ) } }