use std::marker::PhantomData; use crate::{ factory::{ComponentReturn, RenderReturn}, innerlude::Scoped, scopes::{Scope, ScopeState}, Element, }; pub trait AnyProps<'a> { fn as_ptr(&self) -> *const (); fn render(&'a self, bump: &'a ScopeState) -> RenderReturn<'a>; unsafe fn memoize(&self, other: &dyn AnyProps) -> bool; } pub(crate) struct VComponentProps<'a, P, A, F = Element<'a>> where F: ComponentReturn<'a, A>, { pub render_fn: fn(Scope<'a, P>) -> F, pub memo: unsafe fn(&P, &P) -> bool, pub props: P, pub _marker: PhantomData, } impl<'a, P, A, F: ComponentReturn<'a, A>> VComponentProps<'a, P, A, F> { pub(crate) fn new( render_fn: fn(Scope<'a, P>) -> F, memo: unsafe fn(&P, &P) -> bool, props: P, ) -> Self { Self { render_fn, memo, props, _marker: PhantomData, } } } impl<'a, P, A, F: ComponentReturn<'a, A>> AnyProps<'a> for VComponentProps<'a, P, A, F> { fn as_ptr(&self) -> *const () { &self.props as *const _ as *const () } // Safety: // this will downcast the other ptr as our swallowed type! // you *must* make this check *before* calling this method // if your functions are not the same, then you will downcast a pointer into a different type (UB) unsafe fn memoize(&self, other: &dyn AnyProps) -> bool { let real_other: &P = &*(other.as_ptr() as *const _ as *const P); let real_us: &P = &*(self.as_ptr() as *const _ as *const P); (self.memo)(real_us, real_other) } fn render(&'a self, cx: &'a ScopeState) -> RenderReturn<'a> { let scope = cx.bump().alloc(Scoped { props: &self.props, scope: cx, }); // Call the render function directly (self.render_fn)(scope).as_return(cx) } }