//! # VirtualDOM Implementation for Rust //! 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 //! 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. //! //! 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 //! - The [`NodeFactory`] object for lazyily exposing the `Context` API to the nodebuilder API //! - The [`Hook`] object for exposing state management in components. //! //! This module includes just the barebones for a complete VirtualDOM API. //! Additional functionality is defined in the respective files. use crate::innerlude::*; use futures_util::{pin_mut, Future, FutureExt}; use std::{ any::{Any, TypeId}, pin::Pin, }; /// 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 { scheduler: Scheduler, base_scope: ScopeId, root_prop_type: std::any::TypeId, root_props: Pin>, } impl VirtualDom { /// Create a new VirtualDOM with a component that does not have special props. /// /// # Description /// /// 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. /// /// /// # Example /// ``` /// fn Example(cx: Context<()>) -> DomTree { /// cx.render(rsx!( div { "hello world" } )) /// } /// /// let dom = VirtualDom::new(Example); /// ``` /// /// Note: the VirtualDOM is not progressed, you must either "run_with_deadline" or use "rebuild" to progress it. pub fn new(root: FC<()>) -> Self { Self::new_with_props(root, ()) } /// Create a new VirtualDOM with the given properties for the root component. /// /// # Description /// /// 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. /// /// /// # Example /// ``` /// #[derive(PartialEq, Props)] /// struct SomeProps { /// name: &'static str /// } /// /// fn Example(cx: Context) -> DomTree { /// cx.render(rsx!{ div{ "hello {cx.name}" } }) /// } /// /// let dom = VirtualDom::new(Example); /// ``` /// /// 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(); /// ``` pub fn new_with_props(root: FC

, root_props: P) -> Self { let scheduler = Scheduler::new(); let _root_props: Pin> = Box::pin(root_props); let _root_prop_type = TypeId::of::

(); let props_ptr = _root_props.downcast_ref::

().unwrap() as *const P; let base_scope = scheduler.pool.insert_scope_with_key(|myidx| { let caller = NodeFactory::create_component_caller(root, props_ptr as *const _); Scope::new( caller, myidx, None, 0, ScopeChildren(&[]), scheduler.pool.channel.clone(), ) }); Self { base_scope, scheduler, root_props: _root_props, root_prop_type: _root_prop_type, } } pub fn base_scope(&self) -> &Scope { self.scheduler.pool.get_scope(self.base_scope).unwrap() } pub fn get_scope(&self, id: ScopeId) -> Option<&Scope> { self.scheduler.pool.get_scope(id) } /// Performs a *full* rebuild of the virtual dom, returning every edit required to generate the actual dom rom scratch /// /// The diff machine expects the RealDom's stack to be the root of the application /// /// Events like garabge collection, application of refs, etc are not handled by this method and can only be progressed /// through "run". We completely avoid the task scheduler infrastructure. pub fn rebuild<'s>(&'s mut self) -> Mutations<'s> { let mut fut = self.rebuild_async().boxed_local(); loop { if let Some(edits) = (&mut fut).now_or_never() { break edits; } } } /// Rebuild the dom from the ground up /// /// This method is asynchronous to prevent the application from blocking while the dom is being rebuilt. Computing /// the diff and creating nodes can be expensive, so we provide this method to avoid blocking the main thread. This /// method can be useful when needing to perform some crucial periodic tasks. pub async fn rebuild_async<'s>(&'s mut self) -> Mutations<'s> { let mut shared = self.scheduler.pool.clone(); let mut diff_machine = DiffMachine::new(Mutations::new(), &mut shared); let cur_component = self .scheduler .pool .get_scope_mut(self.base_scope) .expect("The base scope should never be moved"); // // We run the component. If it succeeds, then we can diff it and add the changes to the dom. if cur_component.run_scope() { diff_machine .stack .create_node(cur_component.frames.fin_head(), MountType::Append); diff_machine.stack.scope_stack.push(self.base_scope); diff_machine.work().await; } else { // todo: should this be a hard error? log::warn!( "Component failed to run succesfully during rebuild. This does not result in a failed rebuild, but indicates a logic failure within your app." ); } unsafe { std::mem::transmute(diff_machine.mutations) } } pub fn diff_sync<'s>(&'s mut self) -> Mutations<'s> { let mut fut = self.diff_async().boxed_local(); loop { if let Some(edits) = (&mut fut).now_or_never() { break edits; } } } pub async fn diff_async<'s>(&'s mut self) -> Mutations<'s> { let mut diff_machine = DiffMachine::new(Mutations::new(), todo!()); let cur_component = self .scheduler .pool .get_scope_mut(self.base_scope) .expect("The base scope should never be moved"); if cur_component.run_scope() { diff_machine.diff_scope(self.base_scope).await; } diff_machine.mutations } /// Runs the virtualdom immediately, not waiting for any suspended nodes to complete. /// /// This method will not wait for any suspended nodes to complete. pub fn run_immediate<'s>(&'s mut self) -> Mutations<'s> { todo!() // use futures_util::FutureExt; // let mut is_ready = || false; // self.run_with_deadline(futures_util::future::ready(()), &mut is_ready) // .now_or_never() // .expect("this future will always resolve immediately") } /// Run the virtualdom with a deadline. /// /// 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. /// /// 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. /// /// The deadline is polled before starting to diff components. This strikes a balance between the overhead of checking /// 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. /// /// 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. /// /// # Example /// /// ```no_run /// static App: FC<()> = |cx| rsx!(in cx, div {"hello"} ); /// let mut dom = VirtualDom::new(App); /// loop { /// let deadline = TimeoutFuture::from_ms(16); /// let mutations = dom.run_with_deadline(deadline).await; /// apply_mutations(mutations); /// } /// ``` /// /// ## 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. pub async fn run_with_deadline<'s>( &'s mut self, deadline: impl Future, ) -> Vec> { let mut deadline = Box::pin(deadline.fuse()); self.scheduler.work_with_deadline(deadline).await } pub fn get_event_sender(&self) -> futures_channel::mpsc::UnboundedSender { self.scheduler.pool.channel.sender.clone() } pub fn has_work(&self) -> bool { true } pub async fn wait_for_any_work(&mut self) { let mut timeout = Box::pin(futures_util::future::pending().fuse()); self.scheduler.wait_for_any_trigger(&mut timeout).await; } } // TODO! // These impls are actually wrong. The DOM needs to have a mutex implemented. unsafe impl Sync for VirtualDom {} unsafe impl Send for VirtualDom {}