//! Virtual Node Support //! VNodes represent lazily-constructed VDom trees that support diffing and event handlers. //! //! These VNodes should be *very* cheap and *very* fast to construct - building a full tree should be insanely quick. use crate::{ events::VirtualEvent, innerlude::{Context, Properties, ScopeIdx, FC}, }; use bumpalo::Bump; use std::{cell::RefCell, fmt::Debug, marker::PhantomData, rc::Rc}; /// A domtree represents the result of "Viewing" the context /// It's a placeholder over vnodes, to make working with lifetimes easier pub struct DomTree { // this should *never* be publicly accessible to external pub root: VNode<'static>, } /// Tools for the base unit of the virtual dom - the VNode /// VNodes are intended to be quickly-allocated, lightweight enum values. /// /// Components will be generating a lot of these very quickly, so we want to /// limit the amount of heap allocations / overly large enum sizes. pub enum VNode<'src> { /// An element node (node type `ELEMENT_NODE`). Element(&'src VElement<'src>), /// A text node (node type `TEXT_NODE`). Text(VText<'src>), /// A "suspended component" /// This is a masqeurade over an underlying future that needs to complete /// When the future is completed, the VNode will then trigger a render Suspended, /// A User-defined componen node (node type COMPONENT_NODE) Component(VComponent<'src>), } impl<'a> VNode<'a> { /// Low-level constructor for making a new `Node` of type element with given /// parts. /// /// This is primarily intended for JSX and templating proc-macros to compile /// down into. If you are building nodes by-hand, prefer using the /// `dodrio::builder::*` APIs. #[inline] pub fn element( bump: &'a Bump, key: NodeKey<'a>, tag_name: &'a str, listeners: &'a [Listener<'a>], attributes: &'a [Attribute<'a>], children: &'a [VNode<'a>], namespace: Option<&'a str>, ) -> VNode<'a> { let element = bump.alloc_with(|| VElement { key, tag_name, listeners, attributes, children, namespace, }); VNode::Element(element) } /// Construct a new text node with the given text. #[inline] pub fn text(text: &'a str) -> VNode<'a> { VNode::Text(VText { text }) } #[inline] pub(crate) fn key(&self) -> NodeKey { match &self { VNode::Text(_) => NodeKey::NONE, VNode::Element(e) => e.key, VNode::Suspended => { todo!() } // Self::PhantomChild { id } => { // todo!() // } VNode::Component(c) => c.key, } } } // ======================================================== // VElement (div, h1, etc), attrs, keys, listener handle // ======================================================== pub struct VElement<'a> { /// Elements have a tag name, zero or more attributes, and zero or more pub key: NodeKey<'a>, pub tag_name: &'a str, pub listeners: &'a [Listener<'a>], pub attributes: &'a [Attribute<'a>], pub children: &'a [VNode<'a>], pub namespace: Option<&'a str>, } /// An attribute on a DOM node, such as `id="my-thing"` or /// `href="https://example.com"`. #[derive(Clone, Debug)] pub struct Attribute<'a> { pub name: &'static str, pub value: &'a str, } impl<'a> Attribute<'a> { /// Get this attribute's name, such as `"id"` in `
`. #[inline] pub fn name(&self) -> &'a str { self.name } /// The attribute value, such as `"my-thing"` in ``. #[inline] pub fn value(&self) -> &'a str { self.value } /// Certain attributes are considered "volatile" and can change via user /// input that we can't see when diffing against the old virtual DOM. For /// these attributes, we want to always re-set the attribute on the physical /// DOM node, even if the old and new virtual DOM nodes have the same value. #[inline] pub(crate) fn is_volatile(&self) -> bool { match self.name { "value" | "checked" | "selected" => true, _ => false, } } } pub struct ListenerHandle { pub event: &'static str, pub scope: ScopeIdx, pub id: usize, } /// An event listener. pub struct Listener<'bump> { /// The type of event to listen for. pub(crate) event: &'static str, pub scope: ScopeIdx, pub id: usize, /// The callback to invoke when the event happens. pub(crate) callback: &'bump (dyn Fn(VirtualEvent)), } /// The key for keyed children. /// /// Keys must be unique among siblings. /// /// If any sibling is keyed, then they all must be keyed. #[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)] pub struct NodeKey<'a>(pub(crate) Option<&'a str>); impl<'a> Default for NodeKey<'a> { fn default() -> NodeKey<'a> { NodeKey::NONE } } impl<'a> NodeKey<'a> { /// The default, lack of a key. pub const NONE: NodeKey<'a> = NodeKey(None); /// Is this key `NodeKey::NONE`? #[inline] pub fn is_none(&self) -> bool { *self == Self::NONE } /// Is this key not `NodeKey::NONE`? #[inline] pub fn is_some(&self) -> bool { !self.is_none() } /// Create a new `NodeKey`. /// /// `key` must not be `u32::MAX`. #[inline] pub fn new(key: &'a str) -> Self { NodeKey(Some(key)) } } #[derive(Debug, PartialEq)] pub struct VText<'bump> { pub text: &'bump str, } impl<'a> VText<'a> { // / Create an new `VText` instance with the specified text. pub fn new(text: &'a str) -> Self { VText { text: text.into() } } } // ============================== // Custom components // ============================== /// Virtual Components for custom user-defined components /// Only supports the functional syntax pub type StableScopeAddres = RefCell