//! # 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 //! //! This module includes just the barebones for a complete VirtualDOM API. //! Additional functionality is defined in the respective files. use crate::innerlude::*; use std::any::Any; /// 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. /// /// If you are building an App with Dioxus, you probably won't want to reach for this directly, instead opting to defer /// to a particular crate's wrapper over the [`VirtualDom`] API. /// /// Example /// ```rust /// static App: FC<()> = |cx| { /// cx.render(rsx!{ /// div { /// "Hello World" /// } /// }) /// } /// /// async fn main() { /// let mut dom = VirtualDom::new(App); /// let mut inital_edits = dom.rebuild(); /// initialize_screen(inital_edits); /// /// loop { /// let next_frame = TimeoutFuture::new(Duration::from_millis(16)); /// let edits = dom.run_with_deadline(next_frame).await; /// apply_edits(edits); /// render_frame(); /// } /// } /// ``` pub struct VirtualDom { scheduler: Scheduler, base_scope: ScopeId, root_fc: Box, root_props: Box, // we need to keep the allocation around, but we don't necessarily use it _root_caller: Box Fn(&'b Scope) -> DomTree<'b> + 'static>, } 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 root_fc = Box::new(root); let root_props: Box = Box::new(root_props); let props_ptr = root_props.downcast_ref::

().unwrap() as *const P; // Safety: this callback is only valid for the lifetime of the root props let root_caller: Box DomTree> = Box::new(move |scope: &Scope| unsafe { let props: &'_ P = &*(props_ptr as *const P); std::mem::transmute(root(Context { props, scope })) }); let scheduler = Scheduler::new(); let base_scope = scheduler.pool.insert_scope_with_key(|myidx| { Scope::new( root_caller.as_ref(), myidx, None, 0, ScopeChildren(&[]), scheduler.pool.channel.clone(), ) }); Self { _root_caller: root_caller, root_fc, base_scope, scheduler, root_props, } } /// Get the [`Scope`] for the root component. /// /// This is useful for traversing the tree from the root for heuristics or altnerative renderers that use Dioxus /// directly. pub fn base_scope(&self) -> &Scope { self.scheduler.pool.get_scope(self.base_scope).unwrap() } /// Get the [`Scope`] for a component given its [`ScopeId`] pub fn get_scope(&self, id: ScopeId) -> Option<&Scope> { self.scheduler.pool.get_scope(id) } /// Update the root props of this VirtualDOM. /// /// This method retuns None if the old props could not be removed. The entire VirtualDOM will be rebuilt immediately, /// so calling this method will block the main thread until computation is done. /// /// ## Example /// /// ```rust /// #[derive(Props, PartialEq)] /// struct AppProps { /// route: &'static str /// } /// static App: FC = |cx| cx.render(rsx!{ "route is {cx.route}" }); /// /// let mut dom = VirtualDom::new_with_props(App, AppProps { route: "start" }); /// /// let mutations = dom.update_root_props(AppProps { route: "end" }).unwrap(); /// ``` pub fn update_root_props<'s, P: 'static>(&'s mut self, root_props: P) -> Option> { let root_scope = self.scheduler.pool.get_scope_mut(self.base_scope).unwrap(); // Pre-emptively drop any downstream references of the old props root_scope.ensure_drop_safety(&self.scheduler.pool); let mut root_props: Box = Box::new(root_props); if let Some(props_ptr) = root_props.downcast_ref::

().map(|p| p as *const P) { // Swap the old props and new props std::mem::swap(&mut self.root_props, &mut root_props); let root = *self.root_fc.downcast_ref::>().unwrap(); let root_caller: Box DomTree> = Box::new(move |scope: &Scope| unsafe { let props: &'_ P = &*(props_ptr as *const P); std::mem::transmute(root(Context { props, scope })) }); root_scope.update_scope_dependencies(&root_caller, ScopeChildren(&[])); drop(root_props); Some(self.rebuild()) } else { None } } /// Performs a *full* rebuild of the virtual dom, returning every edit required to generate the actual dom from scratch /// /// The diff machine expects the RealDom's stack to be the root of the application. /// /// Tasks will not be polled with this method, nor will any events be processed from the event queue. Instead, the /// root component will be ran once and then diffed. All updates will flow out as mutations. /// /// All state stored in components will be completely wiped away. /// /// # Example /// ``` /// static App: FC<()> = |cx| cx.render(rsx!{ "hello world" }); /// let mut dom = VirtualDom::new(); /// let edits = dom.rebuild(); /// /// apply_edits(edits); /// ``` pub fn rebuild<'s>(&'s mut self) -> Mutations<'s> { self.scheduler.rebuild(self.base_scope) } /// Compute a manual diff of the VirtualDOM between states. /// /// This can be useful when state inside the DOM is remotely changed from the outside, but not propogated as an event. /// /// In this case, every component will be diffed, even if their props are memoized. This method is intended to be used /// to force an update of the DOM when the state of the app is changed outside of the app. /// /// /// # Example /// ```rust /// #[derive(PartialEq, Props)] /// struct AppProps { /// value: Shared<&'static str>, /// } /// /// static App: FC = |cx| { /// let val = cx.value.borrow(); /// cx.render(rsx! { div { "{val}" } }) /// }; /// /// let value = Rc::new(RefCell::new("Hello")); /// let mut dom = VirtualDom::new_with_props( /// App, /// AppProps { /// value: value.clone(), /// }, /// ); /// /// let _ = dom.rebuild(); /// /// *value.borrow_mut() = "goodbye"; /// /// let edits = dom.diff(); /// ``` pub fn diff<'s>(&'s mut self) -> Mutations<'s> { self.scheduler.hard_diff(self.base_scope) } /// Runs the virtualdom immediately, not waiting for any suspended nodes to complete. /// /// This method will not wait for any suspended nodes to complete. If there is no pending work, then this method will /// return "None" pub fn run_immediate<'s>(&'s mut self) -> Option>> { if self.scheduler.has_any_work() { Some(self.scheduler.work_sync()) } else { None } } /// 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!(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 std::future::Future, ) -> Vec> { self.scheduler.work_with_deadline(deadline).await } pub fn get_event_sender(&self) -> futures_channel::mpsc::UnboundedSender { self.scheduler.pool.channel.sender.clone() } /// Waits for the scheduler to have work /// This lets us poll async tasks during idle periods without blocking the main thread. pub async fn wait_for_work(&mut self) { if self.scheduler.has_any_work() { log::debug!("No need to wait for work, we already have some"); return; } log::debug!("No active work.... waiting for some..."); use futures_util::StreamExt; futures_util::select! { // // hmm - will this resolve to none if there are no async tasks? // _ = self.scheduler.async_tasks.next() => { // log::debug!("async task completed!"); // } msg = self.scheduler.receiver.next() => self.scheduler.handle_channel_msg(msg.unwrap()), } } } impl std::fmt::Display for VirtualDom { fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result { let base = self.base_scope(); let root = base.root_node(); let renderer = ScopeRenderer { show_fragments: false, skip_components: false, _scope: base, _pre_render: false, _newline: true, _indent: true, _max_depth: usize::MAX, }; renderer.render(self, root, f, 0) } } pub struct VirtualDomConfig { component_slab_size: usize, element_slab_size: usize, }