mirror of
https://github.com/DioxusLabs/dioxus
synced 2024-12-18 16:43:21 +00:00
553 lines
20 KiB
Rust
553 lines
20 KiB
Rust
use crate::{
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any_props::AnyProps,
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any_props::VProps,
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bump_frame::BumpFrame,
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innerlude::ErrorBoundary,
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innerlude::{DynamicNode, EventHandler, VComponent, VText},
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lazynodes::LazyNodes,
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nodes::{IntoAttributeValue, IntoDynNode, RenderReturn},
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runtime::Runtime,
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scope_context::ScopeContext,
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AnyValue, Attribute, AttributeValue, Element, Event, Properties, TaskId,
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};
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use bumpalo::{boxed::Box as BumpBox, Bump};
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use std::{
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any::Any,
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cell::{Cell, Ref, RefCell, UnsafeCell},
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fmt::{Arguments, Debug},
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future::Future,
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rc::Rc,
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sync::Arc,
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};
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/// A wrapper around the [`Scoped`] object that contains a reference to the [`ScopeState`] and properties for a given
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/// component.
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///
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/// The [`Scope`] is your handle to the [`crate::VirtualDom`] and the component state. Every component is given its own
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/// [`ScopeState`] and merged with its properties to create a [`Scoped`].
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///
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/// The [`Scope`] handle specifically exists to provide a stable reference to these items for the lifetime of the
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/// component render.
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pub type Scope<'a, T = ()> = &'a Scoped<'a, T>;
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// This ScopedType exists because we want to limit the amount of monomorphization that occurs when making inner
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// state type generic over props. When the state is generic, it causes every method to be monomorphized for every
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// instance of Scope<T> in the codebase.
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//
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//
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/// A wrapper around a component's [`ScopeState`] and properties. The [`ScopeState`] provides the majority of methods
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/// for the VirtualDom and component state.
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pub struct Scoped<'a, T = ()> {
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/// The component's state and handle to the scheduler.
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///
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/// Stores things like the custom bump arena, spawn functions, hooks, and the scheduler.
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pub scope: &'a ScopeState,
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/// The component's properties.
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pub props: &'a T,
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}
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impl<'a, T> std::ops::Deref for Scoped<'a, T> {
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type Target = &'a ScopeState;
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fn deref(&self) -> &Self::Target {
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&self.scope
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}
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}
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/// A component's unique identifier.
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///
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/// `ScopeId` is a `usize` that acts a key for the internal slab of Scopes. This means that the key is not unqiue across
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/// time. We do try and guarantee that between calls to `wait_for_work`, no ScopeIds will be recycled in order to give
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/// time for any logic that relies on these IDs to properly update.
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#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
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#[derive(Copy, Clone, PartialEq, Eq, Hash, Debug, PartialOrd, Ord)]
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pub struct ScopeId(pub usize);
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/// A component's state separate from its props.
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///
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/// This struct exists to provide a common interface for all scopes without relying on generics.
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pub struct ScopeState {
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pub(crate) runtime: Rc<Runtime>,
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pub(crate) context_id: ScopeId,
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pub(crate) render_cnt: Cell<usize>,
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pub(crate) node_arena_1: BumpFrame,
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pub(crate) node_arena_2: BumpFrame,
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pub(crate) hooks: RefCell<Vec<Box<UnsafeCell<dyn Any>>>>,
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pub(crate) hook_idx: Cell<usize>,
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pub(crate) borrowed_props: RefCell<Vec<*const VComponent<'static>>>,
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pub(crate) attributes_to_drop: RefCell<Vec<*const Attribute<'static>>>,
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pub(crate) props: Option<Box<dyn AnyProps<'static>>>,
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}
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impl Drop for ScopeState {
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fn drop(&mut self) {
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self.runtime.remove_context(self.context_id);
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}
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}
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impl<'src> ScopeState {
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pub(crate) fn context(&self) -> Ref<'_, ScopeContext> {
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self.runtime.get_context(self.context_id).unwrap()
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}
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pub(crate) fn current_frame(&self) -> &BumpFrame {
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match self.render_cnt.get() % 2 {
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0 => &self.node_arena_1,
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1 => &self.node_arena_2,
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_ => unreachable!(),
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}
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}
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pub(crate) fn previous_frame(&self) -> &BumpFrame {
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match self.render_cnt.get() % 2 {
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1 => &self.node_arena_1,
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0 => &self.node_arena_2,
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_ => unreachable!(),
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}
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}
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/// Get the name of this component
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pub fn name(&self) -> &str {
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self.context().name
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}
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/// Get the current render since the inception of this component
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///
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/// This can be used as a helpful diagnostic when debugging hooks/renders, etc
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pub fn generation(&self) -> usize {
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self.render_cnt.get()
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}
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/// Get a handle to the currently active bump arena for this Scope
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///
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/// This is a bump memory allocator. Be careful using this directly since the contents will be wiped on the next render.
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/// It's easy to leak memory here since the drop implementation will not be called for any objects allocated in this arena.
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///
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/// If you need to allocate items that need to be dropped, use bumpalo's box.
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pub fn bump(&self) -> &Bump {
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// note that this is actually the previous frame since we use that as scratch space while the component is rendering
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self.previous_frame().bump()
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}
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/// Get a handle to the currently active head node arena for this Scope
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///
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/// This is useful for traversing the tree outside of the VirtualDom, such as in a custom renderer or in SSR.
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///
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/// Panics if the tree has not been built yet.
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pub fn root_node(&self) -> &RenderReturn {
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self.try_root_node()
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.expect("The tree has not been built yet. Make sure to call rebuild on the tree before accessing its nodes.")
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}
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/// Try to get a handle to the currently active head node arena for this Scope
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///
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/// This is useful for traversing the tree outside of the VirtualDom, such as in a custom renderer or in SSR.
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///
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/// Returns [`None`] if the tree has not been built yet.
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pub fn try_root_node(&self) -> Option<&RenderReturn> {
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let ptr = self.current_frame().node.get();
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if ptr.is_null() {
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return None;
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}
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let r: &RenderReturn = unsafe { &*ptr };
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unsafe { std::mem::transmute(r) }
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}
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/// Get the height of this Scope - IE the number of scopes above it.
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///
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/// A Scope with a height of `0` is the root scope - there are no other scopes above it.
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///
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/// # Example
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///
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/// ```rust, ignore
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/// let mut dom = VirtualDom::new(|cx| cx.render(rsx!{ div {} }));
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/// dom.rebuild();
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///
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/// let base = dom.base_scope();
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///
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/// assert_eq!(base.height(), 0);
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/// ```
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pub fn height(&self) -> u32 {
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self.context().height
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}
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/// Get the Parent of this [`Scope`] within this Dioxus [`crate::VirtualDom`].
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///
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/// This ID is not unique across Dioxus [`crate::VirtualDom`]s or across time. IDs will be reused when components are unmounted.
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///
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/// The base component will not have a parent, and will return `None`.
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///
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/// # Example
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///
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/// ```rust, ignore
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/// let mut dom = VirtualDom::new(|cx| cx.render(rsx!{ div {} }));
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/// dom.rebuild();
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///
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/// let base = dom.base_scope();
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///
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/// assert_eq!(base.parent(), None);
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/// ```
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pub fn parent_id(&self) -> Option<ScopeId> {
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// safety: the pointer to our parent is *always* valid thanks to the bump arena
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self.context().parent_id()
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}
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/// Get the ID of this Scope within this Dioxus [`crate::VirtualDom`].
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///
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/// This ID is not unique across Dioxus [`crate::VirtualDom`]s or across time. IDs will be reused when components are unmounted.
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///
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/// # Example
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///
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/// ```rust, ignore
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/// let mut dom = VirtualDom::new(|cx| cx.render(rsx!{ div {} }));
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/// dom.rebuild();
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/// let base = dom.base_scope();
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///
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/// assert_eq!(base.scope_id(), 0);
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/// ```
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pub fn scope_id(&self) -> ScopeId {
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self.context().scope_id()
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}
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/// Create a subscription that schedules a future render for the reference component
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///
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/// ## Notice: you should prefer using [`Self::schedule_update_any`] and [`Self::scope_id`]
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pub fn schedule_update(&self) -> Arc<dyn Fn() + Send + Sync + 'static> {
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self.context().schedule_update()
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}
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/// Schedule an update for any component given its [`ScopeId`].
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///
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/// A component's [`ScopeId`] can be obtained from `use_hook` or the [`ScopeState::scope_id`] method.
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///
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/// This method should be used when you want to schedule an update for a component
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pub fn schedule_update_any(&self) -> Arc<dyn Fn(ScopeId) + Send + Sync> {
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self.context().schedule_update_any()
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}
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/// Mark this scope as dirty, and schedule a render for it.
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pub fn needs_update(&self) {
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self.context().needs_update()
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}
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/// Get the [`ScopeId`] of a mounted component.
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///
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/// `ScopeId` is not unique for the lifetime of the [`crate::VirtualDom`] - a [`ScopeId`] will be reused if a component is unmounted.
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pub fn needs_update_any(&self, id: ScopeId) {
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self.context().needs_update_any(id)
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}
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/// Return any context of type T if it exists on this scope
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pub fn has_context<T: 'static + Clone>(&self) -> Option<T> {
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self.context().has_context()
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}
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/// Try to retrieve a shared state with type `T` from any parent scope.
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///
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/// Clones the state if it exists.
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pub fn consume_context<T: 'static + Clone>(&self) -> Option<T> {
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self.context().consume_context()
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}
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/// Expose state to children further down the [`crate::VirtualDom`] Tree. Requires `Clone` on the context to allow getting values down the tree.
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///
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/// This is a "fundamental" operation and should only be called during initialization of a hook.
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///
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/// For a hook that provides the same functionality, use `use_provide_context` and `use_context` instead.
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///
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/// # Example
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///
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/// ```rust, ignore
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/// struct SharedState(&'static str);
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///
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/// static App: Component = |cx| {
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/// cx.use_hook(|| cx.provide_context(SharedState("world")));
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/// render!(Child {})
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/// }
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///
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/// static Child: Component = |cx| {
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/// let state = cx.consume_state::<SharedState>();
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/// render!(div { "hello {state.0}" })
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/// }
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/// ```
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pub fn provide_context<T: 'static + Clone>(&self, value: T) -> T {
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self.context().provide_context(value)
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}
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/// Provide a context to the root and then consume it
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///
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/// This is intended for "global" state management solutions that would rather be implicit for the entire app.
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/// Things like signal runtimes and routers are examples of "singletons" that would benefit from lazy initialization.
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///
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/// Note that you should be checking if the context existed before trying to provide a new one. Providing a context
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/// when a context already exists will swap the context out for the new one, which may not be what you want.
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pub fn provide_root_context<T: 'static + Clone>(&self, context: T) -> T {
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self.context().provide_root_context(context)
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}
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/// Pushes the future onto the poll queue to be polled after the component renders.
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pub fn push_future(&self, fut: impl Future<Output = ()> + 'static) -> TaskId {
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self.context().push_future(fut)
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}
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/// Spawns the future but does not return the [`TaskId`]
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pub fn spawn(&self, fut: impl Future<Output = ()> + 'static) {
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self.context().spawn(fut);
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}
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/// Spawn a future that Dioxus won't clean up when this component is unmounted
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///
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/// This is good for tasks that need to be run after the component has been dropped.
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pub fn spawn_forever(&self, fut: impl Future<Output = ()> + 'static) -> TaskId {
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self.context().spawn_forever(fut)
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}
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/// Informs the scheduler that this task is no longer needed and should be removed.
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///
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/// This drops the task immediately.
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pub fn remove_future(&self, id: TaskId) {
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self.context().remove_future(id);
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}
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/// Take a lazy [`crate::VNode`] structure and actually build it with the context of the efficient [`bumpalo::Bump`] allocator.
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///
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/// ## Example
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///
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/// ```ignore
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/// fn Component(cx: Scope<Props>) -> Element {
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/// // Lazy assemble the VNode tree
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/// let lazy_nodes = rsx!("hello world");
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///
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/// // Actually build the tree and allocate it
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/// cx.render(lazy_tree)
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/// }
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///```
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pub fn render(&'src self, rsx: LazyNodes<'src, '_>) -> Element<'src> {
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let element = rsx.call(self);
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let mut listeners = self.attributes_to_drop.borrow_mut();
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for attr in element.dynamic_attrs {
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match attr.value {
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AttributeValue::Any(_) | AttributeValue::Listener(_) => {
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let unbounded = unsafe { std::mem::transmute(attr as *const Attribute) };
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listeners.push(unbounded);
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}
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_ => (),
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}
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}
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let mut props = self.borrowed_props.borrow_mut();
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for node in element.dynamic_nodes {
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if let DynamicNode::Component(comp) = node {
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if !comp.static_props {
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let unbounded = unsafe { std::mem::transmute(comp as *const VComponent) };
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props.push(unbounded);
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}
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}
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}
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Some(element)
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}
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/// Create a dynamic text node using [`Arguments`] and the [`ScopeState`]'s internal [`Bump`] allocator
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pub fn text_node(&'src self, args: Arguments) -> DynamicNode<'src> {
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DynamicNode::Text(VText {
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value: self.raw_text(args),
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id: Default::default(),
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})
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}
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/// Allocate some text inside the [`ScopeState`] from [`Arguments`]
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///
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/// Uses the currently active [`Bump`] allocator
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pub fn raw_text(&'src self, args: Arguments) -> &'src str {
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args.as_str().unwrap_or_else(|| {
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use bumpalo::core_alloc::fmt::Write;
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let mut str_buf = bumpalo::collections::String::new_in(self.bump());
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str_buf.write_fmt(args).unwrap();
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str_buf.into_bump_str()
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})
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}
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/// Convert any item that implements [`IntoDynNode`] into a [`DynamicNode`] using the internal [`Bump`] allocator
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pub fn make_node<'c, I>(&'src self, into: impl IntoDynNode<'src, I> + 'c) -> DynamicNode {
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into.into_vnode(self)
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}
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/// Create a new [`Attribute`] from a name, value, namespace, and volatile bool
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///
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/// "Volatile" referes to whether or not Dioxus should always override the value. This helps prevent the UI in
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/// some renderers stay in sync with the VirtualDom's understanding of the world
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pub fn attr(
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&'src self,
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name: &'static str,
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value: impl IntoAttributeValue<'src>,
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namespace: Option<&'static str>,
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volatile: bool,
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) -> Attribute<'src> {
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Attribute {
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name,
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namespace,
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volatile,
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mounted_element: Default::default(),
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value: value.into_value(self.bump()),
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}
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}
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/// Create a new [`DynamicNode::Component`] variant
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///
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///
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/// The given component can be any of four signatures. Remember that an [`Element`] is really a [`Result<VNode>`].
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///
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/// ```rust, ignore
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/// // Without explicit props
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/// fn(Scope) -> Element;
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/// async fn(Scope<'_>) -> Element;
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///
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/// // With explicit props
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/// fn(Scope<Props>) -> Element;
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/// async fn(Scope<Props<'_>>) -> Element;
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/// ```
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pub fn component<P>(
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&'src self,
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component: fn(Scope<'src, P>) -> Element<'src>,
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props: P,
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fn_name: &'static str,
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) -> DynamicNode<'src>
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where
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P: Properties + 'src,
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{
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let vcomp = VProps::new(component, P::memoize, props);
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// cast off the lifetime of the render return
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let as_dyn: Box<dyn AnyProps<'src> + '_> = Box::new(vcomp);
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let extended: Box<dyn AnyProps<'src> + 'src> = unsafe { std::mem::transmute(as_dyn) };
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DynamicNode::Component(VComponent {
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name: fn_name,
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render_fn: component as *const (),
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static_props: P::IS_STATIC,
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props: RefCell::new(Some(extended)),
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scope: Cell::new(None),
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})
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}
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/// Create a new [`EventHandler`] from an [`FnMut`]
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pub fn event_handler<T>(&'src self, f: impl FnMut(T) + 'src) -> EventHandler<'src, T> {
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let handler: &mut dyn FnMut(T) = self.bump().alloc(f);
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let caller = unsafe { BumpBox::from_raw(handler as *mut dyn FnMut(T)) };
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let callback = RefCell::new(Some(caller));
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EventHandler {
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callback,
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origin: self.context().id,
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}
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}
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/// Create a new [`AttributeValue`] with the listener variant from a callback
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///
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/// The callback must be confined to the lifetime of the ScopeState
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pub fn listener<T: 'static>(
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&'src self,
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mut callback: impl FnMut(Event<T>) + 'src,
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) -> AttributeValue<'src> {
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// safety: there's no other way to create a dynamicly-dispatched bump box other than alloc + from-raw
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// This is the suggested way to build a bumpbox
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//
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// In theory, we could just use regular boxes
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let boxed: BumpBox<'src, dyn FnMut(_) + 'src> = unsafe {
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BumpBox::from_raw(self.bump().alloc(move |event: Event<dyn Any>| {
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if let Ok(data) = event.data.downcast::<T>() {
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callback(Event {
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propagates: event.propagates,
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data,
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});
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}
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}))
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};
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AttributeValue::Listener(RefCell::new(Some(boxed)))
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}
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/// Create a new [`AttributeValue`] with a value that implements [`AnyValue`]
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pub fn any_value<T: AnyValue>(&'src self, value: T) -> AttributeValue<'src> {
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// safety: there's no other way to create a dynamicly-dispatched bump box other than alloc + from-raw
|
|
// This is the suggested way to build a bumpbox
|
|
//
|
|
// In theory, we could just use regular boxes
|
|
let boxed: BumpBox<'src, dyn AnyValue> =
|
|
unsafe { BumpBox::from_raw(self.bump().alloc(value)) };
|
|
AttributeValue::Any(RefCell::new(Some(boxed)))
|
|
}
|
|
|
|
/// Inject an error into the nearest error boundary and quit rendering
|
|
///
|
|
/// The error doesn't need to implement Error or any specific traits since the boundary
|
|
/// itself will downcast the error into a trait object.
|
|
pub fn throw(&self, error: impl Debug + 'static) -> Option<()> {
|
|
if let Some(cx) = self.consume_context::<Rc<ErrorBoundary>>() {
|
|
cx.insert_error(self.scope_id(), Box::new(error));
|
|
}
|
|
|
|
// Always return none during a throw
|
|
None
|
|
}
|
|
|
|
/// Mark this component as suspended and then return None
|
|
pub fn suspend(&self) -> Option<Element> {
|
|
let cx = self.context();
|
|
cx.suspend();
|
|
None
|
|
}
|
|
|
|
/// 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<State: 'static>(&self, initializer: impl FnOnce() -> State) -> &mut State {
|
|
let cur_hook = self.hook_idx.get();
|
|
let mut hooks = self.hooks.try_borrow_mut().expect("The hook list is already borrowed: This error is likely caused by trying to use a hook inside a hook which violates the rules of hooks.");
|
|
|
|
if cur_hook >= hooks.len() {
|
|
hooks.push(Box::new(UnsafeCell::new(initializer())));
|
|
}
|
|
|
|
hooks
|
|
.get(cur_hook)
|
|
.and_then(|inn| {
|
|
self.hook_idx.set(cur_hook + 1);
|
|
let raw_ref = unsafe { &mut *inn.get() };
|
|
raw_ref.downcast_mut::<State>()
|
|
})
|
|
.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.
|
|
"#,
|
|
)
|
|
}
|
|
}
|