6210c6fefe
* progress: reworked don't run this, it'll kill your web browser * feat: use_eval but with comms * revision: async recv & recv_sync * revision: use_eval * revision: standard eval interface * revision: use serde_json::Value instead of JsValue * revision: docs * revision: error message * create: desktop eval (wip) * fix: desktop eval * revision: wrap use_eval in Rc<RefCell<_>> * fix: fmt, clippy * fix: desktop tests * revision: change to channel system - fixes clippy errors - fixes playwright tests * fix: tests * fix: eval example * fix: fmt * fix: tests, desktop stuff * fix: tests * feat: drop handler * fix: tests * fix: rustfmt * revision: web promise/callback system * fix: recv error * revision: IntoFuture, functionation * fix: ci * revision: playwright web * remove: unescessary code * remove dioxus-html from public examples * prototype-patch * fix web eval * fix: rustfmt * fix: CI * make use_eval more efficient * implement eval for liveview as well * fix playwright tests * fix clippy * more clippy fixes * fix clippy * fix stack overflow * fix desktop mock * fix clippy --------- Co-authored-by: Evan Almloff <evanalmloff@gmail.com> |
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Cargo.toml | ||
CHANGELOG.md | ||
README.md |
dioxus-html
: Html (and SVG) Namespace for Dioxus
Website | Guides | API Docs | Chat
Overview
The Dioxus rsx!
and html!
macros can accept any compile-time correct namespace on top of NodeFactory. This crate provides the HTML (and SVG) namespaces which get imported in the Dioxus prelude.
However, this abstraction enables you to add any namespace of elements, provided they're in scope when rsx! is called. For an example, a UI that is designed for Augmented Reality might use different primitives than HTML:
use ar_namespace::*;
rsx! {
magic_div {
magic_header {}
magic_paragraph {
on_magic_click: move |event| {
//
}
}
}
}
This is currently a not-very-explored part of Dioxus. However, the namespacing system does make it possible to provide syntax highlighting, documentation, "go to definition" and compile-time correctness, so it's worth having it abstracted.
How it works:
Elements for dioxus must implement the (simple) DioxusElement trait to be used in the rsx! macro.
struct div;
impl DioxusElement for div {
const TAG_NAME: &'static str = "div";
const NAME_SPACE: Option<&'static str> = None;
}
All elements should be defined as a zero-sized-struct (also known as unit struct). These structs are zero-cost and just provide the type-level trickery to Rust for compile-time correct templates.
Attributes would then be implemented as constants on these unit structs.
The HTML namespace is defined mostly with macros. However, the expanded form would look something like this:
struct base;
impl DioxusElement for base {
const TAG_NAME: &'static str = "base";
const NAME_SPACE: Option<&'static str> = None;
}
impl base {
const href: (&'static str, Option<'static str>, bool) = ("href", None, false);
const target: (&'static str, Option<'static str>, bool) = ("target", None, false);
}
Because attributes are defined as methods on the unit struct, they guard the attribute creation behind a compile-time correct interface.
How to extend it:
Whenever the rsx! macro is called, it relies on a module dioxus_elements
to be in scope. When you enable the html
feature in dioxus, this module gets imported in the prelude. However, you can extend this with your own set of custom elements by making your own dioxus_elements
module and re-exporting the html namespace.
mod dioxus_elements {
use dioxus::prelude::dioxus_elements::*;
struct my_element;
impl DioxusElement for my_element {
const TAG_NAME: &'static str = "base";
const NAME_SPACE: Option<&'static str> = None;
}
}
Contributing
- Report issues on our issue tracker.
- Join the discord and ask questions!
License
This project is licensed under the MIT license.
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in Dioxus by you shall be licensed as MIT without any additional terms or conditions.