mirror of
https://github.com/DioxusLabs/dioxus
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157 lines
5.8 KiB
Rust
157 lines
5.8 KiB
Rust
//! <div align="center">
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//! <h1>🌗🚀 📦 Dioxus</h1>
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//! <p>
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//! <strong>A concurrent, functional, virtual DOM for Rust</strong>
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//! </p>
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//! </div>
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//! Dioxus: a concurrent, functional, reactive virtual dom for any renderer in Rust.
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//!
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//! This crate aims to maintain a hook-based, renderer-agnostic framework for cross-platform UI development.
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//!
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//! ## Components
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//! The base unit of Dioxus is the `component`. Components can be easily created from just a function - no traits required:
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//! ```
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//! use dioxus_core::prelude::*;
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//!
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//! #[derive(Properties)]
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//! struct Props { name: String }
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//!
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//! fn Example(ctx: Context, props: &Props) -> VNode {
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//! html! { <div> "Hello {ctx.name}!" </div> }
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//! }
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//! ```
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//! Components need to take a "Context" parameter which is generic over some properties. This defines how the component can be used
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//! and what properties can be used to specify it in the VNode output. Component state in Dioxus is managed by hooks - if you're new
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//! to hooks, check out the hook guide in the official guide.
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//!
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//! Components can also be crafted as static closures, enabling type inference without all the type signature noise:
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//! ```
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//! use dioxus_core::prelude::*;
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//!
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//! #[derive(Properties)]
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//! struct Props { name: String }
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//!
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//! static Example: FC<Props> = |ctx| {
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//! html! { <div> "Hello {ctx.name}!" </div> }
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//! }
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//! ```
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//!
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//! If the properties struct is too noisy for you, we also provide a macro that converts variadic functions into components automatically.
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//! Many people don't like the magic of proc macros, so this is entirely optional. Under-the-hood, we simply transplant the
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//! function arguments into a struct, so there's very little actual magic happening.
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//!
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//! ```
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//! use dioxus_core::prelude::*;
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//!
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//! #[derive_props]
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//! static Example: FC = |ctx, name: &String| {
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//! html! { <div> "Hello {name}!" </div> }
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//! }
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//! ```
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//!
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//! ## Hooks
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//! Dioxus uses hooks for state management. Hooks are a form of state persisted between calls of the function component. Instead of
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//! using a single struct to store data, hooks use the "use_hook" building block which allows the persistence of data between
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//! function component renders. Each hook stores some data in a "memory cell" and needs to be called in a consistent order.
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//! This means hooks "anything with `use_x`" may not be called conditionally.
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//!
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//! This allows functions to reuse stateful logic between components, simplify large complex components, and adopt more clear context
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//! subscription patterns to make components easier to read.
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//!
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//! ## Supported Renderers
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//! Instead of being tightly coupled to a platform, browser, or toolkit, Dioxus implements a VirtualDOM object which
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//! can be consumed to draw the UI. The Dioxus VDOM is reactive and easily consumable by 3rd-party renderers via
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//! the `Patch` object. See [Implementing a Renderer](docs/8-custom-renderer.md) and the `StringRenderer` classes for information
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//! on how to implement your own custom renderer. We provide 1st-class support for these renderers:
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//! - dioxus-desktop (via WebView)
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//! - dioxus-web (via WebSys)
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//! - dioxus-ssr (via StringRenderer)
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//! - dioxus-liveview (SSR + StringRenderer)
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//!
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pub mod arena;
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pub mod component; // Logic for extending FC
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pub mod debug_renderer;
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pub mod diff;
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pub mod patch; // An "edit phase" described by transitions and edit operations // Test harness for validating that lifecycles and diffs work appropriately
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// the diffing algorithm that builds the ChangeList
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pub mod error; // Error type we expose to the renderers
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pub mod events; // Manages the synthetic event API
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pub mod hooks; // Built-in hooks
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pub mod nodebuilder; // Logic for building VNodes with a direct syntax
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pub mod nodes; // Logic for the VNodes
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pub mod virtual_dom; // Most fun logic starts here, manages the lifecycle and suspense
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pub mod builder {
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pub use super::nodebuilder::*;
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}
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// types used internally that are important
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pub(crate) mod innerlude {
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pub use crate::component::*;
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pub use crate::debug_renderer::*;
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pub use crate::diff::*;
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pub use crate::error::*;
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pub use crate::events::*;
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pub use crate::hooks::*;
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pub use crate::nodebuilder::*;
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pub use crate::nodes::*;
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pub use crate::patch::*;
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pub use crate::virtual_dom::*;
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pub type FC<P> = fn(Context<P>) -> VNode;
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// Re-export the FC macro
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pub use crate as dioxus;
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pub use crate::nodebuilder as builder;
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pub use dioxus_core_macro::{html, rsx};
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}
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/// Re-export common types for ease of development use.
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/// Essential when working with the html! macro
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pub mod prelude {
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pub use crate::component::{fc_to_builder, Properties};
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use crate::nodes;
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pub use crate::virtual_dom::Context;
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pub use crate::virtual_dom::Scoped;
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pub use nodes::*;
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pub use crate::nodebuilder::LazyNodes;
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pub use crate::virtual_dom::NodeCtx;
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// pub use nodes::iterables::IterableNodes;
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/// This type alias is an internal way of abstracting over the static functions that represent components.
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pub use crate::innerlude::FC;
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// TODO @Jon, fix this
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// hack the VNode type until VirtualNode is fixed in the macro crate
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// expose our bumpalo type
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pub use bumpalo;
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pub use bumpalo::Bump;
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// Re-export the FC macro
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pub use crate as dioxus;
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pub use crate::nodebuilder as builder;
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// pub use dioxus_core_macro::fc;
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pub use dioxus_core_macro::{format_args_f, html, rsx, Props};
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pub use crate::component::ScopeIdx;
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pub use crate::diff::DiffMachine;
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pub use crate::debug_renderer::DebugRenderer;
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pub use crate::dioxus_main;
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pub use crate::hooks::*;
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}
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#[macro_export]
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macro_rules! dioxus_main {
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($i:ident) => {
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fn main() {
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todo!("this macro is a placeholder for launching a dioxus app on different platforms. \nYou probably don't want to use this, but it's okay for small apps.")
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}
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};
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}
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