mirror of
https://github.com/DioxusLabs/dioxus
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344 lines
13 KiB
Rust
344 lines
13 KiB
Rust
//! # VirtualDOM Implementation for Rust
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//!
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//! This module provides the primary mechanics to create a hook-based, concurrent VDOM for Rust.
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//!
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//! In this file, multiple items are defined. This file is big, but should be documented well to
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//! navigate the innerworkings of the Dom. We try to keep these main mechanics in this file to limit
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//! the possible exposed API surface (keep fields private). This particular implementation of VDOM
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//! is extremely efficient, but relies on some unsafety under the hood to do things like manage
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//! micro-heaps for components. We are currently working on refactoring the safety out into safe(r)
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//! abstractions, but current tests (MIRI and otherwise) show no issues with the current implementation.
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//!
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//! Included is:
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//! - The [`VirtualDom`] itself
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//! - The [`Scope`] object for mangning component lifecycle
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//! - The [`ActiveFrame`] object for managing the Scope`s microheap
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//! - The [`Context`] object for exposing VirtualDOM API to components
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//! - The [`NodeFactory`] object for lazyily exposing the `Context` API to the nodebuilder API
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//!
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//! This module includes just the barebones for a complete VirtualDOM API.
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//! Additional functionality is defined in the respective files.
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use crate::innerlude::*;
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use futures_util::{Future, FutureExt};
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use std::{any::Any, pin::Pin};
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/// An integrated virtual node system that progresses events and diffs UI trees.
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///
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/// Differences are converted into patches which a renderer can use to draw the UI.
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///
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/// If you are building an App with Dioxus, you probably won't want to reach for this directly, instead opting to defer
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/// to a particular crate's wrapper over the [`VirtualDom`] API.
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///
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/// Example
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/// ```rust
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/// static App: FC<()> = |cx| {
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/// cx.render(rsx!{
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/// div {
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/// "Hello World"
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/// }
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/// })
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/// }
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///
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/// async fn main() {
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/// let mut dom = VirtualDom::new(App);
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/// let mut inital_edits = dom.rebuild();
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/// initialize_screen(inital_edits);
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///
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/// loop {
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/// let next_frame = TimeoutFuture::new(Duration::from_millis(16));
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/// let edits = dom.run_with_deadline(next_frame).await;
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/// apply_edits(edits);
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/// render_frame();
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/// }
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/// }
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/// ```
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pub struct VirtualDom {
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scheduler: Scheduler,
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base_scope: ScopeId,
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root_fc: Box<dyn Any>,
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root_props: Pin<Box<dyn Any>>,
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}
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impl VirtualDom {
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/// Create a new VirtualDOM with a component that does not have special props.
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///
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/// # Description
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///
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/// Later, the props can be updated by calling "update" with a new set of props, causing a set of re-renders.
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///
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/// This is useful when a component tree can be driven by external state (IE SSR) but it would be too expensive
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/// to toss out the entire tree.
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///
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///
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/// # Example
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/// ```
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/// fn Example(cx: Context<()>) -> DomTree {
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/// cx.render(rsx!( div { "hello world" } ))
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/// }
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///
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/// let dom = VirtualDom::new(Example);
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/// ```
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///
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/// Note: the VirtualDOM is not progressed, you must either "run_with_deadline" or use "rebuild" to progress it.
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pub fn new(root: FC<()>) -> Self {
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Self::new_with_props(root, ())
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}
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/// Create a new VirtualDOM with the given properties for the root component.
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///
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/// # Description
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///
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/// Later, the props can be updated by calling "update" with a new set of props, causing a set of re-renders.
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///
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/// This is useful when a component tree can be driven by external state (IE SSR) but it would be too expensive
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/// to toss out the entire tree.
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///
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///
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/// # Example
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/// ```
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/// #[derive(PartialEq, Props)]
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/// struct SomeProps {
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/// name: &'static str
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/// }
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///
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/// fn Example(cx: Context<SomeProps>) -> DomTree {
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/// cx.render(rsx!{ div{ "hello {cx.name}" } })
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/// }
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///
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/// let dom = VirtualDom::new(Example);
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/// ```
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///
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/// Note: the VirtualDOM is not progressed on creation. You must either "run_with_deadline" or use "rebuild" to progress it.
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///
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/// ```rust
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/// let mut dom = VirtualDom::new_with_props(Example, SomeProps { name: "jane" });
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/// let mutations = dom.rebuild();
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/// ```
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pub fn new_with_props<P: Properties + 'static>(root: FC<P>, root_props: P) -> Self {
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let scheduler = Scheduler::new();
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let root_props: Pin<Box<dyn Any>> = Box::pin(root_props);
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let props_ptr = root_props.downcast_ref::<P>().unwrap() as *const P;
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let base_scope = scheduler.pool.insert_scope_with_key(|myidx| {
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let caller = NodeFactory::create_component_caller(root, props_ptr as *const _);
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Scope::new(
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caller,
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myidx,
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None,
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0,
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ScopeChildren(&[]),
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scheduler.pool.channel.clone(),
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)
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});
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Self {
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root_fc: Box::new(root),
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base_scope,
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scheduler,
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root_props,
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}
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}
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/// Get the [`Scope`] for the root component.
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///
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/// This is useful for traversing the tree from the root for heuristics or altnerative renderers that use Dioxus
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/// directly.
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pub fn base_scope(&self) -> &Scope {
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self.scheduler.pool.get_scope(self.base_scope).unwrap()
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}
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/// Get the [`Scope`] for a component given its [`ScopeId`]
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pub fn get_scope(&self, id: ScopeId) -> Option<&Scope> {
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self.scheduler.pool.get_scope(id)
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}
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/// Update the root props of this VirtualDOM.
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///
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/// This method retuns None if the old props could not be removed. The entire VirtualDOM will be rebuilt immediately,
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/// so calling this method will block the main thread until computation is done.
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///
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/// ## Example
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///
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/// ```rust
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/// #[derive(Props, PartialEq)]
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/// struct AppProps {
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/// route: &'static str
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/// }
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/// static App: FC<AppProps> = |cx| cx.render(rsx!{ "route is {cx.route}" });
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///
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/// let mut dom = VirtualDom::new_with_props(App, AppProps { route: "start" });
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///
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/// let mutations = dom.update_root_props(AppProps { route: "end" }).unwrap();
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/// ```
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pub fn update_root_props<'s, P: 'static>(&'s mut self, root_props: P) -> Option<Mutations<'s>> {
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let root_scope = self.scheduler.pool.get_scope_mut(self.base_scope).unwrap();
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root_scope.ensure_drop_safety(&self.scheduler.pool);
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let mut root_props: Pin<Box<dyn Any>> = Box::pin(root_props);
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if let Some(props_ptr) = root_props.downcast_ref::<P>().map(|p| p as *const P) {
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std::mem::swap(&mut self.root_props, &mut root_props);
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let root = *self.root_fc.downcast_ref::<FC<P>>().unwrap();
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let new_caller = NodeFactory::create_component_caller(root, props_ptr as *const _);
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root_scope.update_scope_dependencies(new_caller, ScopeChildren(&[]));
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Some(self.rebuild())
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} else {
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None
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}
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}
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/// Performs a *full* rebuild of the virtual dom, returning every edit required to generate the actual dom from scratch
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///
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/// The diff machine expects the RealDom's stack to be the root of the application.
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///
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/// Tasks will not be polled with this method, nor will any events be processed from the event queue. Instead, the
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/// root component will be ran once and then diffed. All updates will flow out as mutations.
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///
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/// # Example
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/// ```
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/// static App: FC<()> = |cx| cx.render(rsx!{ "hello world" });
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/// let mut dom = VirtualDom::new();
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/// let edits = dom.rebuild();
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///
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/// apply_edits(edits);
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/// ```
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pub fn rebuild<'s>(&'s mut self) -> Mutations<'s> {
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let mut shared = self.scheduler.pool.clone();
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let mut diff_machine = DiffMachine::new(Mutations::new(), &mut shared);
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let cur_component = self
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.scheduler
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.pool
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.get_scope_mut(self.base_scope)
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.expect("The base scope should never be moved");
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// We run the component. If it succeeds, then we can diff it and add the changes to the dom.
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if cur_component.run_scope(&self.scheduler.pool) {
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diff_machine
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.stack
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.create_node(cur_component.frames.fin_head(), MountType::Append);
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diff_machine.stack.scope_stack.push(self.base_scope);
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diff_machine.work(|| false);
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} else {
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// todo: should this be a hard error?
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log::warn!(
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"Component failed to run succesfully during rebuild.
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This does not result in a failed rebuild, but indicates a logic failure within your app."
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);
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}
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unsafe { std::mem::transmute(diff_machine.mutations) }
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}
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/// Compute a manual diff of the VirtualDOM between states.
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///
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/// This can be useful when state inside the DOM is remotely changed from the outside, but not propogated as an event.
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pub fn diff<'s>(&'s mut self) -> Mutations<'s> {
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let cur_component = self
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.scheduler
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.pool
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.get_scope_mut(self.base_scope)
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.expect("The base scope should never be moved");
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if cur_component.run_scope(&self.scheduler.pool) {
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let mut diff_machine: DiffMachine<'s> =
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DiffMachine::new(Mutations::new(), &mut self.scheduler.pool);
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diff_machine.diff_scope(self.base_scope);
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diff_machine.mutations
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} else {
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Mutations::new()
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}
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}
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/// Runs the virtualdom immediately, not waiting for any suspended nodes to complete.
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///
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/// This method will not wait for any suspended nodes to complete. If there is no pending work, then this method will
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/// return "None"
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pub fn run_immediate<'s>(&'s mut self) -> Option<Vec<Mutations<'s>>> {
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if self.scheduler.has_any_work() {
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Some(self.scheduler.work_sync())
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} else {
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None
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}
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}
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/// Run the virtualdom with a deadline.
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///
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/// This method will progress async tasks until the deadline is reached. If tasks are completed before the deadline,
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/// and no tasks are pending, this method will return immediately. If tasks are still pending, then this method will
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/// exhaust the deadline working on them.
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///
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/// This method is useful when needing to schedule the virtualdom around other tasks on the main thread to prevent
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/// "jank". It will try to finish whatever work it has by the deadline to free up time for other work.
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///
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/// Due to platform differences in how time is handled, this method accepts a future that resolves when the deadline
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/// is exceeded. However, the deadline won't be met precisely, so you might want to build some wiggle room into the
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/// deadline closure manually.
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///
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/// The deadline is polled before starting to diff components. This strikes a balance between the overhead of checking
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/// the deadline and just completing the work. However, if an individual component takes more than 16ms to render, then
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/// the screen will "jank" up. In debug, this will trigger an alert.
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///
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/// If there are no in-flight fibers when this method is called, it will await any possible tasks, aborting early if
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/// the provided deadline future resolves.
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///
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/// For use in the web, it is expected that this method will be called to be executed during "idle times" and the
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/// mutations to be applied during the "paint times" IE "animation frames". With this strategy, it is possible to craft
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/// entirely jank-free applications that perform a ton of work.
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///
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/// # Example
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///
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/// ```no_run
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/// static App: FC<()> = |cx| rsx!(in cx, div {"hello"} );
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/// let mut dom = VirtualDom::new(App);
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/// loop {
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/// let deadline = TimeoutFuture::from_ms(16);
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/// let mutations = dom.run_with_deadline(deadline).await;
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/// apply_mutations(mutations);
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/// }
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/// ```
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///
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/// ## Mutations
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///
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/// This method returns "mutations" - IE the necessary changes to get the RealDOM to match the VirtualDOM. It also
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/// includes a list of NodeRefs that need to be applied and effects that need to be triggered after the RealDOM has
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/// applied the edits.
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///
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/// Mutations are the only link between the RealDOM and the VirtualDOM.
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pub async fn run_with_deadline<'s>(
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&'s mut self,
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deadline: impl Future<Output = ()>,
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) -> Vec<Mutations<'s>> {
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let mut deadline = Box::pin(deadline.fuse());
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self.scheduler.work_with_deadline(deadline).await
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}
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pub fn get_event_sender(&self) -> futures_channel::mpsc::UnboundedSender<SchedulerMsg> {
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self.scheduler.pool.channel.sender.clone()
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}
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pub fn has_work(&self) -> bool {
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true
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}
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pub async fn wait_for_any_work(&mut self) {
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let mut timeout = Box::pin(futures_util::future::pending().fuse());
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self.scheduler.wait_for_any_trigger(&mut timeout).await;
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}
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}
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// TODO!
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// These impls are actually wrong. The DOM needs to have a mutex implemented.
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unsafe impl Sync for VirtualDom {}
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unsafe impl Send for VirtualDom {}
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