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https://github.com/DioxusLabs/dioxus
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9e4ec43b1e
I also removed all trailing whitespace from lines since I have Emacs configured to highlight this.
107 lines
3.6 KiB
Markdown
107 lines
3.6 KiB
Markdown
# Html (and SVG) Namespace for Dioxus
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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.
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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:
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```rust
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use ar_namespace::*;
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rsx! {
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magic_div {
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magic_header {}
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magic_paragraph {
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on_magic_click: move |event| {
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//
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}
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}
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}
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}
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```
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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.
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## How it works:
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Elements for dioxus must implement the (simple) DioxusElement trait to be used in the rsx! macro.
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```rust
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struct div;
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impl DioxusElement for div {
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const TAG_NAME: &'static str = "div";
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const NAME_SPACE: Option<&'static str> = None;
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}
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```
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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.
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Attributes would then be implemented as methods on these unit structs.
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The HTML namespace is defined mostly with macros. However, the expanded form would look something like this:
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```rust
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struct base;
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impl DioxusElement for base {
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const TAG_NAME: &'static str = "base";
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const NAME_SPACE: Option<&'static str> = None;
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}
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impl base {
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#[inline]
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fn href<'a>(&self, f: NodeFactory<'a>, v: Arguments) -> Attribute<'a> {
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f.attr("href", v, None, false)
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}
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#[inline]
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fn target<'a>(&self, f: NodeFactory<'a>, v: Arguments) -> Attribute<'a> {
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f.attr("target", v, None, false)
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}
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}
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```
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Because attributes are defined as methods on the unit struct, they guard the attribute creation behind a compile-time correct interface.
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## How to extend it:
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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.
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```rust
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mod dioxus_elements {
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use dioxus::prelude::dioxus_elements::*;
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struct my_element;
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impl DioxusElement for my_element {
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const TAG_NAME: &'static str = "base";
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const NAME_SPACE: Option<&'static str> = None;
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}
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}
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```
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## Limitations:
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-
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## How to work around it:
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If an attribute in Dioxus is invalid (defined incorrectly) - first, make an issue - but then, you can work around it. The raw builder API is actually somewhat ergonomic to work with, and the NodeFactory type exposes a bunch of methods to make any type of tree - even invalid ones! So obviously, be careful, but there's basically anything you can do.
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```rust
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cx.render(rsx!{
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div {
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h1 {}
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// Oh no! I need a super custom element
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{LazyNodes::new(move |f| {
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f.raw_element(
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// tag name
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"custom_element",
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// attributes
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&[f.attr("billy", format_args!("goat"))],
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// listeners
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&[f.listener(onclick(move |_| {}))],
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// children
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&[cx.render(rsx!(div {} ))],
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// key
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None
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)
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})}
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}
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})
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```
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