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@@ -4,10 +4,10 @@
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use crate::innerlude::*;
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use futures_channel::mpsc::{UnboundedReceiver, UnboundedSender};
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-use futures_util::{Future, StreamExt};
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+use futures_util::{future::poll_fn, StreamExt};
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use fxhash::FxHashSet;
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use indexmap::IndexSet;
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-use std::{any::Any, collections::VecDeque, iter::FromIterator, pin::Pin, sync::Arc, task::Poll};
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+use std::{collections::VecDeque, iter::FromIterator, task::Poll};
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/// A virtual node s ystem that progresses user events and diffs UI trees.
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///
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@@ -113,6 +113,18 @@ pub struct VirtualDom {
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),
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}
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+#[derive(Debug)]
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+pub enum SchedulerMsg {
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+ // events from the host
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+ Event(UserEvent),
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+
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+ // setstate
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+ Immediate(ScopeId),
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+
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+ // an async task pushed from an event handler (or just spawned)
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+ NewTask(ScopeId),
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+}
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+
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// Methods to create the VirtualDom
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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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@@ -260,6 +272,7 @@ impl VirtualDom {
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self.channel.0.clone()
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}
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+ /// Try to get an element from its ElementId
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pub fn get_element(&self, id: ElementId) -> Option<&VNode> {
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self.scopes.get_element(id)
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}
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@@ -318,7 +331,35 @@ impl VirtualDom {
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if self.scopes.tasks.has_tasks() {
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use futures_util::future::{select, Either};
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- match select(PollTasks(&mut self.scopes), self.channel.1.next()).await {
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+ let scopes = &mut self.scopes;
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+ let task_poll = poll_fn(|cx| {
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+ //
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+ let mut any_pending = false;
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+
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+ let mut tasks = scopes.tasks.tasks.borrow_mut();
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+ let mut to_remove = vec![];
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+
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+ // this would be better served by retain
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+ for (id, task) in tasks.iter_mut() {
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+ if task.as_mut().poll(cx).is_ready() {
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+ to_remove.push(*id);
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+ } else {
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+ any_pending = true;
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+ }
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+ }
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+
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+ for id in to_remove {
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+ tasks.remove(&id);
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+ }
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+
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+ // Resolve the future if any singular task is ready
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+ match any_pending {
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+ true => Poll::Pending,
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+ false => Poll::Ready(()),
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+ }
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+ });
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+
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+ match select(task_poll, self.channel.1.next()).await {
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Either::Left((_, _)) => {}
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Either::Right((msg, _)) => self.pending_messages.push_front(msg.unwrap()),
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}
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@@ -699,411 +740,3 @@ impl Drop for VirtualDom {
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}
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}
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}
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-
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-struct PollTasks<'a>(&'a mut ScopeArena);
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-
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-impl<'a> Future for PollTasks<'a> {
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- type Output = ();
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-
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- fn poll(self: Pin<&mut Self>, cx: &mut std::task::Context<'_>) -> Poll<Self::Output> {
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- let mut any_pending = false;
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-
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- let mut tasks = self.0.tasks.tasks.borrow_mut();
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- let mut to_remove = vec![];
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-
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- // this would be better served by retain
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- for (id, task) in tasks.iter_mut() {
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- if task.as_mut().poll(cx).is_ready() {
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- to_remove.push(*id);
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- } else {
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- any_pending = true;
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- }
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- }
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-
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- for id in to_remove {
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- tasks.remove(&id);
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- }
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-
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- // Resolve the future if any singular task is ready
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- match any_pending {
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- true => Poll::Pending,
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- false => Poll::Ready(()),
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- }
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- }
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-}
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-
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-#[derive(Debug)]
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-pub enum SchedulerMsg {
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- // events from the host
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- Event(UserEvent),
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-
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- // setstate
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- Immediate(ScopeId),
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-
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- // an async task pushed from an event handler (or just spawned)
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- NewTask(ScopeId),
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-}
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-
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-/// User Events are events that are shuttled from the renderer into the VirtualDom trhough the scheduler channel.
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-///
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-/// These events will be passed to the appropriate Element given by `mounted_dom_id` and then bubbled up through the tree
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-/// where each listener is checked and fired if the event name matches.
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-///
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-/// It is the expectation that the event name matches the corresponding event listener, otherwise Dioxus will panic in
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-/// attempting to downcast the event data.
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-///
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-/// Because Event Data is sent across threads, it must be `Send + Sync`. We are hoping to lift the `Sync` restriction but
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-/// `Send` will not be lifted. The entire `UserEvent` must also be `Send + Sync` due to its use in the scheduler channel.
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-///
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-/// # Example
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-/// ```rust, ignore
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-/// fn App(cx: Scope) -> Element {
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-/// rsx!(cx, div {
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-/// onclick: move |_| println!("Clicked!")
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-/// })
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-/// }
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-///
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-/// let mut dom = VirtualDom::new(App);
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-/// let mut scheduler = dom.get_scheduler_channel();
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-/// scheduler.unbounded_send(SchedulerMsg::UiEvent(
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-/// UserEvent {
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-/// scope_id: None,
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-/// priority: EventPriority::Medium,
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-/// name: "click",
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-/// element: Some(ElementId(0)),
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-/// data: Arc::new(ClickEvent { .. })
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-/// }
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-/// )).unwrap();
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-/// ```
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-#[derive(Debug)]
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-pub struct UserEvent {
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- /// The originator of the event trigger if available
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- pub scope_id: Option<ScopeId>,
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-
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- /// The priority of the event to be scheduled around ongoing work
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- pub priority: EventPriority,
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-
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- /// The optional real node associated with the trigger
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- pub element: Option<ElementId>,
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-
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- /// The event type IE "onclick" or "onmouseover"
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- pub name: &'static str,
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-
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- /// The event data to be passed onto the event handler
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- pub data: Arc<dyn Any + Send + Sync>,
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-}
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-
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-/// Priority of Event Triggers.
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-///
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-/// Internally, Dioxus will abort work that's taking too long if new, more important work arrives. Unlike React, Dioxus
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-/// won't be afraid to pause work or flush changes to the RealDOM. This is called "cooperative scheduling". Some Renderers
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-/// implement this form of scheduling internally, however Dioxus will perform its own scheduling as well.
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-///
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-/// The ultimate goal of the scheduler is to manage latency of changes, prioritizing "flashier" changes over "subtler" changes.
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-///
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-/// React has a 5-tier priority system. However, they break things into "Continuous" and "Discrete" priority. For now,
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-/// we keep it simple, and just use a 3-tier priority system.
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-///
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-/// - NoPriority = 0
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-/// - LowPriority = 1
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-/// - NormalPriority = 2
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-/// - UserBlocking = 3
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-/// - HighPriority = 4
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-/// - ImmediatePriority = 5
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-///
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-/// We still have a concept of discrete vs continuous though - discrete events won't be batched, but continuous events will.
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-/// This means that multiple "scroll" events will be processed in a single frame, but multiple "click" events will be
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-/// flushed before proceeding. Multiple discrete events is highly unlikely, though.
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-#[derive(Debug, PartialEq, Eq, Clone, Copy, Hash, PartialOrd, Ord)]
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-pub enum EventPriority {
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- /// Work that must be completed during the EventHandler phase.
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- ///
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- /// Currently this is reserved for controlled inputs.
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- Immediate = 3,
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-
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- /// "High Priority" work will not interrupt other high priority work, but will interrupt medium and low priority work.
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- ///
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- /// This is typically reserved for things like user interaction.
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- ///
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- /// React calls these "discrete" events, but with an extra category of "user-blocking" (Immediate).
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- High = 2,
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-
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- /// "Medium priority" work is generated by page events not triggered by the user. These types of events are less important
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- /// than "High Priority" events and will take precedence over low priority events.
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- ///
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- /// This is typically reserved for VirtualEvents that are not related to keyboard or mouse input.
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- ///
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- /// React calls these "continuous" events (e.g. mouse move, mouse wheel, touch move, etc).
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- Medium = 1,
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-
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- /// "Low Priority" work will always be preempted unless the work is significantly delayed, in which case it will be
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- /// advanced to the front of the work queue until completed.
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- ///
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- /// The primary user of Low Priority work is the asynchronous work system (Suspense).
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- ///
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- /// This is considered "idle" work or "background" work.
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- Low = 0,
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-}
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-
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-pub struct FragmentProps<'a>(Element<'a>);
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-pub struct FragmentBuilder<'a, const BUILT: bool>(Element<'a>);
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-impl<'a> FragmentBuilder<'a, false> {
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- pub fn children(self, children: Element<'a>) -> FragmentBuilder<'a, true> {
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- FragmentBuilder(children)
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- }
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-}
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-impl<'a, const A: bool> FragmentBuilder<'a, A> {
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- pub fn build(self) -> FragmentProps<'a> {
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- FragmentProps(self.0)
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- }
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-}
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-
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-/// Access the children elements passed into the component
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-///
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-/// This enables patterns where a component is passed children from its parent.
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-///
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-/// ## Details
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-///
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-/// Unlike React, Dioxus allows *only* lists of children to be passed from parent to child - not arbitrary functions
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-/// or classes. If you want to generate nodes instead of accepting them as a list, consider declaring a closure
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-/// on the props that takes Context.
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-///
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-/// If a parent passes children into a component, the child will always re-render when the parent re-renders. In other
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-/// words, a component cannot be automatically memoized if it borrows nodes from its parent, even if the component's
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-/// props are valid for the static lifetime.
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-///
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-/// ## Example
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-///
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-/// ```rust, ignore
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-/// fn App(cx: Scope) -> Element {
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-/// cx.render(rsx!{
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-/// CustomCard {
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-/// h1 {}2
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-/// p {}
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-/// }
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-/// })
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-/// }
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-///
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-/// #[derive(PartialEq, Props)]
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-/// struct CardProps {
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-/// children: Element
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-/// }
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-///
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-/// fn CustomCard(cx: Scope<CardProps>) -> Element {
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-/// cx.render(rsx!{
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-/// div {
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-/// h1 {"Title card"}
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-/// {cx.props.children}
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-/// }
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-/// })
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-/// }
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-/// ```
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-impl<'a> Properties for FragmentProps<'a> {
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- type Builder = FragmentBuilder<'a, false>;
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- const IS_STATIC: bool = false;
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- fn builder() -> Self::Builder {
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- FragmentBuilder(None)
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- }
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- unsafe fn memoize(&self, _other: &Self) -> bool {
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- false
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- }
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-}
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-
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-/// Create inline fragments using Component syntax.
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-///
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-/// ## Details
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-///
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-/// Fragments capture a series of children without rendering extra nodes.
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-///
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-/// Creating fragments explicitly with the Fragment component is particularly useful when rendering lists or tables and
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-/// a key is needed to identify each item.
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-///
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-/// ## Example
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-///
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-/// ```rust, ignore
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-/// rsx!{
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-/// Fragment { key: "abc" }
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-/// }
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-/// ```
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-///
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-/// ## Usage
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-///
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-/// Fragments are incredibly useful when necessary, but *do* add cost in the diffing phase.
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-/// Try to avoid highly nested fragments if you can. Unlike React, there is no protection against infinitely nested fragments.
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-///
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-/// This function defines a dedicated `Fragment` component that can be used to create inline fragments in the RSX macro.
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-///
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-/// You want to use this free-function when your fragment needs a key and simply returning multiple nodes from rsx! won't cut it.
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-#[allow(non_upper_case_globals, non_snake_case)]
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-pub fn Fragment<'a>(cx: Scope<'a, FragmentProps<'a>>) -> Element {
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- let i = cx.props.0.as_ref().map(|f| f.decouple());
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- cx.render(LazyNodes::new(|f| f.fragment_from_iter(i)))
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-}
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-
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-/// Every "Props" used for a component must implement the `Properties` trait. This trait gives some hints to Dioxus
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-/// on how to memoize the props and some additional optimizations that can be made. We strongly encourage using the
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-/// derive macro to implement the `Properties` trait automatically as guarantee that your memoization strategy is safe.
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-///
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-/// If your props are 'static, then Dioxus will require that they also be PartialEq for the derived memoize strategy. However,
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-/// if your props borrow data, then the memoization strategy will simply default to "false" and the PartialEq will be ignored.
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-/// This tends to be useful when props borrow something that simply cannot be compared (IE a reference to a closure);
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-///
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-/// By default, the memoization strategy is very conservative, but can be tuned to be more aggressive manually. However,
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-/// this is only safe if the props are 'static - otherwise you might borrow references after-free.
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-///
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-/// We strongly suggest that any changes to memoization be done at the "PartialEq" level for 'static props. Additionally,
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-/// we advise the use of smart pointers in cases where memoization is important.
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-///
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-/// ## Example
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-///
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-/// For props that are 'static:
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-/// ```rust, ignore
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-/// #[derive(Props, PartialEq)]
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-/// struct MyProps {
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-/// data: String
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-/// }
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-/// ```
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-///
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-/// For props that borrow:
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-///
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-/// ```rust, ignore
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-/// #[derive(Props)]
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-/// struct MyProps<'a >{
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-/// data: &'a str
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-/// }
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-/// ```
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-pub trait Properties: Sized {
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- type Builder;
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- const IS_STATIC: bool;
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- fn builder() -> Self::Builder;
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-
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- /// Memoization can only happen if the props are valid for the 'static lifetime
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- ///
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- /// # Safety
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- /// The user must know if their props are static, but if they make a mistake, UB happens
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- /// Therefore it's unsafe to memoize.
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- unsafe fn memoize(&self, other: &Self) -> bool;
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-}
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-
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-impl Properties for () {
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- type Builder = EmptyBuilder;
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- const IS_STATIC: bool = true;
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- fn builder() -> Self::Builder {
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- EmptyBuilder {}
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- }
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- unsafe fn memoize(&self, _other: &Self) -> bool {
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- true
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- }
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-}
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-// We allow components to use the () generic parameter if they have no props. This impl enables the "build" method
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-// that the macros use to anonymously complete prop construction.
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-pub struct EmptyBuilder;
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-impl EmptyBuilder {
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- pub fn build(self) {}
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-}
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-
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-/// This utility function launches the builder method so rsx! and html! macros can use the typed-builder pattern
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-/// to initialize a component's props.
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-pub fn fc_to_builder<'a, T: Properties + 'a>(_: fn(Scope<'a, T>) -> Element) -> T::Builder {
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- T::builder()
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-}
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-
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-pub struct Event<T> {
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- data: Arc<T>,
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- _cancel: std::rc::Rc<std::cell::Cell<bool>>,
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-}
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-
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-impl<T> std::ops::Deref for Event<T> {
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- type Target = T;
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-
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- fn deref(&self) -> &Self::Target {
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- self.data.as_ref()
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- }
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-}
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-
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-impl<T> Event<T> {
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- pub fn cancel(&self) {}
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- pub fn timestamp(&self) {}
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- pub fn triggered_element(&self) -> Option<Element> {
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- None
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- }
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-}
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-
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-pub struct ElementIdIterator<'a> {
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- vdom: &'a VirtualDom,
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-
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- // Heuristcally we should never bleed into 5 completely nested fragments/components
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- // Smallvec lets us stack allocate our little stack machine so the vast majority of cases are sane
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- stack: smallvec::SmallVec<[(u16, &'a VNode<'a>); 5]>,
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-}
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-
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-impl<'a> ElementIdIterator<'a> {
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- pub fn new(vdom: &'a VirtualDom, node: &'a VNode<'a>) -> Self {
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- Self {
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- vdom,
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- stack: smallvec::smallvec![(0, node)],
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- }
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- }
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-}
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-
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-impl<'a> Iterator for ElementIdIterator<'a> {
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- type Item = &'a VNode<'a>;
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-
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- fn next(&mut self) -> Option<&'a VNode<'a>> {
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- let mut should_pop = false;
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- let mut returned_node = None;
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- let mut should_push = None;
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-
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- while returned_node.is_none() {
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- if let Some((count, node)) = self.stack.last_mut() {
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- match node {
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- // We can only exit our looping when we get "real" nodes
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- VNode::Element(_) | VNode::Text(_) | VNode::Placeholder(_) => {
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- // We've recursed INTO an element/text
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- // We need to recurse *out* of it and move forward to the next
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- // println!("Found element! Returning it!");
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- should_pop = true;
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- returned_node = Some(&**node);
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- }
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-
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- // If we get a fragment we push the next child
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- VNode::Fragment(frag) => {
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- let _count = *count as usize;
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- if _count >= frag.children.len() {
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- should_pop = true;
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- } else {
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- should_push = Some(&frag.children[_count]);
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- }
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- }
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-
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- // For components, we load their root and push them onto the stack
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- VNode::Component(sc) => {
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- // todo!();
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- let scope = self.vdom.get_scope(sc.scope.get().unwrap()).unwrap();
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-
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- // Simply swap the current node on the stack with the root of the component
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- *node = scope.root_node();
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- }
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- }
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- } else {
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- // If there's no more items on the stack, we're done!
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- return None;
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- }
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-
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- if should_pop {
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- self.stack.pop();
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- if let Some((id, _)) = self.stack.last_mut() {
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- *id += 1;
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- }
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- should_pop = false;
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- }
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-
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- if let Some(push) = should_push {
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- self.stack.push((0, push));
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- should_push = None;
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- }
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- }
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-
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- returned_node
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- }
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-}
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