//! # Virtual DOM Implementation for Rust //! //! This module provides the primary mechanics to create a hook-based, concurrent VDOM for Rust. use crate::innerlude::Work; use crate::properties::RootProps; use crate::root_wrapper::RootScopeWrapper; use crate::{ arena::ElementId, innerlude::{ ElementRef, NoOpMutations, SchedulerMsg, ScopeOrder, ScopeState, VNodeMount, VProps, WriteMutations, }, runtime::{Runtime, RuntimeGuard}, scopes::ScopeId, AttributeValue, ComponentFunction, Element, Event, Mutations, }; use crate::{Task, VComponent}; use futures_util::StreamExt; use slab::Slab; use std::collections::BTreeSet; use std::{any::Any, rc::Rc}; use tracing::instrument; /// A virtual node system that progresses user events and diffs UI trees. /// /// ## Guide /// /// Components are defined as simple functions that take [`crate::properties::Properties`] and return an [`Element`]. /// /// ```rust /// # use dioxus::prelude::*; /// /// #[derive(Props, PartialEq, Clone)] /// struct AppProps { /// title: String /// } /// /// fn app(cx: AppProps) -> Element { /// rsx!( /// div {"hello, {cx.title}"} /// ) /// } /// ``` /// /// Components may be composed to make complex apps. /// /// ```rust /// # #![allow(unused)] /// # use dioxus::prelude::*; /// /// # #[derive(Props, PartialEq, Clone)] /// # struct AppProps { /// # title: String /// # } /// /// static ROUTES: &str = ""; /// /// #[component] /// fn app(cx: AppProps) -> Element { /// rsx!( /// NavBar { routes: ROUTES } /// Title { "{cx.title}" } /// Footer {} /// ) /// } /// /// #[component] /// fn NavBar( routes: &'static str) -> Element { /// rsx! { /// div { "Routes: {routes}" } /// } /// } /// /// #[component] /// fn Footer() -> Element { /// rsx! { div { "Footer" } } /// } /// /// #[component] /// fn Title( children: Element) -> Element { /// rsx! { /// div { id: "title", {children} } /// } /// } /// ``` /// /// To start an app, create a [`VirtualDom`] and call [`VirtualDom::rebuild`] to get the list of edits required to /// draw the UI. /// /// ```rust /// # use dioxus::prelude::*; /// # use dioxus_core::*; /// # fn app() -> Element { rsx! { div {} } } /// /// let mut vdom = VirtualDom::new(app); /// let edits = vdom.rebuild_to_vec(); /// ``` /// /// To call listeners inside the VirtualDom, call [`VirtualDom::handle_event`] with the appropriate event data. /// /// ```rust, no_run /// # use dioxus::prelude::*; /// # use dioxus_core::*; /// # fn app() -> Element { rsx! { div {} } } /// # let mut vdom = VirtualDom::new(app); /// let event = std::rc::Rc::new(0); /// vdom.handle_event("onclick", event, ElementId(0), true); /// ``` /// /// While no events are ready, call [`VirtualDom::wait_for_work`] to poll any futures inside the VirtualDom. /// /// ```rust, no_run /// # use dioxus::prelude::*; /// # use dioxus_core::*; /// # fn app() -> Element { rsx! { div {} } } /// # let mut vdom = VirtualDom::new(app); /// tokio::runtime::Runtime::new().unwrap().block_on(async { /// vdom.wait_for_work().await; /// }); /// ``` /// /// Once work is ready, call [`VirtualDom::render_immediate`] to compute the differences between the previous and /// current UI trees. This will write edits to a [`WriteMutations`] object you pass in that contains with edits that need to be /// handled by the renderer. /// /// ```rust, no_run /// # use dioxus::prelude::*; /// # use dioxus_core::*; /// # fn app() -> Element { rsx! { div {} } } /// # let mut vdom = VirtualDom::new(app); /// let mut mutations = Mutations::default(); /// /// vdom.render_immediate(&mut mutations); /// ``` /// /// To not wait for suspense while diffing the VirtualDom, call [`VirtualDom::render_immediate`]. /// /// /// ## Building an event loop around Dioxus: /// /// Putting everything together, you can build an event loop around Dioxus by using the methods outlined above. /// ```rust, no_run /// # use dioxus::prelude::*; /// # use dioxus_core::*; /// # struct RealDom; /// # struct Event {} /// # impl RealDom { /// # fn new() -> Self { /// # Self {} /// # } /// # fn apply(&mut self) -> Mutations { /// # unimplemented!() /// # } /// # async fn wait_for_event(&mut self) -> std::rc::Rc { /// # unimplemented!() /// # } /// # } /// # /// # tokio::runtime::Runtime::new().unwrap().block_on(async { /// let mut real_dom = RealDom::new(); /// /// #[component] /// fn app() -> Element { /// rsx! { /// div { "Hello World" } /// } /// } /// /// let mut dom = VirtualDom::new(app); /// /// dom.rebuild(&mut real_dom.apply()); /// /// loop { /// tokio::select! { /// _ = dom.wait_for_work() => {} /// evt = real_dom.wait_for_event() => dom.handle_event("onclick", evt, ElementId(0), true), /// } /// /// dom.render_immediate(&mut real_dom.apply()); /// } /// # }); /// ``` /// /// ## Waiting for suspense /// /// Because Dioxus supports suspense, you can use it for server-side rendering, static site generation, and other use cases /// where waiting on portions of the UI to finish rendering is important. To wait for suspense, use the /// [`VirtualDom::wait_for_suspense`] method: /// /// ```rust, no_run /// # use dioxus::prelude::*; /// # use dioxus_core::*; /// # fn app() -> Element { rsx! { div {} } } /// tokio::runtime::Runtime::new().unwrap().block_on(async { /// let mut dom = VirtualDom::new(app); /// /// dom.rebuild_in_place(); /// dom.wait_for_suspense().await; /// }); /// /// // Render the virtual dom /// ``` pub struct VirtualDom { pub(crate) scopes: Slab, pub(crate) dirty_scopes: BTreeSet, // The element ids that are used in the renderer // These mark a specific place in a whole rsx block pub(crate) elements: Slab>, // Once nodes are mounted, the information about where they are mounted is stored here // We need to store this information on the virtual dom so that we know what nodes are mounted where when we bubble events // Each mount is associated with a whole rsx block. [`VirtualDom::elements`] link to a specific node in the block pub(crate) mounts: Slab, pub(crate) runtime: Rc, // The scopes that have been resolved since the last render pub(crate) resolved_scopes: Vec, rx: futures_channel::mpsc::UnboundedReceiver, } impl VirtualDom { /// Create a new VirtualDom with a component that does not have special props. /// /// # Description /// /// Later, the props can be updated by calling "update" with a new set of props, causing a set of re-renders. /// /// This is useful when a component tree can be driven by external state (IE SSR) but it would be too expensive /// to toss out the entire tree. /// /// /// # Example /// ```rust, no_run /// # use dioxus::prelude::*; /// # use dioxus_core::*; /// fn Example() -> Element { /// rsx!( div { "hello world" } ) /// } /// /// let dom = VirtualDom::new(Example); /// ``` /// /// Note: the VirtualDom is not progressed, you must either "run_with_deadline" or use "rebuild" to progress it. pub fn new(app: fn() -> Element) -> Self { Self::new_with_props( move || { use warnings::Warning; // The root props don't come from a vcomponent so we need to manually rerun them sometimes crate::properties::component_called_as_function::allow(app) }, (), ) } /// Create a new VirtualDom with the given properties for the root component. /// /// # Description /// /// Later, the props can be updated by calling "update" with a new set of props, causing a set of re-renders. /// /// This is useful when a component tree can be driven by external state (IE SSR) but it would be too expensive /// to toss out the entire tree. /// /// /// # Example /// ```rust, no_run /// # use dioxus::prelude::*; /// # use dioxus_core::*; /// #[derive(PartialEq, Props, Clone)] /// struct SomeProps { /// name: &'static str /// } /// /// fn Example(cx: SomeProps) -> Element { /// rsx!{ div { "hello {cx.name}" } } /// } /// /// let dom = VirtualDom::new_with_props(Example, SomeProps { name: "world" }); /// ``` /// /// Note: the VirtualDom is not progressed on creation. You must either "run_with_deadline" or use "rebuild" to progress it. /// /// ```rust, no_run /// # use dioxus::prelude::*; /// # use dioxus_core::*; /// # #[derive(PartialEq, Props, Clone)] /// # struct SomeProps { /// # name: &'static str /// # } /// # fn Example(cx: SomeProps) -> Element { /// # rsx!{ div { "hello {cx.name}" } } /// # } /// let mut dom = VirtualDom::new_with_props(Example, SomeProps { name: "jane" }); /// dom.rebuild_in_place(); /// ``` pub fn new_with_props( root: impl ComponentFunction, root_props: P, ) -> Self { let render_fn = root.id(); let props = VProps::new(root, |_, _| true, root_props, "Root"); Self::new_with_component(VComponent { name: "root", render_fn, props: Box::new(props), }) } /// Create a new virtualdom and build it immediately pub fn prebuilt(app: fn() -> Element) -> Self { let mut dom = Self::new(app); dom.rebuild_in_place(); dom } /// Create a new VirtualDom from something that implements [`AnyProps`] #[instrument(skip(root), level = "trace", name = "VirtualDom::new")] pub(crate) fn new_with_component(root: VComponent) -> Self { let (tx, rx) = futures_channel::mpsc::unbounded(); let mut dom = Self { rx, runtime: Runtime::new(tx), scopes: Default::default(), dirty_scopes: Default::default(), elements: Default::default(), mounts: Default::default(), resolved_scopes: Default::default(), }; let root = VProps::new( RootScopeWrapper, |_, _| true, RootProps(root), "RootWrapper", ); dom.new_scope(Box::new(root), "app"); // the root element is always given element ID 0 since it's the container for the entire tree dom.elements.insert(None); dom } /// Get the state for any scope given its ID /// /// This is useful for inserting or removing contexts from a scope, or rendering out its root node pub fn get_scope(&self, id: ScopeId) -> Option<&ScopeState> { self.scopes.get(id.0) } /// Get the single scope at the top of the VirtualDom tree that will always be around /// /// This scope has a ScopeId of 0 and is the root of the tree pub fn base_scope(&self) -> &ScopeState { self.get_scope(ScopeId::ROOT).unwrap() } /// Run a closure inside the dioxus runtime #[instrument(skip(self, f), level = "trace", name = "VirtualDom::in_runtime")] pub fn in_runtime(&self, f: impl FnOnce() -> O) -> O { let _runtime = RuntimeGuard::new(self.runtime.clone()); f() } /// Build the virtualdom with a global context inserted into the base scope /// /// This is useful for what is essentially dependency injection when building the app pub fn with_root_context(self, context: T) -> Self { self.base_scope().state().provide_context(context); self } /// Provide a context to the root scope pub fn provide_root_context(&self, context: T) { self.base_scope().state().provide_context(context); } /// Build the virtualdom with a global context inserted into the base scope /// /// This method is useful for when you want to provide a context in your app without knowing its type pub fn insert_any_root_context(&mut self, context: Box) { self.base_scope().state().provide_any_context(context); } /// Manually mark a scope as requiring a re-render /// /// Whenever the Runtime "works", it will re-render this scope pub fn mark_dirty(&mut self, id: ScopeId) { let Some(scope) = self.runtime.get_state(id) else { return; }; tracing::event!(tracing::Level::TRACE, "Marking scope {:?} as dirty", id); let order = ScopeOrder::new(scope.height(), id); drop(scope); self.queue_scope(order); } /// Mark a task as dirty fn mark_task_dirty(&mut self, task: Task) { let Some(scope) = self.runtime.task_scope(task) else { return; }; let Some(scope) = self.runtime.get_state(scope) else { return; }; tracing::event!( tracing::Level::TRACE, "Marking task {:?} (spawned in {:?}) as dirty", task, scope.id, ); let order = ScopeOrder::new(scope.height(), scope.id); drop(scope); self.queue_task(task, order); } /// Call a listener inside the VirtualDom with data from outside the VirtualDom. **The ElementId passed in must be the id of an element with a listener, not a static node or a text node.** /// /// This method will identify the appropriate element. The data must match up with the listener declared. Note that /// this method does not give any indication as to the success of the listener call. If the listener is not found, /// nothing will happen. /// /// It is up to the listeners themselves to mark nodes as dirty. /// /// If you have multiple events, you can call this method multiple times before calling "render_with_deadline" #[instrument(skip(self), level = "trace", name = "VirtualDom::handle_event")] pub fn handle_event( &mut self, name: &str, data: Rc, element: ElementId, bubbles: bool, ) { let _runtime = RuntimeGuard::new(self.runtime.clone()); if let Some(Some(parent_path)) = self.elements.get(element.0).copied() { if bubbles { self.handle_bubbling_event(parent_path, name, Event::new(data, bubbles)); } else { self.handle_non_bubbling_event(parent_path, name, Event::new(data, bubbles)); } } } /// Wait for the scheduler to have any work. /// /// This method polls the internal future queue, waiting for suspense nodes, tasks, or other work. This completes when /// any work is ready. If multiple scopes are marked dirty from a task or a suspense tree is finished, this method /// will exit. /// /// This method is cancel-safe, so you're fine to discard the future in a select block. /// /// This lets us poll async tasks and suspended trees during idle periods without blocking the main thread. /// /// # Example /// /// ```rust, no_run /// # use dioxus::prelude::*; /// # fn app() -> Element { rsx! { div {} } } /// let dom = VirtualDom::new(app); /// ``` #[instrument(skip(self), level = "trace", name = "VirtualDom::wait_for_work")] pub async fn wait_for_work(&mut self) { loop { // Process all events - Scopes are marked dirty, etc // Sometimes when wakers fire we get a slew of updates at once, so its important that we drain this completely self.process_events(); // Now that we have collected all queued work, we should check if we have any dirty scopes. If there are not, then we can poll any queued futures if self.has_dirty_scopes() { return; } // Make sure we set the runtime since we're running user code let _runtime = RuntimeGuard::new(self.runtime.clone()); // There isn't any more work we can do synchronously. Wait for any new work to be ready self.wait_for_event().await; } } /// Wait for the next event to trigger and add it to the queue #[instrument(skip(self), level = "trace", name = "VirtualDom::wait_for_event")] async fn wait_for_event(&mut self) { match self.rx.next().await.expect("channel should never close") { SchedulerMsg::Immediate(id) => self.mark_dirty(id), SchedulerMsg::TaskNotified(id) => { // Instead of running the task immediately, we insert it into the runtime's task queue. // The task may be marked dirty at the same time as the scope that owns the task is dropped. self.mark_task_dirty(Task::from_id(id)); } SchedulerMsg::EffectQueued => {} }; } /// Queue any pending events fn queue_events(&mut self) { // Prevent a task from deadlocking the runtime by repeatedly queueing itself while let Ok(Some(msg)) = self.rx.try_next() { match msg { SchedulerMsg::Immediate(id) => self.mark_dirty(id), SchedulerMsg::TaskNotified(task) => self.mark_task_dirty(Task::from_id(task)), SchedulerMsg::EffectQueued => {} } } } /// Process all events in the queue until there are no more left #[instrument(skip(self), level = "trace", name = "VirtualDom::process_events")] pub fn process_events(&mut self) { self.queue_events(); // Now that we have collected all queued work, we should check if we have any dirty scopes. If there are not, then we can poll any queued futures if self.has_dirty_scopes() { return; } self.poll_tasks() } /// Poll any queued tasks #[instrument(skip(self), level = "trace", name = "VirtualDom::poll_tasks")] fn poll_tasks(&mut self) { // Make sure we set the runtime since we're running user code let _runtime = RuntimeGuard::new(self.runtime.clone()); // Keep polling tasks until there are no more effects or tasks to run // Or until we have no more dirty scopes while !self.runtime.dirty_tasks.borrow().is_empty() || !self.runtime.pending_effects.borrow().is_empty() { // Next, run any queued tasks // We choose not to poll the deadline since we complete pretty quickly anyways while let Some(task) = self.pop_task() { let _ = self.runtime.handle_task_wakeup(task); // Running that task, may mark a scope higher up as dirty. If it does, return from the function early self.queue_events(); if self.has_dirty_scopes() { return; } } // At this point, we have finished running all tasks that are pending and we haven't found any scopes to rerun. This means it is safe to run our lowest priority work: effects while let Some(effect) = self.pop_effect() { effect.run(&self.runtime); // Check if any new scopes are queued for rerun self.queue_events(); if self.has_dirty_scopes() { return; } } } } /// Rebuild the virtualdom without handling any of the mutations /// /// This is useful for testing purposes and in cases where you render the output of the virtualdom without /// handling any of its mutations. pub fn rebuild_in_place(&mut self) { self.rebuild(&mut NoOpMutations); } /// [`VirtualDom::rebuild`] to a vector of mutations for testing purposes pub fn rebuild_to_vec(&mut self) -> Mutations { let mut mutations = Mutations::default(); self.rebuild(&mut mutations); mutations } /// Performs a *full* rebuild of the virtual dom, returning every edit required to generate the actual dom from scratch. /// /// The mutations item expects the RealDom's stack to be the root of the application. /// /// Tasks will not be polled with this method, nor will any events be processed from the event queue. Instead, the /// root component will be run once and then diffed. All updates will flow out as mutations. /// /// All state stored in components will be completely wiped away. /// /// Any templates previously registered will remain. /// /// # Example /// ```rust, no_run /// # use dioxus::prelude::*; /// # use dioxus_core::*; /// fn app() -> Element { /// rsx! { "hello world" } /// } /// /// let mut dom = VirtualDom::new(app); /// let mut mutations = Mutations::default(); /// dom.rebuild(&mut mutations); /// ``` #[instrument(skip(self, to), level = "trace", name = "VirtualDom::rebuild")] pub fn rebuild(&mut self, to: &mut impl WriteMutations) { let _runtime = RuntimeGuard::new(self.runtime.clone()); let new_nodes = self.run_scope(ScopeId::ROOT); self.scopes[ScopeId::ROOT.0].last_rendered_node = Some(new_nodes.clone()); // Rebuilding implies we append the created elements to the root let m = self.create_scope(Some(to), ScopeId::ROOT, new_nodes, None); to.append_children(ElementId(0), m); } /// Render whatever the VirtualDom has ready as fast as possible without requiring an executor to progress /// suspended subtrees. #[instrument(skip(self, to), level = "trace", name = "VirtualDom::render_immediate")] pub fn render_immediate(&mut self, to: &mut impl WriteMutations) { // Process any events that might be pending in the queue // Signals marked with .write() need a chance to be handled by the effect driver // This also processes futures which might progress into immediately rerunning a scope self.process_events(); // Next, diff any dirty scopes // We choose not to poll the deadline since we complete pretty quickly anyways let _runtime = RuntimeGuard::new(self.runtime.clone()); while let Some(work) = self.pop_work() { match work { Work::PollTask(task) => { _ = self.runtime.handle_task_wakeup(task); // Make sure we process any new events self.queue_events(); } Work::RerunScope(scope) => { // If the scope is dirty, run the scope and get the mutations self.run_and_diff_scope(Some(to), scope.id); } } } self.runtime.finish_render(); } /// [`Self::render_immediate`] to a vector of mutations for testing purposes pub fn render_immediate_to_vec(&mut self) -> Mutations { let mut mutations = Mutations::default(); self.render_immediate(&mut mutations); mutations } /// Render the virtual dom, waiting for all suspense to be finished /// /// The mutations will be thrown out, so it's best to use this method for things like SSR that have async content /// /// We don't call "flush_sync" here since there's no sync work to be done. Futures will be progressed like usual, /// however any futures waiting on flush_sync will remain pending #[instrument(skip(self), level = "trace", name = "VirtualDom::wait_for_suspense")] pub async fn wait_for_suspense(&mut self) { loop { if !self.suspended_tasks_remaining() { break; } self.wait_for_suspense_work().await; self.render_suspense_immediate().await; } } /// Check if there are any suspended tasks remaining pub fn suspended_tasks_remaining(&self) -> bool { self.runtime.suspended_tasks.get() > 0 } /// Wait for the scheduler to have any work that should be run during suspense. pub async fn wait_for_suspense_work(&mut self) { // Wait for a work to be ready (IE new suspense leaves to pop up) loop { // Process all events - Scopes are marked dirty, etc // Sometimes when wakers fire we get a slew of updates at once, so its important that we drain this completely self.queue_events(); // Now that we have collected all queued work, we should check if we have any dirty scopes. If there are not, then we can poll any queued futures if self.has_dirty_scopes() { break; } { // Make sure we set the runtime since we're running user code let _runtime = RuntimeGuard::new(self.runtime.clone()); // Next, run any queued tasks // We choose not to poll the deadline since we complete pretty quickly anyways let mut tasks_polled = 0; while let Some(task) = self.pop_task() { if self.runtime.task_runs_during_suspense(task) { let _ = self.runtime.handle_task_wakeup(task); // Running that task, may mark a scope higher up as dirty. If it does, return from the function early self.queue_events(); if self.has_dirty_scopes() { return; } } tasks_polled += 1; // Once we have polled a few tasks, we manually yield to the scheduler to give it a chance to run other pending work if tasks_polled > 32 { yield_now().await; tasks_polled = 0; } } } self.wait_for_event().await; } } /// Render any dirty scopes immediately, but don't poll any futures that are client only on that scope /// Returns a list of suspense boundaries that were resolved pub async fn render_suspense_immediate(&mut self) -> Vec { // Queue any new events before we start working self.queue_events(); // Render whatever work needs to be rendered, unlocking new futures and suspense leaves let _runtime = RuntimeGuard::new(self.runtime.clone()); let mut work_done = 0; while let Some(work) = self.pop_work() { match work { Work::PollTask(task) => { // During suspense, we only want to run tasks that are suspended if self.runtime.task_runs_during_suspense(task) { let _ = self.runtime.handle_task_wakeup(task); } } Work::RerunScope(scope) => { let scope_id: ScopeId = scope.id; let run_scope = self .runtime .get_state(scope.id) .filter(|scope| scope.should_run_during_suspense()) .is_some(); if run_scope { // If the scope is dirty, run the scope and get the mutations self.run_and_diff_scope(None::<&mut NoOpMutations>, scope_id); tracing::trace!("Ran scope {:?} during suspense", scope_id); } else { tracing::warn!( "Scope {:?} was marked as dirty, but will not rerun during suspense. Only nodes that are under a suspense boundary rerun during suspense", scope_id ); } } } // Queue any new events self.queue_events(); work_done += 1; // Once we have polled a few tasks, we manually yield to the scheduler to give it a chance to run other pending work if work_done > 32 { yield_now().await; work_done = 0; } } self.resolved_scopes .sort_by_key(|&id| self.runtime.get_state(id).unwrap().height); std::mem::take(&mut self.resolved_scopes) } /// Get the current runtime pub fn runtime(&self) -> Rc { self.runtime.clone() } /* ------------------------ The algorithm works by walking through the list of dynamic attributes, checking their paths, and breaking when we find the target path. With the target path, we try and move up to the parent until there is no parent. Due to how bubbling works, we call the listeners before walking to the parent. If we wanted to do capturing, then we would accumulate all the listeners and call them in reverse order. ---------------------- For a visual demonstration, here we present a tree on the left and whether or not a listener is collected on the right. | <-- yes (is ascendant) | | | <-- no (is not direct ascendant) | | <-- yes (is ascendant) | | | | | <--- target element, break early, don't check other listeners | | | <-- no, broke early | <-- no, broke early */ #[instrument( skip(self, uievent), level = "trace", name = "VirtualDom::handle_bubbling_event" )] fn handle_bubbling_event(&mut self, parent: ElementRef, name: &str, uievent: Event) { // If the event bubbles, we traverse through the tree until we find the target element. // Loop through each dynamic attribute (in a depth first order) in this template before moving up to the template's parent. let mut parent = Some(parent); while let Some(path) = parent { let mut listeners = vec![]; let Some(mount) = self.mounts.get(path.mount.0) else { // If the node is suspended and not mounted, we can just ignore the event return; }; let el_ref = &mount.node; let node_template = el_ref.template; let target_path = path.path; // Accumulate listeners into the listener list bottom to top for (idx, this_path) in node_template.attr_paths.iter().enumerate() { let attrs = &*el_ref.dynamic_attrs[idx]; for attr in attrs.iter() { // Remove the "on" prefix if it exists, TODO, we should remove this and settle on one if attr.name.get(2..) == Some(name) && target_path.is_descendant(this_path) { listeners.push(&attr.value); // Break if this is the exact target element. // This means we won't call two listeners with the same name on the same element. This should be // documented, or be rejected from the rsx! macro outright if target_path == this_path { break; } } } } // Now that we've accumulated all the parent attributes for the target element, call them in reverse order // We check the bubble state between each call to see if the event has been stopped from bubbling tracing::event!( tracing::Level::TRACE, "Calling {} listeners", listeners.len() ); for listener in listeners.into_iter().rev() { if let AttributeValue::Listener(listener) = listener { self.runtime.rendering.set(false); listener.call(uievent.clone()); self.runtime.rendering.set(true); if !uievent.propagates.get() { return; } } } let mount = el_ref.mount.get().as_usize(); parent = mount.and_then(|id| self.mounts.get(id).and_then(|el| el.parent)); } } /// Call an event listener in the simplest way possible without bubbling upwards #[instrument( skip(self, uievent), level = "trace", name = "VirtualDom::handle_non_bubbling_event" )] fn handle_non_bubbling_event(&mut self, node: ElementRef, name: &str, uievent: Event) { let Some(mount) = self.mounts.get(node.mount.0) else { // If the node is suspended and not mounted, we can just ignore the event return; }; let el_ref = &mount.node; let node_template = el_ref.template; let target_path = node.path; for (idx, this_path) in node_template.attr_paths.iter().enumerate() { let attrs = &*el_ref.dynamic_attrs[idx]; for attr in attrs.iter() { // Remove the "on" prefix if it exists, TODO, we should remove this and settle on one // Only call the listener if this is the exact target element. if attr.name.get(2..) == Some(name) && target_path == this_path { if let AttributeValue::Listener(listener) = &attr.value { self.runtime.rendering.set(false); listener.call(uievent.clone()); self.runtime.rendering.set(true); break; } } } } } } impl Drop for VirtualDom { fn drop(&mut self) { // Drop all scopes in order of height let mut scopes = self.scopes.drain().collect::>(); scopes.sort_by_key(|scope| scope.state().height); for scope in scopes.into_iter().rev() { drop(scope); } } } /// Yield control back to the async scheduler. This is used to give the scheduler a chance to run other pending work. Or cancel the task if the client has disconnected. async fn yield_now() { let mut yielded = false; std::future::poll_fn::<(), _>(move |cx| { if !yielded { cx.waker().wake_by_ref(); yielded = true; std::task::Poll::Pending } else { std::task::Poll::Ready(()) } }) .await; }