use crate::{ innerlude::Scoped, nodes::RenderReturn, scopes::{Scope, ScopeState}, Element, }; use std::panic::AssertUnwindSafe; /// A trait that essentially allows VComponentProps to be used generically /// /// # Safety /// /// This should not be implemented outside this module pub(crate) unsafe trait AnyProps<'a> { fn props_ptr(&self) -> *const (); fn render(&'a self, bump: &'a ScopeState) -> RenderReturn<'a>; unsafe fn memoize(&self, other: &dyn AnyProps) -> bool; } pub(crate) struct VProps<'a, P> { pub render_fn: fn(Scope<'a, P>) -> Element<'a>, pub memo: unsafe fn(&P, &P) -> bool, pub props: P, } impl<'a, P> VProps<'a, P> { pub(crate) fn new( render_fn: fn(Scope<'a, P>) -> Element<'a>, memo: unsafe fn(&P, &P) -> bool, props: P, ) -> Self { Self { render_fn, memo, props, } } } unsafe impl<'a, P> AnyProps<'a> for VProps<'a, P> { fn props_ptr(&self) -> *const () { &self.props as *const _ as *const () } // Safety: // this will downcast the other ptr as our swallowed type! // you *must* make this check *before* calling this method // if your functions are not the same, then you will downcast a pointer into a different type (UB) unsafe fn memoize(&self, other: &dyn AnyProps) -> bool { let real_other: &P = &*(other.props_ptr() as *const _ as *const P); let real_us: &P = &*(self.props_ptr() as *const _ as *const P); (self.memo)(real_us, real_other) } fn render(&'a self, cx: &'a ScopeState) -> RenderReturn<'a> { let res = std::panic::catch_unwind(AssertUnwindSafe(move || { // Call the render function directly let scope: &mut Scoped
= cx.bump().alloc(Scoped { props: &self.props, scope: cx, }); (self.render_fn)(scope) })); match res { Ok(Some(e)) => RenderReturn::Ready(e), Ok(None) => RenderReturn::default(), Err(err) => { let component_name = cx.name(); log::error!("Error while rendering component `{component_name}`: {err:?}"); RenderReturn::default() } } } }