use crate::{ any_props::BoxedAnyProps, nodes::AsVNode, reactive_context::ReactiveContext, scope_context::Scope, Element, Runtime, VNode, }; use std::{cell::Ref, rc::Rc}; /// A component's unique identifier. /// /// `ScopeId` is a `usize` that acts a key for the internal slab of Scopes. This means that the key is not unique across /// time. We do try and guarantee that between calls to `wait_for_work`, no ScopeIds will be recycled in order to give /// time for any logic that relies on these IDs to properly update. #[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))] #[derive(Copy, Clone, PartialEq, Eq, Hash, PartialOrd, Ord)] pub struct ScopeId(pub usize); impl std::fmt::Debug for ScopeId { #[allow(unused_mut)] fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result { let mut builder = f.debug_tuple("ScopeId"); let mut builder = builder.field(&self.0); #[cfg(debug_assertions)] { if let Some(name) = Runtime::current() .ok() .as_ref() .and_then(|rt| rt.get_state(*self)) { builder = builder.field(&name.name); } } builder.finish() } } impl ScopeId { /// The ScopeId of the main scope passed into [`VirtualDom::new`]. /// /// This scope will last for the entire duration of your app, making it convenient for long-lived state /// that is created dynamically somewhere down the component tree. /// /// # Example /// /// ```rust, no_run /// use dioxus::prelude::*; /// let my_persistent_state = Signal::new_in_scope(String::new(), ScopeId::APP); /// ``` // ScopeId(0) is the root scope wrapper // ScopeId(1) is the default error boundary // ScopeId(2) is the default suspense boundary // ScopeId(3) is the users root scope pub const APP: ScopeId = ScopeId(3); /// The ScopeId of the topmost scope in the tree. /// This will be higher up in the tree than [`ScopeId::APP`] because dioxus inserts a default [`SuspenseBoundary`] and [`ErrorBoundary`] at the root of the tree. // ScopeId(0) is the root scope wrapper pub const ROOT: ScopeId = ScopeId(0); pub(crate) const PLACEHOLDER: ScopeId = ScopeId(usize::MAX); pub(crate) fn is_placeholder(&self) -> bool { *self == Self::PLACEHOLDER } } /// A component's rendered state. /// /// This state erases the type of the component's props. It is used to store the state of a component in the runtime. pub struct ScopeState { pub(crate) runtime: Rc, pub(crate) context_id: ScopeId, /// The last node that has been rendered for this component. This node may not ben mounted /// During suspense, this component can be rendered in the background multiple times pub(crate) last_rendered_node: Option, pub(crate) props: BoxedAnyProps, pub(crate) reactive_context: ReactiveContext, } impl Drop for ScopeState { fn drop(&mut self) { self.runtime.remove_scope(self.context_id); } } impl ScopeState { /// Get a handle to the currently active head node arena for this Scope /// /// This is useful for traversing the tree outside of the VirtualDom, such as in a custom renderer or in SSR. /// /// Panics if the tree has not been built yet. pub fn root_node(&self) -> &VNode { self.try_root_node() .expect("The tree has not been built yet. Make sure to call rebuild on the tree before accessing its nodes.") } /// Try to get a handle to the currently active head node arena for this Scope /// /// This is useful for traversing the tree outside of the VirtualDom, such as in a custom renderer or in SSR. /// /// Returns [`None`] if the tree has not been built yet. pub fn try_root_node(&self) -> Option<&VNode> { self.last_rendered_node.as_ref().map(AsVNode::as_vnode) } /// Returns the scope id of this [`ScopeState`]. pub fn id(&self) -> ScopeId { self.context_id } pub(crate) fn state(&self) -> Ref<'_, Scope> { self.runtime.get_state(self.context_id).unwrap() } }