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- use crate::{
- innerlude::DirtyScope, nodes::RenderReturn, nodes::VNode, virtual_dom::VirtualDom, DynamicNode,
- ScopeId,
- };
- /// An Element's unique identifier.
- ///
- /// `ElementId` is a `usize` that is unique across the entire VirtualDOM - but not unique across time. If a component is
- /// unmounted, then the `ElementId` will be reused for a new component.
- #[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
- #[derive(Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Hash, Default)]
- pub struct ElementId(pub usize);
- /// An Element that can be bubbled to's unique identifier.
- ///
- /// `BubbleId` is a `usize` that is unique across the entire VirtualDOM - but not unique across time. If a component is
- /// unmounted, then the `BubbleId` will be reused for a new component.
- #[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
- #[derive(Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Hash, Default)]
- pub struct VNodeId(pub usize);
- #[derive(Debug, Clone)]
- pub struct ElementRef {
- // the pathway of the real element inside the template
- pub(crate) path: ElementPath,
- // the scope that this element belongs to
- pub(crate) scope: ScopeId,
- // The actual element
- pub(crate) element: VNode,
- }
- #[derive(Clone, Copy, Debug)]
- pub struct ElementPath {
- pub(crate) path: &'static [u8],
- }
- impl VirtualDom {
- pub(crate) fn next_element(&mut self) -> ElementId {
- ElementId(self.elements.insert(None))
- }
- pub(crate) fn reclaim(&mut self, el: ElementId) {
- self.try_reclaim(el)
- .unwrap_or_else(|| panic!("cannot reclaim {:?}", el));
- }
- pub(crate) fn try_reclaim(&mut self, el: ElementId) -> Option<()> {
- if el.0 == 0 {
- panic!(
- "Cannot reclaim the root element - {:#?}",
- std::backtrace::Backtrace::force_capture()
- );
- }
- self.elements.try_remove(el.0).map(|_| ())
- }
- // Drop a scope and all its children
- //
- // Note: This will not remove any ids from the arena
- pub(crate) fn drop_scope(&mut self, id: ScopeId, recursive: bool) {
- // todo: Do we need this now that we don't have a bunch of unsafe code?
- // self.dirty_scopes.remove(&DirtyScope {
- // height: self.scopes[id.0].height(),
- // id,
- // });
- // if recursive {
- // if let Some(root) = self.scopes[id.0].try_root_node() {
- // if let RenderReturn::Ready(node) = root {
- // self.drop_scope_inner(node)
- // }
- // }
- // }
- // self.scopes.remove(id.0);
- }
- fn drop_scope_inner(&mut self, node: &VNode) {
- node.dynamic_nodes.iter().for_each(|node| match node {
- DynamicNode::Component(c) => {
- if let Some(f) = c.scope.get() {
- self.drop_scope(f, true);
- }
- }
- DynamicNode::Fragment(nodes) => {
- nodes.iter().for_each(|node| self.drop_scope_inner(node))
- }
- DynamicNode::Placeholder(_) => {}
- DynamicNode::Text(_) => {}
- });
- }
- }
- impl ElementPath {
- pub(crate) fn is_decendant(&self, small: &&[u8]) -> bool {
- small.len() <= self.path.len() && *small == &self.path[..small.len()]
- }
- }
- impl PartialEq<&[u8]> for ElementPath {
- fn eq(&self, other: &&[u8]) -> bool {
- self.path.eq(*other)
- }
- }
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