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- use crate::{
- any_props::AnyProps,
- bump_frame::BumpFrame,
- innerlude::DirtyScope,
- nodes::RenderReturn,
- scopes::{ScopeId, ScopeState},
- virtual_dom::VirtualDom,
- };
- impl VirtualDom {
- pub(super) fn new_scope(
- &mut self,
- props: Box<dyn AnyProps<'static>>,
- name: &'static str,
- ) -> &ScopeState {
- let parent = self.acquire_current_scope_raw();
- let entry = self.scopes.vacant_entry();
- let height = unsafe { parent.map(|f| (*f).height + 1).unwrap_or(0) };
- let id = entry.key();
- entry.insert(ScopeState {
- parent,
- id,
- height,
- name,
- props: Some(props),
- tasks: self.scheduler.clone(),
- node_arena_1: BumpFrame::new(0),
- node_arena_2: BumpFrame::new(0),
- spawned_tasks: Default::default(),
- suspended: Default::default(),
- render_cnt: Default::default(),
- hooks: Default::default(),
- hook_idx: Default::default(),
- shared_contexts: Default::default(),
- borrowed_props: Default::default(),
- attributes_to_drop: Default::default(),
- })
- }
- fn acquire_current_scope_raw(&self) -> Option<*const ScopeState> {
- let id = self.scope_stack.last().copied()?;
- let scope = self.scopes.get(id)?;
- Some(scope)
- }
- pub(crate) fn run_scope(&mut self, scope_id: ScopeId) -> &RenderReturn {
- // Cycle to the next frame and then reset it
- // This breaks any latent references, invalidating every pointer referencing into it.
- // Remove all the outdated listeners
- self.ensure_drop_safety(scope_id);
- let new_nodes = unsafe {
- self.scopes[scope_id].previous_frame().bump_mut().reset();
- let scope = &self.scopes[scope_id];
- scope.suspended.set(false);
- scope.hook_idx.set(0);
- // safety: due to how we traverse the tree, we know that the scope is not currently aliased
- let props: &dyn AnyProps = scope.props.as_ref().unwrap().as_ref();
- let props: &dyn AnyProps = std::mem::transmute(props);
- props.render(scope).extend_lifetime()
- };
- let scope = &self.scopes[scope_id];
- // We write on top of the previous frame and then make it the current by pushing the generation forward
- let frame = scope.previous_frame();
- // set the new head of the bump frame
- let allocated = &*frame.bump().alloc(new_nodes);
- frame.node.set(allocated);
- // And move the render generation forward by one
- scope.render_cnt.set(scope.render_cnt.get() + 1);
- // remove this scope from dirty scopes
- self.dirty_scopes.remove(&DirtyScope {
- height: scope.height,
- id: scope.id,
- });
- if scope.suspended.get() {
- self.suspended_scopes.insert(scope.id);
- } else if !self.suspended_scopes.is_empty() {
- _ = self.suspended_scopes.remove(&scope.id);
- }
- // rebind the lifetime now that its stored internally
- unsafe { allocated.extend_lifetime_ref() }
- }
- }
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