dioxus_core/scopes.rs
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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<Runtime>,
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<Element>,
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()
}
}