Move towards a new reconciler model, undo a lot of the weird stretch integrations I had done, separate out Layout and Appearance concepts, introduce ComponentKey and constructor lifecycle for components

This commit is contained in:
Ryan McGrath 2019-05-27 00:22:33 -07:00
parent 6fd3f79099
commit 91266cc841
No known key found for this signature in database
GPG key ID: 811674B62B666830
31 changed files with 820 additions and 941 deletions

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@ -4,6 +4,7 @@
//! but as the language stabilizes even further I'd love to get rid of this and
//! just allow returning arbitrary iterators.
use alchemy_lifecycle::ComponentKey;
use alchemy_lifecycle::traits::Component;
/// Fragments are special - you can do something like the following in cases where you
@ -19,4 +20,8 @@ use alchemy_lifecycle::traits::Component;
#[derive(Default, Debug)]
pub struct Fragment;
impl Component for Fragment {}
impl Component for Fragment {
fn constructor(_key: ComponentKey) -> Fragment {
Fragment { }
}
}

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@ -5,8 +5,9 @@
use std::sync::{Mutex};
use alchemy_styles::styles::{Layout, Style};
use alchemy_styles::styles::{Appearance, Layout};
use alchemy_lifecycle::ComponentKey;
use alchemy_lifecycle::error::Error;
use alchemy_lifecycle::rsx::{Props, RSX};
use alchemy_lifecycle::traits::{Component, PlatformSpecificNodeType};
@ -23,19 +24,11 @@ use alchemy_cocoa::text::{Text as PlatformTextBridge};
/// <Text styles=["styleKey1", "styleKey2"] />
/// ```
pub struct Text {
key: ComponentKey,
text: String,
bridge: Mutex<PlatformTextBridge>
}
impl Default for Text {
fn default() -> Text {
Text {
text: "".into(),
bridge: Mutex::new(PlatformTextBridge::new())
}
}
}
impl Text {
// This is very naive for now, but it's fine - we probably
// want to do some fun stuff here later with stylized text
@ -55,6 +48,14 @@ impl Text {
}
impl Component for Text {
fn constructor(key: ComponentKey) -> Text {
Text {
key: key,
text: "".into(),
bridge: Mutex::new(PlatformTextBridge::new())
}
}
fn has_native_backing_node(&self) -> bool { true }
fn borrow_native_backing_node(&self) -> Option<PlatformSpecificNodeType> {
@ -66,9 +67,9 @@ impl Component for Text {
// Panic might not be right here, but eh, should probably do something.
fn append_child_component(&self, _component: &Component) {}
fn apply_styles(&self, layout: &Layout, style: &Style) {
fn apply_styles(&self, appearance: &Appearance, layout: &Layout) {
let mut bridge = self.bridge.lock().unwrap();
bridge.apply_styles(layout, style);
bridge.apply_styles(appearance, layout);
}
fn component_did_mount(&mut self, props: &Props) {

View file

@ -3,10 +3,11 @@
//! hence why they're all (somewhat annoyingly, but lovingly) re-implemented
//! as bridges.
use std::sync::{Arc, Mutex, RwLock};
use std::sync::Mutex;
use alchemy_styles::{Layout, Style, StylesList};
use alchemy_styles::{Appearance, Layout, StylesList};
use alchemy_lifecycle::ComponentKey;
use alchemy_lifecycle::error::Error;
use alchemy_lifecycle::rsx::{Props, RSX};
use alchemy_lifecycle::traits::{Component, PlatformSpecificNodeType};
@ -33,6 +34,10 @@ impl Default for View {
}
impl Component for View {
fn constructor(_key: ComponentKey) -> View {
View(Mutex::new(PlatformViewBridge::new()))
}
fn has_native_backing_node(&self) -> bool { true }
fn borrow_native_backing_node(&self) -> Option<PlatformSpecificNodeType> {
@ -47,17 +52,17 @@ impl Component for View {
}
}
fn apply_styles(&self, layout: &Layout, style: &Style) {
fn apply_styles(&self, appearance: &Appearance, layout: &Layout) {
let mut bridge = self.0.lock().unwrap();
bridge.apply_styles(layout, style);
bridge.apply_styles(appearance, layout);
}
fn render(&self, props: &Props) -> Result<RSX, Error> {
Ok(RSX::node("Fragment", || Arc::new(RwLock::new(Fragment::default())), Props {
Ok(RSX::node("Fragment", |key| Box::new(Fragment::constructor(key)), Props {
attributes: std::collections::HashMap::new(),
key: "".into(),
styles: StylesList::new(),
children: props.children.clone()
}))
children: vec![]
}, props.children.clone()))
}
}

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@ -9,6 +9,7 @@ use std::sync::Arc;
pub use lazy_static::lazy_static;
use proc_macro_hack::proc_macro_hack;
pub use alchemy_lifecycle::ComponentKey;
pub use alchemy_lifecycle::traits::{
AppDelegate, Component, WindowDelegate
};

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@ -1,15 +1,11 @@
//! Implements the Window API. It attempts to provide a nice, common interface across
//! per-platform Window APIs.
use std::sync::{Arc, Mutex, RwLock};
use std::sync::{Arc, Mutex};
use alchemy_lifecycle::{Uuid, RENDER_ENGINE};
use alchemy_lifecycle::rsx::{Props, RSX};
use alchemy_lifecycle::traits::{Component, WindowDelegate};
use alchemy_styles::number::Number;
use alchemy_styles::geometry::Size;
use alchemy_styles::styles::{Style, Dimension};
use alchemy_lifecycle::{ComponentKey, RENDER_ENGINE};
use alchemy_lifecycle::rsx::RSX;
use alchemy_lifecycle::traits::WindowDelegate;
use crate::{App, SHARED_APP};
use crate::components::View;
@ -25,7 +21,7 @@ pub struct AppWindow {
pub title: String,
pub bridge: PlatformWindowBridge,
pub delegate: Box<WindowDelegate>,
pub render_key: Uuid
pub render_key: ComponentKey
}
impl AppWindow {
@ -74,7 +70,10 @@ impl Window {
let view = View::default();
let shared_app_ptr: *const App = &**SHARED_APP;
let bridge = PlatformWindowBridge::new(window_id, title, dimensions, &view, shared_app_ptr);
let key = RENDER_ENGINE.register_root_component(view);
let key = match RENDER_ENGINE.register_root_component(view) {
Ok(key) => key,
Err(_e) => { panic!("Uhhhh this really messed up"); }
};
Window(Arc::new(Mutex::new(AppWindow {
id: window_id,

View file

@ -13,9 +13,7 @@ use cocoa::foundation::{NSRect, NSPoint, NSSize, NSString};
use crate::color::IntoNSColor;
use alchemy_styles::color::Color;
use alchemy_styles::styles::Style;
use alchemy_styles::result::Layout;
use alchemy_styles::{Color, Layout, Appearance};
use alchemy_lifecycle::traits::PlatformSpecificNodeType;
@ -74,15 +72,15 @@ impl Text {
/// Given a `&Style`, will set the frame, background color, borders and so forth. It then
/// calls `setNeedsDisplay:YES` on the Objective-C side, so that Cocoa will re-render this
/// view.
pub fn apply_styles(&mut self, layout: &Layout, style: &Style) {
pub fn apply_styles(&mut self, appearance: &Appearance, layout: &Layout) {
unsafe {
let rect = NSRect::new(
NSPoint::new(layout.location.x.into(), layout.location.y.into()),
NSSize::new(layout.size.width.into(), layout.size.height.into())
);
self.background_color = style.background_color.into_nscolor();
self.text_color = style.text_color.into_nscolor();
self.background_color = appearance.background_color.into_nscolor();
self.text_color = appearance.text_color.into_nscolor();
msg_send![&*self.inner_mut, setFrame:rect];
msg_send![&*self.inner_mut, setBackgroundColor:&*self.background_color];

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@ -13,9 +13,7 @@ use cocoa::foundation::{NSRect, NSPoint, NSSize};
use crate::color::IntoNSColor;
use alchemy_styles::color::Color;
use alchemy_styles::styles::Style;
use alchemy_styles::result::Layout;
use alchemy_styles::{Appearance, Color, Layout};
use alchemy_lifecycle::traits::PlatformSpecificNodeType;
@ -70,14 +68,14 @@ impl View {
/// Given a `&Style`, will set the frame, background color, borders and so forth. It then
/// calls `setNeedsDisplay:YES` on the Objective-C side, so that Cocoa will re-render this
/// view.
pub fn apply_styles(&mut self, layout: &Layout, style: &Style) {
pub fn apply_styles(&mut self, appearance: &Appearance, layout: &Layout) {
unsafe {
let rect = NSRect::new(
NSPoint::new(layout.location.x.into(), layout.location.y.into()),
NSSize::new(layout.size.width.into(), layout.size.height.into())
);
self.background_color = style.background_color.into_nscolor();
self.background_color = appearance.background_color.into_nscolor();
self.inner_mut.set_ivar(BACKGROUND_COLOR, &*self.background_color);
msg_send![&*self.inner_mut, setFrame:rect];

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@ -8,7 +8,7 @@
/// @created March 26th, 2019
use alchemy::{
AppDelegate, Component, Fragment, Props, Error, rsx, RSX, styles,
AppDelegate, Component, ComponentKey, Fragment, Props, Error, rsx, RSX, styles,
Text, View, Window, WindowDelegate
};
@ -26,6 +26,10 @@ impl AppDelegate for AppState {
pub struct Banner;
impl Component for Banner {
fn constructor(_key: ComponentKey) -> Banner {
Banner {}
}
fn render(&self, props: &Props) -> Result<RSX, Error> {
Ok(rsx! {
<Fragment>

View file

@ -17,4 +17,3 @@ alchemy-styles = { version = "0.1", path = "../styles" }
objc = { version = "0.2.6", optional = true }
objc_id = { version = "0.1.1", optional = true }
serde_json = "1"
uuid = { version = "0.7", features = ["v4"] }

View file

@ -11,7 +11,7 @@
//! This crate also includes the diffing and patching system for the widget tree -
//! it needs to live with the `Component` lifecycle to enable state updating.
pub use uuid::Uuid;
pub use std::sync::Arc;
use alchemy_styles::lazy_static;
@ -21,6 +21,7 @@ pub mod traits;
mod reconciler;
use reconciler::RenderEngine;
pub use reconciler::key::ComponentKey;
lazy_static! {
pub static ref RENDER_ENGINE: RenderEngine = RenderEngine::new();

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@ -2,29 +2,33 @@
//! run. These are mostly internal to the rendering engine itself, but could potentially
//! show up elsewhere.
use std::fmt;
use std::error::Error;
use core::any::Any;
use crate::reconciler::key::ComponentKey;
#[derive(Debug)]
pub enum RenderEngineError {
InvalidKeyError
InvalidKey,
InvalidRootComponent,
InvalidComponentKey(ComponentKey)
}
impl fmt::Display for RenderEngineError {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
match self {
RenderEngineError::InvalidKeyError => write!(f, "An invalid key was passed to the render engine.")
impl std::fmt::Display for RenderEngineError {
fn fmt(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
match *self {
RenderEngineError::InvalidComponentKey(ref node) => write!(f, "Invalid component key {:?}", node),
RenderEngineError::InvalidRootComponent => write!(f, "Invalid component type! Root nodes must be a natively backed node."),
RenderEngineError::InvalidKey => write!(f, "An invalid key was passed to the render engine.")
}
}
}
impl fmt::Debug for RenderEngineError {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
match self {
RenderEngineError::InvalidKeyError => write!(f, "An invalid key was passed to the render engine: {{ file: {}, line: {} }}", file!(), line!())
impl std::error::Error for RenderEngineError {
fn description(&self) -> &str {
match *self {
RenderEngineError::InvalidComponentKey(_) => "The key is not part of the component storage instance",
RenderEngineError::InvalidRootComponent => "The root component must be a natively backed Component instance.",
RenderEngineError::InvalidKey => "An invalid key was passed to the render engine."
}
}
}
impl Error for RenderEngineError {
}

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@ -0,0 +1,51 @@
//! Implements an auto-incrementing ID for Component instances.
use std::sync::Mutex;
use alchemy_styles::lazy_static;
lazy_static! {
/// Global stretch instance id allocator.
pub(crate) static ref INSTANCE_ALLOCATOR: Mutex<Allocator> = Mutex::new(Allocator::new());
}
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)]
pub(crate) struct Id {
id: u32
}
pub(crate) struct Allocator {
new_id: u32
}
impl Allocator {
pub fn new() -> Self {
Allocator { new_id: 1 }
}
pub fn allocate(&mut self) -> Id {
let id = self.new_id;
self.new_id += 1;
Id { id: id }
}
}
/// Used as a key for Component storage. Component instances receive these
/// in their constructor methods, and should retain them as a tool to update their
/// state.
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)]
pub struct ComponentKey {
pub(crate) instance: Id,
pub(crate) local: Id,
}
impl ComponentKey {
/// A placeholder value, used purely for ensuring the diffing algorithm remains
/// readable by reducing some unwrapping hell.
pub fn placeholder() -> ComponentKey {
ComponentKey {
instance: Id { id: 0 },
local: Id { id: 0 }
}
}
}

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@ -6,71 +6,73 @@ use std::collections::HashMap;
use std::error::Error;
use std::mem::{discriminant, swap};
use uuid::Uuid;
use alchemy_styles::{Stretch, THEME_ENGINE};
use alchemy_styles::styles::{Style, Dimension};
use alchemy_styles::number::Number;
use alchemy_styles::geometry::Size;
use alchemy_styles::THEME_ENGINE;
use alchemy_styles::styles::{Appearance,Dimension, Number, Size, Style};
use crate::traits::Component;
use crate::rsx::{Props, RSX, VirtualNode};
mod error;
use alchemy_styles::stretch::node::{Node as StyleNode, Stretch as LayoutStore};
pub mod key;
use key::ComponentKey;
pub mod storage;
use storage::ComponentStore;
pub mod error;
use error::RenderEngineError;
// This is never actually created, it's just to satisfy the fact that View
// is defined in the core crate, which we can't import here without creating a
// circular dependency.
struct StubView;
impl Component for StubView {}
impl Component for StubView {
fn constructor(key: ComponentKey) -> StubView {
StubView {}
}
}
pub struct RenderEngine {
pending_state_updates: Mutex<Vec<i32>>,
trees: Mutex<HashMap<Uuid, (RSX, Stretch)>>
queued_state_updates: Mutex<Vec<i32>>,
components: Mutex<ComponentStore>,
layouts: Mutex<LayoutStore>
}
impl RenderEngine {
pub(crate) fn new() -> RenderEngine {
RenderEngine {
pending_state_updates: Mutex::new(vec![]),
trees: Mutex::new(HashMap::new())
queued_state_updates: Mutex::new(vec![]),
components: Mutex::new(ComponentStore::new()),
layouts: Mutex::new(LayoutStore::new())
}
}
// pub fn queue_update_for(&self, component_ptr: usize, updater: Box<Fn() -> Component + Send + Sync + 'static>) {
// }
/// `Window`'s (or anything "root" in nature) need to register with the
/// reconciler for things like setState to work properly. When they do so,
/// they get a key back. When they want to instruct the global `RenderEngine`
/// to re-render or update their tree, they pass that key and whatever the new tree
/// should be.
pub fn register_root_component<C: Component + 'static>(&self, instance: C) -> Uuid {
let mut root_node = RSX::node("root", || {
Arc::new(RwLock::new(StubView {}))
}, {
let mut props = Props::default();
props.styles = "root".into();
props
});
let mut stretch = Stretch::new();
if let RSX::VirtualNode(root) = &mut root_node {
let mut style = Style::default();
style.size = Size {
width: Dimension::Points(600.),
height: Dimension::Points(600.)
};
root.instance = Some(Arc::new(RwLock::new(instance)));
root.layout_node = match stretch.new_node(style, vec![]) {
Ok(node) => Some(node),
Err(e) => { None }
}
pub fn register_root_component<C: Component + 'static>(&self, instance: C) -> Result<ComponentKey, Box<Error>> {
// Conceivably, this doesn't NEED to be a thing... but for now it is. If you've stumbled
// upon here, wayward traveler, in need of a non-native-root-component, please open an
// issue to discuss. :)
if !instance.has_native_backing_node() {
return Err(Box::new(RenderEngineError::InvalidRootComponent {}));
}
let key = Uuid::new_v4();
let mut trees = self.trees.lock().unwrap();
trees.insert(key, (root_node, stretch));
key
let layout_key = {
let style = Style::default();
let mut layouts = self.layouts.lock().unwrap();
Some(layouts.new_node(style, vec![])?)
};
let mut components = self.components.lock().unwrap();
let component_key = components.new_node(instance, layout_key, vec![])?;
Ok(component_key)
}
/// Given a key, and a new root tree, will diff the tree structure (position, components,
@ -80,36 +82,37 @@ impl RenderEngine {
/// the new tree before discarding the old tree.
///
/// This calls the necessary component lifecycles per-component.
pub fn diff_and_render_root(&self, key: &Uuid, child: RSX) -> Result<(), Box<Error>> {
pub fn diff_and_render_root(&self, key: &ComponentKey, child: RSX) -> Result<(), Box<Error>> {
/*
let mut new_root = RSX::node("root", || {
Arc::new(RwLock::new(StubView {}))
Box::new(StubView {})
}, {
let mut props = Props::default();
props.styles = "root".into();
props
}, match child {
RSX::VirtualNode(mut child) => {
let mut children = vec![];
if child.tag == "Fragment" {
children.append(&mut child.children);
} else {
children.push(RSX::VirtualNode(child));
}
children
},
// If it's an RSX::None or RSX::VirtualText, we'll just do nothing, as... one
// requires nothing, and one isn't supported unless it's inside a <Text> tag, and
// we know the root element isn't a <Text> if we're here.
_ => vec![]
});
// If it's an RSX::None, or a RSX::VirtualText, we do nothing, as... one
// requires nothing, and one isn't supported unless it's inside a <Text> tag.
if let RSX::VirtualNode(mut child) = child {
if let RSX::VirtualNode(new_root_node) = &mut new_root {
if child.tag == "Fragment" {
new_root_node.children.append(&mut child.children);
} else {
new_root_node.children.push(RSX::VirtualNode(child));
}
}
}
let mut trees = self.trees.lock().unwrap();
let (old_root, mut stretch) = trees.remove(key).ok_or_else(|| RenderEngineError::InvalidKeyError {})?;
let (old_root, mut stretch) = trees.remove(key).ok_or_else(|| RenderEngineError::InvalidKey {})?;
let patched_new_root = diff_and_patch_trees(old_root, new_root, &mut stretch, 0)?;
/*let window_size = Size {
width: Number::Defined(600.),
height: Number::Defined(600.)
};*/
if let RSX::VirtualNode(node) = &patched_new_root {
if let Some(layout_node) = &node.layout_node {
stretch.compute_layout(*layout_node, Size {
@ -120,375 +123,7 @@ impl RenderEngine {
}
}
trees.insert(*key, (patched_new_root, stretch));
trees.insert(*key, (patched_new_root, stretch));*/
Ok(())
}
}
/// Given two node trees, will compare, diff, and apply changes in a recursive fashion.
pub fn diff_and_patch_trees(old: RSX, new: RSX, stretch: &mut Stretch, depth: usize) -> Result<RSX, Box<Error>> {
// Whether we replace or not depends on a few things. If we're working on two different node
// types (text vs node), if the node tags are different, or if the key (in some cases) is
// different.
let is_replace = match discriminant(&old) != discriminant(&new) {
true => true,
false => {
if let (RSX::VirtualNode(old_element), RSX::VirtualNode(new_element)) = (&old, &new) {
old_element.tag != new_element.tag
} else {
false
}
}
};
match (old, new) {
(RSX::VirtualNode(mut old_element), RSX::VirtualNode(mut new_element)) => {
if is_replace {
// Do something different in here...
//let mut mounted = mount_component_tree(new_tree);
// unmount_component_tree(old_tree);
// Swap them in memory, copy any layout + etc as necessary
// append, link layout nodes, etc
return Ok(RSX::VirtualNode(new_element));
}
// If we get here, it's an update to an existing element. This means a cached Component
// instance might exist, and we want to keep it around and reuse it if possible. Let's check
// and do some swapping action to handle it.
//
// These need to move to the new tree, since we always keep 'em. We also wanna cache a
// reference to our content view.
swap(&mut old_element.instance, &mut new_element.instance);
swap(&mut old_element.layout_node, &mut new_element.layout_node);
// For the root tag, which is usually the content view of the Window, we don't want to
// perform the whole render/component lifecycle routine. It's a special case element,
// where the Window (or other root element) patches in the output of a render method
// specific to that object. An easy way to handle this is the depth parameter - in
// fact, it's why it exists. Depth 0 should be considered special and skip the
// rendering phase.
if depth > 0 {
// diff props, set new props
// instance.get_derived_state_from_props()
if let Some(instance) = &mut new_element.instance {
// diff props, set new props
// instance.get_derived_state_from_props()
//if instance.should_component_update() {
// instance.render() { }
// instance.get_snapshot_before_update()
// apply changes
//instance.component_did_update();
//} else {
// If should_component_update() returns false, then we want to take the
// children from the old node, move them to the new node, and recurse into
// that tree instead.
//}
}
}
// This None path should never be hit, we just need to use a rather verbose pattern
// here. It's unsightly, I know.
let is_native_backed = match &new_element.instance {
Some(instance) => {
let lock = instance.read().unwrap();
lock.has_native_backing_node()
},
None => false
};
// There is probably a nicer way to do this that doesn't allocate as much, and I'm open
// to revisiting it. Platforms outside of Rust allocate far more than this, though, and
// in general the whole "avoid allocations" thing is fear mongering IMO. Revisit later.
//
// tl;dr we allocate a new Vec<RSX> that's equal to the length of our new children, and
// then swap it on our (owned) node... it's safe, as we own it. This allows us to
// iterate and dodge the borrow checker.
let mut children: Vec<RSX> = Vec::with_capacity(new_element.children.len());
std::mem::swap(&mut children, &mut new_element.children);
old_element.children.reverse();
for new_child_tree in children {
match old_element.children.pop() {
// A matching child in the old tree means we can recurse right back into the
// update phase.
Some(old_child_tree) => {
let updated = diff_and_patch_trees(old_child_tree, new_child_tree, stretch, depth + 1)?;
new_element.children.push(updated);
},
// If there's no matching child in the old tree, this is a new Component and we
// can feel free to mount/connect it.
None => {
if let RSX::VirtualNode(new_el) = new_child_tree {
let mut mounted = mount_component_tree(new_el, stretch)?;
// Link the layout nodes, handle the appending, etc.
// This happens inside mount_component_tree, but that only handles that
// specific tree. Think of this step as joining two trees in the graph.
if is_native_backed {
find_and_link_layout_nodes(&mut new_element, &mut mounted, stretch)?;
}
new_element.children.push(RSX::VirtualNode(mounted));
}
}
}
}
// Trim the fat - more children in the old tree than the new one means we gonna be
// droppin'. We need to send unmount lifecycle calls to these, and break any links we
// have (e.g, layout, backing view tree, etc).
loop {
match old_element.children.pop() {
Some(child) => {
if let RSX::VirtualNode(mut old_child) = child {
unmount_component_tree(&mut old_child, stretch)?;
}
},
None => { break; }
}
}
Ok(RSX::VirtualNode(new_element))
}
// We're comparing two text nodes. Realistically... this requires nothing from us, because
// the <Text> tag (or any other component instance, if it desires) should handle it.
(RSX::VirtualText(_), RSX::VirtualText(text)) => {
Ok(RSX::VirtualText(text))
}
// These are all edge cases that shouldn't get hit. In particular:
//
// - VirtualText being replaced by VirtualNode should be caught by the discriminant check
// in the beginning of this function, which registers as a replace/mount.
// - VirtualNode being replaced with VirtualText is the same scenario as above.
// - The (RSX::None, ...) checks are to shut the compiler up; we never store the RSX::None
// return value, as it's mostly a value in place for return signature usability. Thus,
// these should quite literally never register.
//
// This goes without saying, but: never ever store RSX::None lol
(RSX::VirtualText(_), RSX::VirtualNode(_)) | (RSX::VirtualNode(_), RSX::VirtualText(_)) |
(RSX::None, RSX::VirtualText(_)) | (RSX::None, RSX::VirtualNode(_)) | (RSX::None, RSX::None) |
(RSX::VirtualNode(_), RSX::None) | (RSX::VirtualText(_), RSX::None) => {
unreachable!("Unequal variant discriminants should already have been handled.");
}
}
}
/// Walks the tree and applies styles. This happens after a layout computation, typically.
pub(crate) fn walk_and_apply_styles(node: &VirtualNode, layout_manager: &mut Stretch) -> Result<(), Box<Error>> {
if let (Some(layout_node), Some(instance)) = (node.layout_node, &node.instance) {
let component = instance.write().unwrap();
component.apply_styles(
layout_manager.layout(layout_node)?,
layout_manager.style(layout_node)?
);
}
for child in &node.children {
if let RSX::VirtualNode(child_node) = child {
walk_and_apply_styles(child_node, layout_manager)?;
}
}
Ok(())
}
/// Given a tree, will walk the branches until it finds the next root nodes to connect.
/// While this sounds slow, in practice it rarely has to go far in any direction.
fn find_and_link_layout_nodes(parent_node: &mut VirtualNode, child_tree: &mut VirtualNode, stretch: &mut Stretch) -> Result<(), Box<Error>> {
if let (Some(parent_instance), Some(child_instance)) = (&mut parent_node.instance, &mut child_tree.instance) {
if let (Some(parent_layout_node), Some(child_layout_node)) = (&parent_node.layout_node, &child_tree.layout_node) {
stretch.add_child(*parent_layout_node, *child_layout_node)?;
let parent_component = parent_instance.write().unwrap();
let child_component = child_instance.read().unwrap();
parent_component.append_child_component(&*child_component);
return Ok(());
}
}
for child in child_tree.children.iter_mut() {
if let RSX::VirtualNode(child_tree) = child {
find_and_link_layout_nodes(parent_node, child_tree, stretch)?;
}
}
Ok(())
}
/// Recursively constructs a Component tree. This entails adding it to the backing
/// view tree, firing various lifecycle methods, and ensuring that nodes for layout
/// passes are configured.
///
/// In the future, this would ideally return patch-sets for the backing layer or something.
fn mount_component_tree(mut new_element: VirtualNode, stretch: &mut Stretch) -> Result<VirtualNode, Box<Error>> {
let instance = (new_element.create_component_fn)();
let mut is_native_backed = false;
let rendered = {
let component = instance.read().unwrap();
// instance.get_derived_state_from_props(props)
is_native_backed = component.has_native_backing_node();
if is_native_backed {
let mut style = Style::default();
THEME_ENGINE.configure_style_for_keys(&new_element.props.styles, &mut style);
let layout_node = stretch.new_node(style, vec![])?;
new_element.layout_node = Some(layout_node);
}
component.render(&new_element.props)
};
// instance.get_snapshot_before_update()
new_element.instance = Some(instance);
let mut children = match rendered {
Ok(opt) => match opt {
RSX::VirtualNode(child) => {
let mut children = vec![];
// We want to support Components being able to return arbitrary iteratable
// elements, but... well, it's not quite that simple. Thus we'll offer a <Fragment>
// tag similar to what React does, which just hoists the children out of it and
// discards the rest.
if child.tag == "Fragment" {
for child_node in child.props.children {
if let RSX::VirtualNode(node) = child_node {
let mut mounted = mount_component_tree(node, stretch)?;
if is_native_backed {
find_and_link_layout_nodes(&mut new_element, &mut mounted, stretch)?;
}
children.push(RSX::VirtualNode(mounted));
}
}
} else {
let mut mounted = mount_component_tree(child, stretch)?;
if is_native_backed {
find_and_link_layout_nodes(&mut new_element, &mut mounted, stretch)?;
}
children.push(RSX::VirtualNode(mounted));
}
children
},
// If a Component renders nothing (or this is a Text string, which we do nothing with)
// that's totally fine.
_ => vec![]
},
Err(e) => {
// return an RSX::VirtualNode(ErrorComponentView) or something?
/* instance.get_derived_state_from_error(e) */
// render error state or something I guess?
/* instance.component_did_catch(e, info) */
eprintln!("Error rendering: {}", e);
vec![]
}
};
new_element.children.append(&mut children);
if let Some(instance) = &mut new_element.instance {
let mut component = instance.write().unwrap();
component.component_did_mount(&new_element.props);
}
Ok(new_element)
}
/// Walk the tree and unmount Component instances. This means we fire the
/// `component_will_unmount` hook and remove the node(s) from their respective trees.
///
/// This fires the hooks from a recursive inward-out pattern; that is, the deepest nodes in the tree
/// are the first to go, ensuring that everything is properly cleaned up.
fn unmount_component_tree(old_element: &mut VirtualNode, stretch: &mut Stretch) -> Result<(), Box<Error>> {
// We only need to recurse on VirtualNodes. Text and so on will automagically drop
// because we don't support freeform text, it has to be inside a <Text> at all times.
for child in old_element.children.iter_mut() {
if let RSX::VirtualNode(child_element) = child {
unmount_component_tree(child_element, stretch)?;
}
}
// Fire the appropriate lifecycle method and then remove the node from the underlying
// graph. Remember that a Component can actually not necessarily have a native backing
// node, hence our necessary check.
if let Some(old_component) = &mut old_element.instance {
let mut component = old_component.write().unwrap();
component.component_will_unmount(&old_element.props);
/*if let Some(view) = old_component.get_native_backing_node() {
if let Some(native_view) = replace_native_view {
//replace_view(&view, &native_view);
} else {
//remove_view(&view);
}
}*/
}
// Rather than try to keep track of parent/child stuff for removal... just obliterate it,
// the underlying library does a good job of killing the links anyway.
if let Some(layout_node) = &mut old_element.layout_node {
stretch.set_children(*layout_node, vec![])?;
}
Ok(())
}
/*let mut add_attributes: HashMap<&str, &str> = HashMap::new();
let mut remove_attributes: Vec<&str> = vec![];
// TODO: -> split out into func
for (new_attr_name, new_attr_val) in new_element.attrs.iter() {
match old_element.attrs.get(new_attr_name) {
Some(ref old_attr_val) => {
if old_attr_val != &new_attr_val {
add_attributes.insert(new_attr_name, new_attr_val);
}
}
None => {
add_attributes.insert(new_attr_name, new_attr_val);
}
};
}
// TODO: -> split out into func
for (old_attr_name, old_attr_val) in old_element.attrs.iter() {
if add_attributes.get(&old_attr_name[..]).is_some() {
continue;
};
match new_element.attrs.get(old_attr_name) {
Some(ref new_attr_val) => {
if new_attr_val != &old_attr_val {
remove_attributes.push(old_attr_name);
}
}
None => {
remove_attributes.push(old_attr_name);
}
};
}
if add_attributes.len() > 0 {
patches.push(Patch::AddAttributes(*cur_node_idx, add_attributes));
}
if remove_attributes.len() > 0 {
patches.push(Patch::RemoveAttributes(*cur_node_idx, remove_attributes));
}*/

View file

@ -0,0 +1,163 @@
//! Implements storage for Component instances, in a way that allows us to
//! short-circuit the rendering process so we don't have to re-scan entire
//! tree structures when updating state.
use std::collections::HashMap;
pub use alchemy_styles::Appearance;
use alchemy_styles::stretch::node::{Node as LayoutNode};
use crate::reconciler::error::{RenderEngineError as Error};
use crate::reconciler::key::{Allocator, Id, INSTANCE_ALLOCATOR, ComponentKey};
use crate::traits::Component;
/// This is a clone of a structure you'll also find over in stretch. We do this separately
/// here for two reasons.
///
/// - First, a Component may have children that don't require styles or layout passes. These nodes
/// should not have `Style` or `Appearance` nodes created, but we do need the correct parent/child
/// relationships in place.
/// - The `Storage` pieces of stretch are realistically an implementation detail that we shouldn't
/// rely on.
struct Storage<T>(HashMap<ComponentKey, T>);
impl<T> Storage<T> {
pub fn new() -> Self {
Storage(HashMap::new())
}
pub fn get(&self, key: ComponentKey) -> Result<&T, Error> {
match self.0.get(&key) {
Some(v) => Ok(v),
None => Err(Error::InvalidComponentKey(key)),
}
}
pub fn get_mut(&mut self, key: ComponentKey) -> Result<&mut T, Error> {
match self.0.get_mut(&key) {
Some(v) => Ok(v),
None => Err(Error::InvalidComponentKey(key)),
}
}
pub fn insert(&mut self, key: ComponentKey, value: T) -> Option<T> {
self.0.insert(key, value)
}
}
impl<T> std::ops::Index<&ComponentKey> for Storage<T> {
type Output = T;
fn index(&self, idx: &ComponentKey) -> &T {
&(self.0)[idx]
}
}
pub struct Instance {
component: Box<Component>,
appearance: Appearance,
layout: Option<LayoutNode>
}
pub(crate) struct ComponentStore {
id: Id,
nodes: Allocator,
components: Storage<Instance>,
parents: Storage<Vec<ComponentKey>>,
children: Storage<Vec<ComponentKey>>
}
impl ComponentStore {
pub fn new() -> Self {
ComponentStore {
id: INSTANCE_ALLOCATOR.lock().unwrap().allocate(),
nodes: Allocator::new(),
components: Storage::new(),
parents: Storage::new(),
children: Storage::new()
}
}
fn allocate_node(&mut self) -> ComponentKey {
let local = self.nodes.allocate();
ComponentKey { instance: self.id, local }
}
pub fn new_node<C: Component + 'static>(&mut self, component: C, layout_key: Option<LayoutNode>, children: Vec<ComponentKey>) -> Result<ComponentKey, Error> {
let key = self.allocate_node();
for child in &children {
self.parents.get_mut(*child)?.push(key);
}
self.components.insert(key, Instance {
component: Box::new(component),
appearance: Appearance::default(),
layout: layout_key
});
self.parents.insert(key, Vec::with_capacity(1));
self.children.insert(key, children);
Ok(key)
}
pub fn add_child(&mut self, key: ComponentKey, child: ComponentKey) -> Result<(), Error> {
self.parents.get_mut(child)?.push(key);
self.children.get_mut(key)?.push(child);
Ok(())
}
pub fn set_children(&mut self, key: ComponentKey, children: Vec<ComponentKey>) -> Result<(), Error> {
// Remove node as parent from all its current children.
for child in self.children.get(key)? {
self.parents.get_mut(*child)?.retain(|p| *p != key);
}
*self.children.get_mut(key)? = Vec::with_capacity(children.len());
// Build up relation node <-> child
for child in children {
self.parents.get_mut(child)?.push(key);
self.children.get_mut(key)?.push(child);
}
Ok(())
}
pub fn remove_child(&mut self, key: ComponentKey, child: ComponentKey) -> Result<ComponentKey, Error> {
match self.children(key)?.iter().position(|n| *n == child) {
Some(index) => self.remove_child_at_index(key, index),
None => Err(Error::InvalidComponentKey(child)),
}
}
pub fn remove_child_at_index(&mut self, key: ComponentKey, index: usize) -> Result<ComponentKey, Error> {
let child = self.children.get_mut(key)?.remove(index);
self.parents.get_mut(child)?.retain(|p| *p != key);
Ok(child)
}
pub fn replace_child_at_index(&mut self, key: ComponentKey, index: usize, child: ComponentKey) -> Result<ComponentKey, Error> {
self.parents.get_mut(child)?.push(key);
let old_child = std::mem::replace(&mut self.children.get_mut(key)?[index], child);
self.parents.get_mut(old_child)?.retain(|p| *p != key);
Ok(old_child)
}
pub fn children(&self, key: ComponentKey) -> Result<Vec<ComponentKey>, Error> {
self.children.get(key).map(Clone::clone)
}
pub fn child_count(&self, key: ComponentKey) -> Result<usize, Error> {
self.children.get(key).map(Vec::len)
}
pub fn get(&self, key: ComponentKey) -> Result<&Instance, Error> {
self.components.get(key)
}
pub fn get_mut(&mut self, key: ComponentKey) -> Result<&mut Instance, Error> {
self.components.get_mut(key)
}
}

View file

@ -3,7 +3,6 @@
//! uses these to build and alter UI; they're typically returned from `render()`
//! methods.
use std::sync::{Arc, RwLock};
use std::fmt::{Debug, Display};
mod virtual_node;
@ -15,6 +14,7 @@ pub use virtual_text::VirtualText;
mod props;
pub use props::Props;
use crate::reconciler::key::ComponentKey;
use crate::traits::Component;
/// An enum representing the types of nodes that the
@ -31,16 +31,15 @@ impl RSX {
/// this yourself; the `rsx! {}` macro handles this for you.
pub fn node(
tag: &'static str,
create_fn: fn() -> Arc<RwLock<Component>>,
props: Props
create_fn: fn(key: ComponentKey) -> Box<Component>,
props: Props,
children: Vec<RSX>
) -> RSX {
RSX::VirtualNode(VirtualNode {
tag: tag,
create_component_fn: create_fn,
instance: None,
layout_node: None,
props: props,
children: vec![]
props: Some(props),
children: children
})
}

View file

@ -39,6 +39,15 @@ pub struct Props {
}
impl Props {
pub fn new(key: String, styles: StylesList, attributes: HashMap<&'static str, AttributeType>) -> Props {
Props {
attributes: attributes,
children: vec![],
key: key,
styles: styles
}
}
/// Returns a Vec of RSX nodes, which are really just cloned pointers for the most part.
pub fn children(&self) -> Vec<RSX> {
self.children.clone()

View file

@ -1,17 +1,14 @@
//! Implements the `RSX::VirtualNode` struct, which is a bit of a recursive
//! structure.
use std::sync::{Arc, RwLock};
use std::fmt::{Display, Debug};
use alchemy_styles::node::Node;
use crate::traits::Component;
use crate::reconciler::key::ComponentKey;
use crate::rsx::{RSX, Props};
use crate::traits::Component;
/// A VirtualNode is akin to an `Element` in React terms. Here, we provide a way
/// for lazy `Component` instantiation, along with storage for things like layout nodes,
/// properties, children and so on.
/// for lazy `Component` instantiation, properties, children and so on.
#[derive(Clone)]
pub struct VirtualNode {
/// Used in debugging/printing/etc.
@ -19,22 +16,17 @@ pub struct VirtualNode {
/// `Component` instances are created on-demand, if the reconciler deems it be so. This
/// is a closure that should return an instance of the correct type.
pub create_component_fn: fn() -> Arc<RwLock<Component>>,
pub create_component_fn: fn(key: ComponentKey) -> Box<Component>,
/// A cached component instance, which is transferred between trees. Since `Component`
/// instances are lazily created, this is an `Option`, and defaults to `None`.
pub instance: Option<Arc<RwLock<Component>>>,
/// A cached `Node` for computing `Layout` with `Stretch`. Some components may not have
/// a need for layout (e.g, if they don't have a backing node), and thus this is optional.
/// `Props`, which are to be passed to this `Component` at various lifecycle methods. Once
/// the reconciler takes ownership of this VirtualNode, these props are moved to a different
/// location - thus, you shouldn't rely on them for anything unless you specifically keep
/// ownership of a VirtualNode.
///
/// The reconciler will handle bridging tree structures as necessary.
pub layout_node: Option<Node>,
/// This aspect of functionality may be pulled in a later release if it causes too many issues.
pub props: Option<Props>,
/// `Props`, which are to be passed to this `Component` at various lifecycle methods.
pub props: Props,
/// Computed children get stored here.
///
pub children: Vec<RSX>
}

View file

@ -1,11 +1,11 @@
//! Traits that are used in Alchemy. Alchemy implements a React-based Component
//! lifecycle, coupled with a delegate pattern inspired by those found in AppKit/UIKit.
use std::sync::Arc;
use alchemy_styles::styles::{Layout, Style};
use alchemy_styles::styles::{Appearance, Layout};
//use crate::RENDER_ENGINE;
use crate::error::Error;
use crate::reconciler::key::ComponentKey;
use crate::rsx::{RSX, Props};
/// A per-platform wrapped Pointer type, used for attaching views/widgets.
@ -16,6 +16,11 @@ pub type PlatformSpecificNodeType = objc_id::ShareId<objc::runtime::Object>;
#[cfg(not(feature = "cocoa"))]
pub type PlatformSpecificNodeType = ();
/*fn update<C: Component, F: Fn() -> Box<C> + Send + Sync + 'static>(component: &Component, updater: F) {
let component_ptr = component as *const C as usize;
RENDER_ENGINE.queue_update_for(component_ptr, Box::new(updater));
}*/
/// Each platform tends to have their own startup routine, their own runloop, and so on.
/// Alchemy recognizes this and provides an `AppDelegate` that receives events at a system
/// level and allows the user to operate within the established framework per-system.
@ -75,6 +80,8 @@ pub trait State {}
/// doesn't feel comfortable in Rust, in any way I tried). If you think you have an interesting
/// proposal for this, feel free to open an issue!
pub trait Component: Send + Sync {
fn constructor(key: ComponentKey) -> Self where Self: Sized;
/// Indicates whether a Component instance carries a native backing node. If you return `true`
/// from this, the reconciler will opt-in to the native backing layer. Returns `false` by
/// default.
@ -89,16 +96,15 @@ pub trait Component: Send + Sync {
/// If you implement a Native-backed component, you'll need to implement this. Given a
/// `component`, you need to instruct the system how to replace it in the tree at your point.
fn replace_child_component(&self, _component: Arc<Component>) {}
fn replace_child_component(&self, _component: &Component) {}
/// If you implement a Native-backed component, you'll need to implement this. Given a
/// `component`, you need to instruct the system how to remove it from the tree at your point.
fn remove_child_component(&self, _component: Arc<Component>) {}
fn remove_child_component(&self, _component: &Component) {}
/// Given a computed `layout`, and an accompanying `Style` (which holds appearance-based
/// styles, like colors), this method should transform them into appropriate calls to the
/// backing native node.
fn apply_styles(&self, _layout: &Layout, _style: &Style) {}
/// Given a configured 'appearance' and computed `layout`, this method should transform them
/// into appropriate calls to the backing native node.
fn apply_styles(&self, _appearance: &Appearance, _layout: &Layout) {}
/// Invoked right before calling the render method, both on the initial mount and on subsequent updates.
/// It should return an object to update the state, or null to update nothing.

View file

@ -220,21 +220,16 @@ impl Element {
let component_name = Literal::string(&typename.to_string());
Ok(quote!(
alchemy::RSX::node(#component_name, || {
std::sync::Arc::new(std::sync::RwLock::new(#typename::default()))
}, alchemy::Props {
attributes: {
let mut attributes = std::collections::HashMap::new();
#attributes
attributes
},
children: {
let mut children = vec![];
#children
children
},
key: "".into(),
styles: #styles
alchemy::RSX::node(#component_name, |key| {
Box::new(#typename::constructor(key))
}, alchemy::Props::new("".into(), #styles, {
let mut attributes = std::collections::HashMap::new();
#attributes
attributes
}), {
let mut children = vec![];
#children
children
})
))
}

View file

@ -17,8 +17,10 @@ use std::collections::HashMap;
use toml;
use serde::Deserialize;
use crate::stretch::style::Style;
use crate::StylesList;
use crate::styles::Style;
use crate::styles::Appearance;
use crate::stylesheet::StyleSheet;
static CONFIG_FILE_NAME: &str = "alchemy.toml";
@ -85,13 +87,19 @@ impl ThemeEngine {
/// Given a theme key, style keys, and a style, configures the style for layout
/// and appearance.
pub fn configure_style_for_keys_in_theme(&self, theme: &str, keys: &StylesList, style: &mut Style) {
pub fn configure_style_for_keys_in_theme(
&self,
theme: &str,
keys: &StylesList,
style: &mut Style,
appearance: &mut Appearance
) {
let themes = self.themes.read().unwrap();
match themes.get(theme) {
Some(theme) => {
for key in &keys.0 {
theme.apply_styles(key, style);
theme.apply_styles(key, style, appearance);
}
},
@ -102,8 +110,8 @@ impl ThemeEngine {
}
/// The same logic as `configure_style_for_keys_in_theme`, but defaults to the default theme.
pub fn configure_style_for_keys(&self, keys: &StylesList, style: &mut Style) {
self.configure_style_for_keys_in_theme("default", keys, style)
pub fn configure_styles_for_keys(&self, keys: &StylesList, style: &mut Style, appearance: &mut Appearance) {
self.configure_style_for_keys_in_theme("default", keys, style, appearance)
}
}

View file

@ -9,10 +9,6 @@ pub use lazy_static::lazy_static;
#[cfg(feature="parser")]
#[macro_use] pub extern crate cssparser;
mod stretch;
pub use stretch::{geometry, node, number, result, Stretch, Error};
pub use stretch::result::Layout;
pub mod color;
pub use color::Color;
@ -25,12 +21,15 @@ pub use spacedlist::SpacedList;
mod spacedset;
pub use spacedset::SpacedSet;
pub mod stretch;
pub use stretch::result::Layout;
mod style_keys;
pub use style_keys::StyleKey;
pub type StylesList = SpacedSet<StyleKey>;
pub mod styles;
pub use styles::{Style, Styles};
pub use styles::{Appearance, Styles};
pub mod stylesheet;
pub use stylesheet::StyleSheet;

View file

@ -1,14 +1,15 @@
//! This module is included while awaiting an upstream merge in stretch proper.
//! You should not rely on it, and consider it an implementation detail.
use core::any::Any;
use core::f32;
use crate::node::{Node, Storage, Stretch};
use crate::result;
use crate::styles::*;
use crate::number::Number::*;
use crate::number::*;
use crate::geometry::{Point, Rect, Size};
use crate::stretch::node::{Node, Storage, Stretch};
use crate::stretch::result;
use crate::stretch::style::*;
use crate::stretch::number::Number::*;
use crate::stretch::number::*;
use crate::stretch::geometry::{Point, Rect, Size};
#[derive(Debug, Clone)]
pub struct ComputeResult {

View file

@ -1,7 +1,10 @@
//! This module is included while awaiting an upstream merge in stretch proper.
//! You should not rely on it, and consider it an implementation detail.
use core::ops::Add;
use crate::number::Number;
use crate::styles as style;
use crate::stretch::number::Number;
use crate::stretch::style;
#[derive(Debug, Copy, Clone, PartialEq)]
pub struct Rect<T> {

View file

@ -1,6 +1,5 @@
//! Identifier for a Node
//!
//!
///! This module is included while awaiting an upstream merge in stretch proper.
///! You should not rely on it, and consider it an implementation detail.
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)]
pub(crate) struct Id {

View file

@ -1,13 +1,15 @@
//! This module is included while awaiting an upstream merge in stretch proper.
//! You should not rely on it, and consider it an implementation detail.
pub mod geometry;
pub mod node;
pub mod number;
pub mod result;
pub mod style;
mod algo;
mod id;
pub use crate::node::Stretch;
use core::any::Any;
#[derive(Debug)]

View file

@ -1,3 +1,6 @@
//! This module is included while awaiting an upstream merge in stretch proper.
//! You should not rely on it, and consider it an implementation detail.
use core::any::Any;
use std::collections::HashMap;
@ -6,12 +9,12 @@ use std::sync::Mutex;
use lazy_static::lazy_static;
use crate::geometry::Size;
use crate::stretch::geometry::Size;
use crate::stretch::id;
use crate::number::Number;
use crate::result::{Cache, Layout};
use crate::styles::*;
use crate::Error;
use crate::stretch::number::Number;
use crate::stretch::result::{Cache, Layout};
use crate::stretch::style::*;
use crate::stretch::Error;
type MeasureFunc = Box<Fn(Size<Number>) -> Result<Size<f32>, Box<Any>> + Send + Sync + 'static>;

View file

@ -1,3 +1,6 @@
//! This module is included while awaiting an upstream merge in stretch proper.
//! You should not rely on it, and consider it an implementation detail.
use core::ops;
#[derive(Copy, Clone, PartialEq, Debug)]

View file

@ -1,6 +1,9 @@
//! This module is included while awaiting an upstream merge in stretch proper.
//! You should not rely on it, and consider it an implementation detail.
use crate::stretch::algo::ComputeResult;
use crate::geometry::{Point, Size};
use crate::number::Number;
use crate::stretch::geometry::{Point, Size};
use crate::stretch::number::Number;
#[derive(Copy, Debug, Clone)]
pub struct Layout {

335
styles/src/stretch/style.rs Normal file
View file

@ -0,0 +1,335 @@
//! This module is included while awaiting an upstream merge in stretch proper.
//! You should not rely on it, and consider it an implementation detail.
use crate::stretch::geometry::{Rect, Size};
use crate::stretch::number::Number;
#[derive(Copy, Clone, PartialEq, Debug)]
pub enum AlignItems {
FlexStart,
FlexEnd,
Center,
Baseline,
Stretch,
}
impl Default for AlignItems {
fn default() -> AlignItems {
AlignItems::Stretch
}
}
#[derive(Copy, Clone, PartialEq, Debug)]
pub enum AlignSelf {
Auto,
FlexStart,
FlexEnd,
Center,
Baseline,
Stretch,
}
impl Default for AlignSelf {
fn default() -> AlignSelf {
AlignSelf::Auto
}
}
#[derive(Copy, Clone, PartialEq, Debug)]
pub enum AlignContent {
FlexStart,
FlexEnd,
Center,
Stretch,
SpaceBetween,
SpaceAround,
}
impl Default for AlignContent {
fn default() -> AlignContent {
AlignContent::Stretch
}
}
#[derive(Copy, Clone, PartialEq, Debug)]
pub enum Direction {
Inherit,
LTR,
RTL,
}
impl Default for Direction {
fn default() -> Direction {
Direction::Inherit
}
}
#[derive(Copy, Clone, PartialEq, Debug)]
pub enum Display {
Flex,
None,
}
impl Default for Display {
fn default() -> Display {
Display::Flex
}
}
#[derive(Copy, Clone, PartialEq, Debug)]
pub enum FlexDirection {
Row,
Column,
RowReverse,
ColumnReverse,
}
impl Default for FlexDirection {
fn default() -> FlexDirection {
FlexDirection::Row
}
}
impl FlexDirection {
pub(crate) fn is_row(self) -> bool {
self == FlexDirection::Row || self == FlexDirection::RowReverse
}
pub(crate) fn is_column(self) -> bool {
self == FlexDirection::Column || self == FlexDirection::ColumnReverse
}
pub(crate) fn is_reverse(self) -> bool {
self == FlexDirection::RowReverse || self == FlexDirection::ColumnReverse
}
}
#[derive(Copy, Clone, PartialEq, Debug)]
pub enum JustifyContent {
FlexStart,
FlexEnd,
Center,
SpaceBetween,
SpaceAround,
SpaceEvenly,
}
impl Default for JustifyContent {
fn default() -> JustifyContent {
JustifyContent::FlexStart
}
}
#[derive(Copy, Clone, PartialEq, Debug)]
pub enum Overflow {
Visible,
Hidden,
Scroll,
}
impl Default for Overflow {
fn default() -> Overflow {
Overflow::Visible
}
}
#[derive(Copy, Clone, PartialEq, Debug)]
pub enum PositionType {
Relative,
Absolute,
}
impl Default for PositionType {
fn default() -> PositionType {
PositionType::Relative
}
}
#[derive(Copy, Clone, PartialEq, Debug)]
pub enum FlexWrap {
NoWrap,
Wrap,
WrapReverse,
}
impl Default for FlexWrap {
fn default() -> FlexWrap {
FlexWrap::NoWrap
}
}
#[derive(Copy, Clone, PartialEq, Debug)]
pub enum Dimension {
Undefined,
Auto,
Points(f32),
Percent(f32),
}
impl Default for Dimension {
fn default() -> Dimension {
Dimension::Undefined
}
}
impl Dimension {
pub(crate) fn resolve(self, parent_width: Number) -> Number {
match self {
Dimension::Points(points) => Number::Defined(points),
Dimension::Percent(percent) => parent_width * percent,
_ => Number::Undefined,
}
}
pub(crate) fn is_defined(self) -> bool {
match self {
Dimension::Points(_) => true,
Dimension::Percent(_) => true,
_ => false,
}
}
}
impl Default for Rect<Dimension> {
fn default() -> Rect<Dimension> {
Rect { start: Default::default(), end: Default::default(), top: Default::default(), bottom: Default::default() }
}
}
impl Default for Size<Dimension> {
fn default() -> Size<Dimension> {
Size { width: Dimension::Auto, height: Dimension::Auto }
}
}
#[derive(Copy, Clone, Debug)]
pub struct Style {
pub display: Display,
pub position_type: PositionType,
pub direction: Direction,
pub flex_direction: FlexDirection,
pub flex_wrap: FlexWrap,
pub overflow: Overflow,
pub align_items: AlignItems,
pub align_self: AlignSelf,
pub align_content: AlignContent,
pub justify_content: JustifyContent,
pub position: Rect<Dimension>,
pub margin: Rect<Dimension>,
pub padding: Rect<Dimension>,
pub border: Rect<Dimension>,
pub flex_grow: f32,
pub flex_shrink: f32,
pub flex_basis: Dimension,
pub size: Size<Dimension>,
pub min_size: Size<Dimension>,
pub max_size: Size<Dimension>,
pub aspect_ratio: Number,
}
impl Default for Style {
fn default() -> Style {
Style {
display: Default::default(),
position_type: Default::default(),
direction: Default::default(),
flex_direction: Default::default(),
flex_wrap: Default::default(),
overflow: Default::default(),
align_items: Default::default(),
align_self: Default::default(),
align_content: Default::default(),
justify_content: Default::default(),
position: Default::default(),
margin: Default::default(),
padding: Default::default(),
border: Default::default(),
flex_grow: 0.0,
flex_shrink: 1.0,
flex_basis: Dimension::Auto,
size: Default::default(),
min_size: Default::default(),
max_size: Default::default(),
aspect_ratio: Default::default(),
}
}
}
impl Style {
pub(crate) fn min_main_size(&self, direction: FlexDirection) -> Dimension {
match direction {
FlexDirection::Row | FlexDirection::RowReverse => self.min_size.width,
FlexDirection::Column | FlexDirection::ColumnReverse => self.min_size.height,
}
}
pub(crate) fn max_main_size(&self, direction: FlexDirection) -> Dimension {
match direction {
FlexDirection::Row | FlexDirection::RowReverse => self.max_size.width,
FlexDirection::Column | FlexDirection::ColumnReverse => self.max_size.height,
}
}
pub(crate) fn main_margin_start(&self, direction: FlexDirection) -> Dimension {
match direction {
FlexDirection::Row | FlexDirection::RowReverse => self.margin.start,
FlexDirection::Column | FlexDirection::ColumnReverse => self.margin.top,
}
}
pub(crate) fn main_margin_end(&self, direction: FlexDirection) -> Dimension {
match direction {
FlexDirection::Row | FlexDirection::RowReverse => self.margin.end,
FlexDirection::Column | FlexDirection::ColumnReverse => self.margin.bottom,
}
}
pub(crate) fn cross_size(&self, direction: FlexDirection) -> Dimension {
match direction {
FlexDirection::Row | FlexDirection::RowReverse => self.size.height,
FlexDirection::Column | FlexDirection::ColumnReverse => self.size.width,
}
}
pub(crate) fn min_cross_size(&self, direction: FlexDirection) -> Dimension {
match direction {
FlexDirection::Row | FlexDirection::RowReverse => self.min_size.height,
FlexDirection::Column | FlexDirection::ColumnReverse => self.min_size.width,
}
}
pub(crate) fn max_cross_size(&self, direction: FlexDirection) -> Dimension {
match direction {
FlexDirection::Row | FlexDirection::RowReverse => self.max_size.height,
FlexDirection::Column | FlexDirection::ColumnReverse => self.max_size.width,
}
}
pub(crate) fn cross_margin_start(&self, direction: FlexDirection) -> Dimension {
match direction {
FlexDirection::Row | FlexDirection::RowReverse => self.margin.top,
FlexDirection::Column | FlexDirection::ColumnReverse => self.margin.start,
}
}
pub(crate) fn cross_margin_end(&self, direction: FlexDirection) -> Dimension {
match direction {
FlexDirection::Row | FlexDirection::RowReverse => self.margin.bottom,
FlexDirection::Column | FlexDirection::ColumnReverse => self.margin.end,
}
}
pub(crate) fn align_self(&self, parent: &Style) -> AlignSelf {
if self.align_self == AlignSelf::Auto {
match parent.align_items {
AlignItems::FlexStart => AlignSelf::FlexStart,
AlignItems::FlexEnd => AlignSelf::FlexEnd,
AlignItems::Center => AlignSelf::Center,
AlignItems::Baseline => AlignSelf::Baseline,
AlignItems::Stretch => AlignSelf::Stretch,
}
} else {
self.align_self
}
}
}

View file

@ -7,224 +7,17 @@ use proc_macro2::{TokenStream, Ident, Span};
#[cfg(feature="tokenize")]
use quote::{quote, ToTokens};
pub use crate::geometry::{Rect, Size};
pub use crate::number::Number;
pub use crate::color::Color;
pub use crate::stretch::geometry::{Point, Rect, Size};
pub use crate::stretch::number::Number;
pub use crate::stretch::result::Layout;
/// Describes how items should be aligned.
#[derive(Copy, Clone, PartialEq, Debug)]
pub enum AlignItems {
FlexStart,
FlexEnd,
Center,
Baseline,
Stretch,
}
impl Default for AlignItems {
fn default() -> AlignItems {
AlignItems::Stretch
}
}
/// Describes how this item should be aligned.
#[derive(Copy, Clone, PartialEq, Debug)]
pub enum AlignSelf {
Auto,
FlexStart,
FlexEnd,
Center,
Baseline,
Stretch,
}
impl Default for AlignSelf {
fn default() -> AlignSelf {
AlignSelf::Auto
}
}
/// Describes how content should be aligned.
#[derive(Copy, Clone, PartialEq, Debug)]
pub enum AlignContent {
FlexStart,
FlexEnd,
Center,
Stretch,
SpaceBetween,
SpaceAround,
}
impl Default for AlignContent {
fn default() -> AlignContent {
AlignContent::Stretch
}
}
/// Describes how things should flow - particularly important for start/end positions.
#[derive(Copy, Clone, PartialEq, Debug)]
pub enum Direction {
Inherit,
LTR,
RTL,
}
impl Default for Direction {
fn default() -> Direction {
Direction::Inherit
}
}
/// Describes whether an item is visible or not.
#[derive(Copy, Clone, PartialEq, Debug)]
pub enum Display {
Flex,
None,
}
impl Default for Display {
fn default() -> Display {
Display::Flex
}
}
/// Describes how items should be aligned.
#[derive(Copy, Clone, PartialEq, Debug)]
pub enum FlexDirection {
Row,
Column,
RowReverse,
ColumnReverse,
}
impl Default for FlexDirection {
fn default() -> FlexDirection {
FlexDirection::Row
}
}
impl FlexDirection {
/// Checks if this is a row.
pub(crate) fn is_row(self) -> bool {
self == FlexDirection::Row || self == FlexDirection::RowReverse
}
/// Checks if this is a column.
pub(crate) fn is_column(self) -> bool {
self == FlexDirection::Column || self == FlexDirection::ColumnReverse
}
/// Checks if this is a reversed direction.
pub(crate) fn is_reverse(self) -> bool {
self == FlexDirection::RowReverse || self == FlexDirection::ColumnReverse
}
}
/// Describes how content should be justified.
#[derive(Copy, Clone, PartialEq, Debug)]
pub enum JustifyContent {
FlexStart,
FlexEnd,
Center,
SpaceBetween,
SpaceAround,
SpaceEvenly,
}
impl Default for JustifyContent {
fn default() -> JustifyContent {
JustifyContent::FlexStart
}
}
/// Describes how content should overflow.
#[derive(Copy, Clone, PartialEq, Debug)]
pub enum Overflow {
Visible,
Hidden,
Scroll,
}
impl Default for Overflow {
fn default() -> Overflow {
Overflow::Visible
}
}
/// Describes how content should be positioned.
#[derive(Copy, Clone, PartialEq, Debug)]
pub enum PositionType {
Relative,
Absolute,
}
impl Default for PositionType {
fn default() -> PositionType {
PositionType::Relative
}
}
/// Describes how content should wrap.
#[derive(Copy, Clone, PartialEq, Debug)]
pub enum FlexWrap {
NoWrap,
Wrap,
WrapReverse,
}
impl Default for FlexWrap {
fn default() -> FlexWrap {
FlexWrap::NoWrap
}
}
/// Describes a Dimension; automatic, undefined, or a value.
#[derive(Copy, Clone, PartialEq, Debug)]
pub enum Dimension {
Undefined,
Auto,
Points(f32),
Percent(f32),
}
impl Default for Dimension {
fn default() -> Dimension {
Dimension::Undefined
}
}
impl Dimension {
/// Internal method for Stretch.
pub(crate) fn resolve(self, parent_width: Number) -> Number {
match self {
Dimension::Points(points) => Number::Defined(points),
Dimension::Percent(percent) => parent_width * percent,
_ => Number::Undefined,
}
}
/// Whether this Dimension is defined by a value or not.
pub(crate) fn is_defined(self) -> bool {
match self {
Dimension::Points(_) => true,
Dimension::Percent(_) => true,
_ => false,
}
}
}
impl Default for Rect<Dimension> {
fn default() -> Rect<Dimension> {
Rect { start: Default::default(), end: Default::default(), top: Default::default(), bottom: Default::default() }
}
}
impl Default for Size<Dimension> {
fn default() -> Size<Dimension> {
Size { width: Dimension::Auto, height: Dimension::Auto }
}
}
pub use crate::stretch::style::{
Style,
AlignContent, AlignItems, AlignSelf, Dimension, Direction, Display,
FlexDirection, JustifyContent, Overflow, PositionType, FlexWrap
};
/// Describes the backface-visibility for a view. This may be removed in a later release.
#[derive(Copy, Clone, PartialEq, Debug)]
@ -308,34 +101,10 @@ impl Default for FontFamily {
}
}
/// `Style` is passed into the Stretch Flexbox rendering system to produce a computed
/// `Layout`. This is also passed to native nodes, to transform into per-platform style
/// commands.
#[derive(Copy, Clone, Debug)]
pub struct Style {
pub display: Display,
pub position_type: PositionType,
pub direction: Direction,
pub flex_direction: FlexDirection,
pub flex_wrap: FlexWrap,
pub overflow: Overflow,
pub align_items: AlignItems,
pub align_self: AlignSelf,
pub align_content: AlignContent,
pub justify_content: JustifyContent,
pub position: Rect<Dimension>,
pub margin: Rect<Dimension>,
pub padding: Rect<Dimension>,
pub border: Rect<Dimension>,
pub flex_grow: f32,
pub flex_shrink: f32,
pub flex_basis: Dimension,
pub size: Size<Dimension>,
pub min_size: Size<Dimension>,
pub max_size: Size<Dimension>,
pub aspect_ratio: Number,
// Appearance-based styles
/// When applying layout to a backing view, you'll get two calls - one with a `Layout`,
/// which contains the computed frame, and one with an `Appearance`, which contains things
/// like colors, fonts, and so on.
pub struct Appearance {
pub background_color: Color,
pub font_size: f32,
pub font_style: FontStyle,
@ -348,35 +117,12 @@ pub struct Style {
pub tint_color: Color
}
impl Default for Style {
fn default() -> Style {
Style {
display: Default::default(),
position_type: Default::default(),
direction: Default::default(),
flex_direction: Default::default(),
flex_wrap: Default::default(),
overflow: Default::default(),
align_items: Default::default(),
align_self: Default::default(),
align_content: Default::default(),
justify_content: Default::default(),
position: Default::default(),
margin: Default::default(),
padding: Default::default(),
border: Default::default(),
flex_grow: 0.0,
flex_shrink: 1.0,
flex_basis: Dimension::Auto,
size: Default::default(),
min_size: Default::default(),
max_size: Default::default(),
aspect_ratio: Default::default(),
impl Default for Appearance {
fn default() -> Appearance {
Appearance {
background_color: Color::transparent(),
// @TODO: We can definitely judge a default value better here.
font_size: 14.,
font_style: FontStyle::default(),
font_weight: FontWeight::default(),
opacity: 1.,
@ -389,95 +135,6 @@ impl Default for Style {
}
}
impl Style {
/// Determines the minimum main size, given flex direction.
pub(crate) fn min_main_size(&self, direction: FlexDirection) -> Dimension {
match direction {
FlexDirection::Row | FlexDirection::RowReverse => self.min_size.width,
FlexDirection::Column | FlexDirection::ColumnReverse => self.min_size.height,
}
}
/// Determines the maximum main size, given flex direction.
pub(crate) fn max_main_size(&self, direction: FlexDirection) -> Dimension {
match direction {
FlexDirection::Row | FlexDirection::RowReverse => self.max_size.width,
FlexDirection::Column | FlexDirection::ColumnReverse => self.max_size.height,
}
}
/// Determines the main margin start, given flex direction.
pub(crate) fn main_margin_start(&self, direction: FlexDirection) -> Dimension {
match direction {
FlexDirection::Row | FlexDirection::RowReverse => self.margin.start,
FlexDirection::Column | FlexDirection::ColumnReverse => self.margin.top,
}
}
/// Determines the main margin end, given flex direction.
pub(crate) fn main_margin_end(&self, direction: FlexDirection) -> Dimension {
match direction {
FlexDirection::Row | FlexDirection::RowReverse => self.margin.end,
FlexDirection::Column | FlexDirection::ColumnReverse => self.margin.bottom,
}
}
/// Determines the cross size, given flex direction.
pub(crate) fn cross_size(&self, direction: FlexDirection) -> Dimension {
match direction {
FlexDirection::Row | FlexDirection::RowReverse => self.size.height,
FlexDirection::Column | FlexDirection::ColumnReverse => self.size.width,
}
}
/// Determines the minimum cross size, given flex direction.
pub(crate) fn min_cross_size(&self, direction: FlexDirection) -> Dimension {
match direction {
FlexDirection::Row | FlexDirection::RowReverse => self.min_size.height,
FlexDirection::Column | FlexDirection::ColumnReverse => self.min_size.width,
}
}
/// Determines the maximum cross size, given flex direction.
pub(crate) fn max_cross_size(&self, direction: FlexDirection) -> Dimension {
match direction {
FlexDirection::Row | FlexDirection::RowReverse => self.max_size.height,
FlexDirection::Column | FlexDirection::ColumnReverse => self.max_size.width,
}
}
/// Determines the cross margin start, given flex direction.
pub(crate) fn cross_margin_start(&self, direction: FlexDirection) -> Dimension {
match direction {
FlexDirection::Row | FlexDirection::RowReverse => self.margin.top,
FlexDirection::Column | FlexDirection::ColumnReverse => self.margin.start,
}
}
/// Determines the cross margin end, given flex direction.
pub(crate) fn cross_margin_end(&self, direction: FlexDirection) -> Dimension {
match direction {
FlexDirection::Row | FlexDirection::RowReverse => self.margin.bottom,
FlexDirection::Column | FlexDirection::ColumnReverse => self.margin.end,
}
}
/// Determines the inherited align_self style, given a parent `&Style`.
pub(crate) fn align_self(&self, parent: &Style) -> AlignSelf {
if self.align_self == AlignSelf::Auto {
match parent.align_items {
AlignItems::FlexStart => AlignSelf::FlexStart,
AlignItems::FlexEnd => AlignSelf::FlexEnd,
AlignItems::Center => AlignSelf::Center,
AlignItems::Baseline => AlignSelf::Baseline,
AlignItems::Stretch => AlignSelf::Stretch,
}
} else {
self.align_self
}
}
}
/// These exist purely for use in the parser code.
///
/// A `Style` is what's used for a node; `Styles` are what's parsed and stored.

View file

@ -7,7 +7,8 @@
use std::collections::HashMap;
use crate::styles::{Dimension, Rect, Size, Style, Styles};
use crate::stretch::style::Style;
use crate::styles::{Appearance, Dimension, Rect, Size, Styles};
/// A `StyleSheet` contains selectors and parsed `Styles` attributes.
/// It also has some logic to apply styles for n keys to a given `Style` node.
@ -20,9 +21,9 @@ impl StyleSheet {
StyleSheet(styles)
}
pub fn apply_styles(&self, key: &str, style: &mut Style) {
pub fn apply_styles(&self, key: &str, style: &mut Style, appearance: &mut Appearance) {
match self.0.get(key) {
Some(styles) => { reduce_styles_into_style(styles, style); },
Some(styles) => { reduce_styles_into_style(styles, style, appearance); },
None => {}
}
}
@ -30,14 +31,14 @@ impl StyleSheet {
/// This takes a list of styles, and a mutable style object, and attempts to configure the
/// style object in a way that makes sense given n styles.
fn reduce_styles_into_style(styles: &Vec<Styles>, layout: &mut Style) {
fn reduce_styles_into_style(styles: &Vec<Styles>, layout: &mut Style, appearance: &mut Appearance) {
for style in styles { match style {
Styles::AlignContent(val) => { layout.align_content = *val; },
Styles::AlignItems(val) => { layout.align_items = *val; },
Styles::AlignSelf(val) => { layout.align_self = *val; },
Styles::AspectRatio(val) => { layout.aspect_ratio = *val; },
Styles::BackfaceVisibility(_val) => { },
Styles::BackgroundColor(val) => { layout.background_color = *val; },
Styles::BackgroundColor(val) => { appearance.background_color = *val; },
Styles::BorderColor(_val) => { },
Styles::BorderEndColor(_val) => { },
@ -102,9 +103,9 @@ fn reduce_styles_into_style(styles: &Vec<Styles>, layout: &mut Style) {
Styles::FontFamily(_val) => { },
Styles::FontLineHeight(_val) => { },
Styles::FontSize(val) => { layout.font_size = *val; },
Styles::FontStyle(val) => { layout.font_style = *val; },
Styles::FontWeight(val) => { layout.font_weight = *val; },
Styles::FontSize(val) => { appearance.font_size = *val; },
Styles::FontStyle(val) => { appearance.font_style = *val; },
Styles::FontWeight(val) => { appearance.font_weight = *val; },
Styles::Height(val) => {
layout.size = Size {
@ -206,7 +207,7 @@ fn reduce_styles_into_style(styles: &Vec<Styles>, layout: &mut Style) {
};
},
Styles::Opacity(val) => { layout.opacity = *val; },
Styles::Opacity(val) => { appearance.opacity = *val; },
Styles::Overflow(val) => { layout.overflow = *val; },
Styles::PaddingBottom(val) => {
@ -283,11 +284,11 @@ fn reduce_styles_into_style(styles: &Vec<Styles>, layout: &mut Style) {
};
},
Styles::TextAlignment(val) => { layout.text_alignment = *val; },
Styles::TextColor(val) => { layout.text_color = *val; },
Styles::TextDecorationColor(val) => { layout.text_decoration_color = *val; },
Styles::TextShadowColor(val) => { layout.text_shadow_color = *val; },
Styles::TintColor(val) => { layout.tint_color = *val; },
Styles::TextAlignment(val) => { appearance.text_alignment = *val; },
Styles::TextColor(val) => { appearance.text_color = *val; },
Styles::TextDecorationColor(val) => { appearance.text_decoration_color = *val; },
Styles::TextShadowColor(val) => { appearance.text_shadow_color = *val; },
Styles::TintColor(val) => { appearance.tint_color = *val; },
Styles::Top(val) => {
layout.position = Rect {