Almost have new reconciler working, recursion hurts le brain

This commit is contained in:
Ryan McGrath 2019-05-28 01:52:36 -07:00
parent 91266cc841
commit da96abff6a
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GPG key ID: 811674B62B666830
10 changed files with 365 additions and 90 deletions

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@ -24,7 +24,6 @@ use alchemy_cocoa::text::{Text as PlatformTextBridge};
/// <Text styles=["styleKey1", "styleKey2"] />
/// ```
pub struct Text {
key: ComponentKey,
text: String,
bridge: Mutex<PlatformTextBridge>
}
@ -48,9 +47,8 @@ impl Text {
}
impl Component for Text {
fn constructor(key: ComponentKey) -> Text {
fn constructor(_: ComponentKey) -> Text {
Text {
key: key,
text: "".into(),
bridge: Mutex::new(PlatformTextBridge::new())
}

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@ -41,8 +41,8 @@ impl AppWindow {
}
};
match RENDER_ENGINE.diff_and_render_root(&self.render_key, children) {
Ok(_) => {}
match RENDER_ENGINE.diff_and_render_root(self.render_key, children) {
Ok(_) => { println!("RENDERED!!!!"); }
Err(e) => { eprintln!("Error rendering window! {}", e); }
}
}

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@ -4,7 +4,7 @@
use std::sync::{Once, ONCE_INIT};
use cocoa::base::{id, nil, YES, NO};
use cocoa::base::{id, nil, /*YES,*/ NO};
use cocoa::appkit::{NSWindow, NSWindowStyleMask, NSBackingStoreType};
use cocoa::foundation::{NSRect, NSPoint, NSSize, NSString, NSAutoreleasePool};

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@ -2,8 +2,6 @@
//! run. These are mostly internal to the rendering engine itself, but could potentially
//! show up elsewhere.
use core::any::Any;
use crate::reconciler::key::ComponentKey;
#[derive(Debug)]

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@ -0,0 +1,33 @@
//! Internal struct used for tracking component instances and their
//! associated metadata (layout, appearance, etc).
use alchemy_styles::Appearance;
use alchemy_styles::stretch::node::{Node as LayoutNode};
use crate::rsx::Props;
use crate::traits::Component;
pub(crate) struct Instance {
pub(crate) tag: &'static str,
pub(crate) component: Box<Component>,
pub(crate) props: Props,
pub(crate) appearance: Appearance,
pub(crate) layout: Option<LayoutNode>
}
impl Instance {
pub(crate) fn new(
tag: &'static str,
component: Box<Component>,
props: Props,
layout: Option<LayoutNode>
) -> Instance {
Instance {
tag: tag,
component: component,
props: props,
appearance: Appearance::default(),
layout: layout
}
}
}

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@ -1,18 +1,18 @@
//! Implements tree diffing, and attempts to cache Component instances where
//! possible.
//! Implements tree diffing, updating, and so on. Unlike a lot of the VDom implementations
//! you find littered around the web, this is a bit more ECS-ish, and expects Components to retain
//! their `ComponentKey` passed in their constructor if they want to update. Doing this
//! enables us to avoid re-scanning or diffing an entire tree.
use std::sync::{Arc, Mutex, RwLock};
use std::collections::HashMap;
use std::sync::Mutex;
use std::error::Error;
use std::mem::{discriminant, swap};
use alchemy_styles::THEME_ENGINE;
use alchemy_styles::styles::{Appearance,Dimension, Number, Size, Style};
use alchemy_styles::styles::{Appearance, Number, Size, Style};
use crate::traits::Component;
use crate::rsx::{Props, RSX, VirtualNode};
use alchemy_styles::stretch::node::{Node as StyleNode, Stretch as LayoutStore};
use alchemy_styles::stretch::node::{Node as LayoutNode, Stretch as LayoutStore};
pub mod key;
use key::ComponentKey;
@ -23,13 +23,17 @@ 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 {
fn constructor(key: ComponentKey) -> StubView {
StubView {}
mod instance;
use instance::Instance;
/// This is never actually created, and is here primarily to avoid a circular
/// depedency issue (we can't import the View from alchemy's core crate, since the core crate
/// depends on this crate).
pub struct GenericRootView;
impl Component for GenericRootView {
fn constructor(key: ComponentKey) -> GenericRootView {
GenericRootView {}
}
}
@ -64,66 +68,307 @@ impl RenderEngine {
return Err(Box::new(RenderEngineError::InvalidRootComponent {}));
}
let layout_key = {
let mut component_store = self.components.lock().unwrap();
let component_key = component_store.new_key();
component_store.insert(component_key, Instance::new("root", Box::new(instance), {
let mut props = Props::default();
props.styles = "root".into();
props
}, {
let mut layouts_store = self.layouts.lock().unwrap();
let style = Style::default();
let mut layouts = self.layouts.lock().unwrap();
Some(layouts.new_node(style, vec![])?)
};
Some(layouts_store.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,
/// attributes and so on), and then queue the changes for application to the backing
/// framework tree. As it goes through the tree, if a `Component` at a given position
/// in the two trees is deemed to be the same, it will move instances from the old tree to
/// the new tree before discarding the old tree.
///
/// This calls the necessary component lifecycles per-component.
pub fn diff_and_render_root(&self, key: &ComponentKey, child: RSX) -> Result<(), Box<Error>> {
/*
let mut new_root = RSX::node("root", || {
Box::new(StubView {})
}, {
/// Rendering the root node is a bit different than rendering or updating other nodes, as we
/// never want to unmount it, and the results come from a non-`Component` entity (e.g, a
/// `Window`). Thus, for this one, we do some manual mucking with what we know is the
/// root view (a `Window` or such root component would call this with it's registered
/// `ComponentKey`), and then recurse based on the children.
pub fn diff_and_render_root(&self, key: ComponentKey, child: RSX) -> Result<(), Box<Error>> {
let mut component_store = self.components.lock().unwrap();
let mut layout_store = self.layouts.lock().unwrap();
println!("Child: {:?}", child);
let new_root_node = RSX::node("root", |_| Box::new(GenericRootView {}), {
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);
RSX::VirtualNode(node) => {
if node.tag == "Fragment" {
node.children
} else {
children.push(RSX::VirtualNode(child));
println!("Def here...");
vec![RSX::VirtualNode(node)]
}
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![]
});
let mut trees = self.trees.lock().unwrap();
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)?;
recursively_diff_tree(key, new_root_node, &mut component_store, &mut layout_store)?;
if let RSX::VirtualNode(node) = &patched_new_root {
if let Some(layout_node) = &node.layout_node {
stretch.compute_layout(*layout_node, Size {
let layout_node = {
let root_instance = component_store.get(key)?;
root_instance.layout.unwrap()
};
layout_store.compute_layout(layout_node, Size {
width: Number::Defined(600.),
height: Number::Defined(600.),
height: Number::Defined(600.)
})?;
walk_and_apply_styles(node, &mut stretch)?;
}
}
trees.insert(*key, (patched_new_root, stretch));*/
println!("Applying layout...");
walk_and_apply_styles(key, &mut component_store, &mut layout_store)?;
Ok(())
}
}
/// Given two trees, will diff them to see if we need to replace or update. Depending on the
/// result, we'll either recurse down a level, or tear down and build up a new tree. The final
/// parameter on this method, `is_root_entity_view`, should only be passed for `Window` or other
/// such instances, as it instructs us to skip the first level since these ones act different.
fn recursively_diff_tree(
key: ComponentKey,
new_tree: RSX,
component_store: &mut ComponentStore,
layout_store: &mut LayoutStore
) -> Result<(), Box<Error>> {
// First we need to determine if this node is being replaced or updated. A replace happens if
// two nodes are different types - in this case, we check their tag values. This is also a case
// where, for instance, if the RSX tag is `::None` or `::VirtualText`, we'll treat it as
// replacing with nothing.
let is_replace = match &new_tree {
RSX::VirtualNode(new_tree) => {
let old_tree = component_store.get(key)?;
old_tree.tag != new_tree.tag
},
// The algorithm will know below not to recurse if we're trying to diff text or empty
// values. We return false here to avoid entering the `is_replace` phase; `Component`
// instances (like <Text />) handle taking the child VirtualText instances and working with
// them to pass to a native widget.
_ => false
};
if is_replace {
println!("here, what?!");
unmount_component_tree(key, component_store, layout_store)?;
//mount_component_tree(
return Ok(());
}
// At this point, we know it's an update pass. Now we need to do a few things:
//
// - Diff our `props` and figure out what actions we can take or shortcut.
// - Let the `Component` instance determine what it should render.
// - Recurse into the child trees if necessary.
let mut old_children = component_store.children(key)?;
old_children.reverse();
if let RSX::VirtualNode(mut child) = new_tree {
for new_child_tree in child.children {
match old_children.pop() {
// If there's a key in the old children for this position, it's
// something we need to update, so let's recurse right back into it.
Some(old_child_key) => {
recursively_diff_tree(
old_child_key,
new_child_tree,
component_store,
layout_store
)?;
},
// If there's no matching old key in this position, then we've got a
// new component instance to mount. This part now diverts into the Mount
// phase.
None => {
if let RSX::VirtualNode(tr33amimustfeelohlol) = new_child_tree {
let new_child_key = mount_component_tree(
tr33amimustfeelohlol,
component_store,
layout_store
)?;
link_nodes(key, new_child_key, component_store, layout_store)?;
}
}
}
}
}
// Trim the fat. If we still have child nodes after diffing in the new child trees,
// then they're ones that simply need to be unmounted and dropped.
if old_children.len() > 0 {
for child in old_children {
unmount_component_tree(child, component_store, layout_store)?;
}
}
Ok(())
}
/// Given a new `RSX` tree, a `ComponentStore`, and a `LayoutStore`, will recursively construct the
/// tree, emitting required lifecycle events and persisting values. This happens in an inward-out
/// fashion, which helps avoid unnecessary reflow in environments where it can get tricky.
///
/// This method returns a Result, the `Ok` variant containing a tuple of Vecs. These are the child
/// Component instances and Layout instances that need to be set in the stores.
fn mount_component_tree(
tree: VirtualNode,
component_store: &mut ComponentStore,
layout_store: &mut LayoutStore
) -> Result<ComponentKey, Box<Error>> {
println!(" Mounting Component");
let key = component_store.new_key();
let component = (tree.create_component_fn)(key);
let is_native_backed = component.has_native_backing_node();
// let state = get_derived_state_from_props()
let mut instance = Instance::new(tree.tag, component, tree.props, None);
if is_native_backed {
let mut style = Style::default();
THEME_ENGINE.configure_styles_for_keys(&instance.props.styles, &mut style, &mut instance.appearance);
instance.layout = Some(layout_store.new_node(style, vec![])?);
}
let rendered = instance.component.render(&instance.props);
// instance.get_snapshot_before_update()
println!("Rendered... {}", instance.tag);
component_store.insert(key, instance)?;
match rendered {
Ok(child) => if let RSX::VirtualNode(child) = child {
// 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" {
println!(" In Fragment {}", child.children.len());
for child_tree in child.children {
println!(" > WHAT");
if let RSX::VirtualNode(child_tree) = child_tree {
let child_key = mount_component_tree(child_tree, component_store, layout_store)?;
if is_native_backed {
link_nodes(key, child_key, component_store, layout_store)?;
}
}
}
} else {
println!(" In regular");
let child_key = mount_component_tree(child, component_store, layout_store)?;
if is_native_backed {
link_nodes(key, child_key, component_store, layout_store)?;
}
}
} else { println!("WTF"); },
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);
}
}
let instance_lol = component_store.get_mut(key)?;
instance_lol.component.component_did_mount(&instance_lol.props);
Ok(key)
}
/// Given a `ComponentKey`, a `ComponentStore`, and a `LayoutStore`, will recursively walk the tree found at
/// said key, emitting required lifecycle events and dropping values. This happens in an inward-out
/// fashion, so deepest nodes/components get destroyed first to ensure that the backing widget tree
/// doesn't get some weird dangling issue.
fn unmount_component_tree(
key: ComponentKey,
component_store: &mut ComponentStore,
layout_store: &mut LayoutStore
) -> Result<Vec<LayoutNode>, Box<Error>> {
let mut instance = component_store.remove(key)?;
instance.component.component_will_unmount(&instance.props);
let mut layout_nodes = vec![];
let children = component_store.children(key)?;
for child in children {
match unmount_component_tree(child, component_store, layout_store) {
Ok(mut child_layout_nodes) => {
if let Some(parent_layout_node) = instance.layout {
for node in child_layout_nodes {
layout_store.remove_child(parent_layout_node, node)?;
}
} else {
layout_nodes.append(&mut child_layout_nodes);
}
},
Err(e) => { eprintln!("Error unmounting a component tree: {}", e); }
}
}
// remove node from backing tree
Ok(layout_nodes)
}
/// 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. This could
/// potentially be done away with some hoisting magic in the `mount()` recursion, but I couldn't
/// find a pattern that didn't feel like some utter magic in Rust.
///
/// It might be because I'm writing this at 3AM. Feel free to improve it.
fn link_nodes(
parent: ComponentKey,
child: ComponentKey,
components: &mut ComponentStore,
layouts: &mut LayoutStore
) -> Result<(), Box<Error>> {
if let (Ok(parent_instance), Ok(child_instance)) = (components.get(parent), components.get(child)) {
if let (Some(parent_layout), Some(child_layout)) = (parent_instance.layout, child_instance.layout) {
layouts.add_child(parent_layout, child_layout)?;
parent_instance.component.append_child_component(&*child_instance.component);
println!("APPENDED NODE!");
return Ok(());
}
}
let children = components.children(child)?;
for child_key in children {
link_nodes(parent, child_key, components, layouts)?;
}
Ok(())
}
/// Walks the tree and passes necessary Layout and Appearance-based styles to Components so they can
/// update their backing widgets accordingly. This happens after a layout computation, typically.
fn walk_and_apply_styles(
key: ComponentKey,
components: &mut ComponentStore,
layouts: &mut LayoutStore
) -> Result<(), Box<Error>> {
let instance = components.get_mut(key)?;
if let Some(layout_key) = instance.layout {
instance.component.apply_styles(
&instance.appearance,
layouts.layout(layout_key)?
);
}
for child in components.children(key)? {
walk_and_apply_styles(child, components, layouts)?;
}
Ok(())
}

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@ -5,11 +5,10 @@
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::instance::Instance;
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.
@ -40,6 +39,13 @@ impl<T> Storage<T> {
}
}
pub fn remove(&mut self, key: ComponentKey) -> Result<T, Error> {
match self.0.remove(&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)
}
@ -53,12 +59,6 @@ impl<T> std::ops::Index<&ComponentKey> for Storage<T> {
}
}
pub struct Instance {
component: Box<Component>,
appearance: Appearance,
layout: Option<LayoutNode>
}
pub(crate) struct ComponentStore {
id: Id,
nodes: Allocator,
@ -78,28 +78,31 @@ impl ComponentStore {
}
}
fn allocate_node(&mut self) -> ComponentKey {
pub fn new_key(&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 {
pub fn insert(
&mut self,
key: ComponentKey,
instance: Instance
) -> Result<(), Error> {
/*for child in &children {
self.parents.get_mut(*child)?.push(key);
}*/
self.components.insert(key, instance);
self.parents.insert(key, Vec::with_capacity(1));
self.children.insert(key, vec![]); //children);
Ok(())
}
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 remove(&mut self, key: ComponentKey) -> Result<Instance, Error> {
self.parents.remove(key)?;
self.children.remove(key)?;
self.components.remove(key)
}
pub fn add_child(&mut self, key: ComponentKey, child: ComponentKey) -> Result<(), Error> {

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@ -38,7 +38,7 @@ impl RSX {
RSX::VirtualNode(VirtualNode {
tag: tag,
create_component_fn: create_fn,
props: Some(props),
props: props,
children: children
})
}

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@ -1,14 +1,12 @@
//! Implements a Props struct that mostly acts as expected. For arbitrary primitive values,
//! it shadows a `serde_json::Value`.
use std::sync::{Arc, RwLock};
use serde_json::Value;
use std::collections::HashMap;
use alchemy_styles::StylesList;
use crate::rsx::RSX;
use crate::traits::{Component};
/// A value stored inside the `attributes` field on a `Props` instance.
/// It shadows `serde_json::Value`, but also allows for some other value

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@ -24,7 +24,7 @@ pub struct VirtualNode {
/// ownership of a VirtualNode.
///
/// This aspect of functionality may be pulled in a later release if it causes too many issues.
pub props: Option<Props>,
pub props: Props,
///
pub children: Vec<RSX>