This repository has been archived on 2026-03-31. You can view files and clone it, but you cannot make any changes to it's state, such as pushing and creating new issues, pull requests or comments.
alchemy/lifecycle/src/reconciler/mod.rs

379 lines
15 KiB
Rust

//! 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::Mutex;
use std::error::Error;
use alchemy_styles::THEME_ENGINE;
use alchemy_styles::styles::{Appearance, Dimension, Number, Size, Style};
use crate::traits::Component;
use crate::rsx::{Props, RSX, VirtualNode};
use alchemy_styles::stretch::node::{Node as LayoutNode, Stretch as LayoutStore};
pub mod key;
use key::ComponentKey;
pub mod storage;
use storage::ComponentStore;
pub mod error;
use error::RenderEngineError;
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 {}
}
}
pub struct RenderEngine {
queued_state_updates: Mutex<Vec<i32>>,
components: Mutex<ComponentStore>,
layouts: Mutex<LayoutStore>
}
impl RenderEngine {
pub(crate) fn new() -> RenderEngine {
RenderEngine {
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) -> 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 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();
Some(layouts_store.new_node(style, vec![])?)
}))?;
Ok(component_key)
}
/// 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,
dimensions: (f64, f64),
child: RSX
) -> Result<(), Box<Error>> {
let mut component_store = self.components.lock().unwrap();
let mut layout_store = self.layouts.lock().unwrap();
let new_root_node = RSX::node("root", |_| {
Box::new(GenericRootView {})
}, Props::root(match child {
RSX::VirtualNode(node) => {
if node.tag == "Fragment" {
node.props.children
} else {
vec![RSX::VirtualNode(node)]
}
},
_ => vec![]
}));
recursively_diff_tree(key, new_root_node, &mut component_store, &mut layout_store)?;
let layout_node = {
let mut root_instance = component_store.get_mut(key)?;
let layout = root_instance.layout.unwrap();
let mut style = Style::default();
THEME_ENGINE.configure_styles_for_keys(&root_instance.props.styles, &mut style, &mut root_instance.appearance);
style.size = Size {
width: Dimension::Points(dimensions.0 as f32),
height: Dimension::Points(dimensions.1 as f32)
};
layout_store.set_style(layout, style);
layout
};
layout_store.compute_layout(layout_node, Size {
width: Number::Defined(dimensions.0 as f32),
height: Number::Defined(dimensions.1 as f32)
})?;
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 {
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.props.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
)?;
component_store.add_child(key, new_child_key)?;
link_layout_nodess(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>> {
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()
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" {
for child_tree in child.props.children {
if let RSX::VirtualNode(child_tree) = child_tree {
let child_key = mount_component_tree(child_tree, component_store, layout_store)?;
component_store.add_child(key, child_key)?;
if is_native_backed {
link_layout_nodess(key, child_key, component_store, layout_store)?;
}
}
}
} else {
let child_key = mount_component_tree(child, component_store, layout_store)?;
component_store.add_child(key, child_key)?;
if is_native_backed {
link_layout_nodess(key, child_key, component_store, layout_store)?;
}
}
},
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_layout_nodess(
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);
return Ok(());
}
}
let children = components.children(child)?;
for child_key in children {
link_layout_nodess(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(())
}