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//! app-world provides a framework agnostic approach to managing frontend application state. //! //! # The Data Model //! //! An `AppWorld` is a type that you define that holds your application state as well as other //! resources that you've deemed useful to have around during your application's runtime. //! //! Here's an example of what an AppWorld for a basic e-commerce app frontend might look like: //! //! ```rust //! # use std::collections::HashMap; //! struct MyAppWorld { //! state: MyAppState, //! resources: MyAppResources //! } //! //! struct MyAppState { //! user: User, //! products: HashMap<Uuid, Product> //! } //! //! struct MyAppResources { //! file_store: Box<dyn MyFileStoreTrait>, //! api_client: ApiClient //! } //! //! # trait MyFileStoreTrait {}; //! # type ApiClient = (); //! # type Product = (); //! # type User = (); //! # type Uuid = (); //! ``` //! //! The `MyAppWorld` struct would be defined in your crate, but it wouldn't be used directly when //! you were passing data around to your views. //! //! Instead, you wrap it in an `app_world::AppWorldWrapper<W>` //! //! ```rust //! type MyAppWorldWrapper = app_world::AppWorldWrapper<MyAppWorld>; //! //! # type MyAppWorld = (); //! ``` //! //! # AppWorldWrapper<W: AppWorld> //! //! The `AppWorldWrapper` prevents direct mutable access to your application state, so you cannot //! mutate fields wherever you please. //! //! Instead, the [`AppWorld`] trait defines a [`AppWorld.msg()`] method that can be used to update //! your application state. //! //! Whenever you update state using a `.msg()` call, the [`RenderFn`] that you provide is called //! and your application gets re-rendered. //! //! You can pass your `AppWorldWrapper<W>` to different threads by calling //! [`AppWorldWrapper.clone()`]. Under the hood an [`Arc`] is used to share your data across //! threads. //! //! # Example Usage //! //! TODO //! //! # When to Use app-world //! //! app-world shines in applications that do not have extreme real time rendering requirements, //! such as almost all browser, desktop and mobile applications. //! In games and real-time simulations, you're better off using something like an entity component //! system to manage your application state. //! //! This is because app-world is designed such that your application state can only be written to //! from one thread at a time. This is totally fine for almost all browser, desktop and mobile //! applications, but could be an issue for games and simulations. //! //! If you're writing a game or simulation you're likely better off reaching for an //! entity-component-system library. Otherwise, you should be in good hands here. //! which could be an issue for a high-performing game or simulation. #![deny(missing_docs)] use std::sync::{Arc, Mutex, RwLock, RwLockReadGuard}; pub use self::world_with_message_buffer::*; mod world_with_message_buffer; /// A function that can trigger a re-render of the application. /// /// In a browser application this might update the DOM. On iOS this might increment a @Published /// variable in SwiftUI. #[cfg(not(feature = "send"))] pub type RenderFn = Arc<Mutex<Box<dyn FnMut() -> ()>>>; /// A function that can trigger a re-render of the application. /// /// In a browser application this might update the DOM. On iOS this might increment a @Published /// variable in SwiftUI. #[cfg(feature = "send")] pub type RenderFn = Arc<Mutex<Box<dyn FnMut() -> () + Send + Sync>>>; /// Holds application state and resources and will trigger a re-render after .msg() calls. /// See the [crate level documentation](crate) for more details. /// /// # Cloning /// /// Cloning an `AppWorldWrapper` is a very cheap operation. /// /// It can be useful to clone `AppWorldWrapper`'s in order to pass the world into event handler /// closures. /// /// All clones hold pointers to the same inner state. pub struct AppWorldWrapper<W: AppWorld> { world: Arc<RwLock<WorldWithMessageBuffer<W>>>, render_fn: RenderFn, } /// Defines how messages that indicate that something has happened get sent to the World. pub trait AppWorld: Sized { /// Indicates that something has happened. /// /// ``` /// # use std::time::SystemTime; /// #[allow(unused)] /// enum MyMessageType { /// IncreaseClickCounter, /// SetLastPausedAt(SystemTime) /// } /// ``` type Message; /// Send a message to the state object. /// This will usually lead to a state update fn msg(&mut self, message: Self::Message, world_wrapper: AppWorldWrapper<Self>); /// Whether or not the application should be told to re-render. /// This check occurs before the messae is processed. fn should_rerender(&self, message: &Self::Message) -> bool; } impl<W: AppWorld> AppWorldWrapper<W> { /// Create a new AppWorldWrapper. pub fn new(world: W, render_fn: RenderFn) -> Self { Self { world: Arc::new(RwLock::new(WorldWithMessageBuffer::new(world))), render_fn, } } /// Acquire write access to the AppWorld then send a message. pub fn msg(&self, msg: W::Message) { let should_rerender = self.world.read().unwrap().should_rerender(&msg); self.world .write() .unwrap() .message_maybe_capture(msg, self.clone()); if should_rerender { (self.render_fn.lock().unwrap())(); } } /// Acquire read access to AppWorld. pub fn read(&self) -> RwLockReadGuard<'_, WorldWithMessageBuffer<W>> { self.world.read().unwrap() } /// Acquire write access to AppWorld. /// /// Under normal circumstances you should only ever write to the world through the `.msg()` /// method. /// /// This .write() method is useful when writing tests where you want to quickly set up some /// initial state. #[cfg(feature = "test-utils")] pub fn write(&self) -> std::sync::RwLockWriteGuard<'_, WorldWithMessageBuffer<W>> { self.world.write().unwrap() } } impl<S: AppWorld> Clone for AppWorldWrapper<S> { fn clone(&self) -> Self { AppWorldWrapper { world: Arc::clone(&self.world), render_fn: Arc::clone(&self.render_fn), } } }