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use crate::{
any_props::BoxedAnyProps, nodes::RenderReturn, runtime::Runtime, scope_context::Scope,
};
use std::{cell::Ref, rc::Rc};
/// A component's unique identifier.
///
/// `ScopeId` is a `usize` that acts a key for the internal slab of Scopes. This means that the key is not unqiue across
/// time. We do try and guarantee that between calls to `wait_for_work`, no ScopeIds will be recycled in order to give
/// time for any logic that relies on these IDs to properly update.
#[cfg_attr(feature = "serialize", derive(serde::Serialize, serde::Deserialize))]
#[derive(Copy, Clone, PartialEq, Eq, Hash, PartialOrd, Ord)]
pub struct ScopeId(pub usize);
impl std::fmt::Debug for ScopeId {
#[allow(unused_mut)]
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
let mut builder = f.debug_tuple("ScopeId");
let mut builder = builder.field(&self.0);
#[cfg(debug_assertions)]
{
if let Some(name) = Runtime::current()
.as_ref()
.and_then(|rt| rt.get_state(*self))
{
builder = builder.field(&name.name);
}
}
builder.finish()
}
}
impl ScopeId {
/// The root ScopeId.
///
/// This scope will last for the entire duration of your app, making it convenient for long-lived state
/// that is created dynamically somewhere down the component tree.
///
/// # Example
///
/// ```rust, ignore
/// use dioxus_signals::*;
/// let my_persistent_state = Signal::new_in_scope(ScopeId::ROOT, String::new());
/// ```
pub const ROOT: ScopeId = ScopeId(0);
}
/// A component's rendered state.
///
/// This state erases the type of the component's props. It is used to store the state of a component in the runtime.
pub struct ScopeState {
pub(crate) runtime: Rc<Runtime>,
pub(crate) context_id: ScopeId,
pub(crate) last_rendered_node: Option<RenderReturn>,
pub(crate) props: BoxedAnyProps,
}
impl Drop for ScopeState {
fn drop(&mut self) {
self.runtime.remove_scope(self.context_id);
}
}
impl ScopeState {
/// Get a handle to the currently active head node arena for this Scope
///
/// This is useful for traversing the tree outside of the VirtualDom, such as in a custom renderer or in SSR.
///
/// Panics if the tree has not been built yet.
pub fn root_node(&self) -> &RenderReturn {
self.try_root_node()
.expect("The tree has not been built yet. Make sure to call rebuild on the tree before accessing its nodes.")
}
/// Try to get a handle to the currently active head node arena for this Scope
///
/// This is useful for traversing the tree outside of the VirtualDom, such as in a custom renderer or in SSR.
///
/// Returns [`None`] if the tree has not been built yet.
pub fn try_root_node(&self) -> Option<&RenderReturn> {
self.last_rendered_node.as_ref()
}
pub(crate) fn state(&self) -> Ref<'_, Scope> {
self.runtime.get_state(self.context_id).unwrap()
}
}