dioxus_hooks/use_effect.rs
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64
use std::{cell::Cell, rc::Rc};
use dioxus_core::prelude::*;
use futures_util::StreamExt;
use crate::use_callback;
#[doc = include_str!("../docs/side_effects.md")]
#[doc = include_str!("../docs/rules_of_hooks.md")]
#[track_caller]
pub fn use_effect(mut callback: impl FnMut() + 'static) -> Effect {
    let callback = use_callback(move |_| callback());
    let location = std::panic::Location::caller();
    use_hook(|| {
        // Inside the effect, we track any reads so that we can rerun the effect if a value the effect reads changes
        let (rc, mut changed) = ReactiveContext::new_with_origin(location);
        // Deduplicate queued effects
        let effect_queued = Rc::new(Cell::new(false));
        // Spawn a task that will run the effect when:
        // 1) The component is first run
        // 2) The effect is rerun due to an async read at any time
        // 3) The effect is rerun in the same tick that the component is rerun: we need to wait for the component to rerun before we can run the effect again
        let queue_effect_for_next_render = move || {
            if effect_queued.get() {
                return;
            }
            effect_queued.set(true);
            let effect_queued = effect_queued.clone();
            queue_effect(move || {
                rc.reset_and_run_in(|| callback(()));
                effect_queued.set(false);
            });
        };
        queue_effect_for_next_render();
        spawn(async move {
            loop {
                // Wait for context to change
                let _ = changed.next().await;
                // Run the effect
                queue_effect_for_next_render();
            }
        });
        Effect { rc }
    })
}
/// A handle to an effect.
#[derive(Clone, Copy)]
pub struct Effect {
    rc: ReactiveContext,
}
impl Effect {
    /// Marks the effect as dirty, causing it to rerun on the next render.
    pub fn mark_dirty(&mut self) {
        self.rc.mark_dirty();
    }
}