pub enum Patch<'a, NS, TAG, LEAF, ATT, VAL> where
    NS: PartialEq + Clone + Debug,
    TAG: PartialEq + Debug,
    LEAF: PartialEq + Clone + Debug,
    ATT: PartialEq + Clone + Debug,
    VAL: PartialEq + Clone + Debug
{ InsertBeforeNode { tag: Option<&'a TAG>, patch_path: TreePath, nodes: Vec<&'a Node<NS, TAG, LEAF, ATT, VAL>>, }, InsertAfterNode { tag: Option<&'a TAG>, patch_path: TreePath, nodes: Vec<&'a Node<NS, TAG, LEAF, ATT, VAL>>, }, AppendChildren { tag: &'a TAG, patch_path: TreePath, children: Vec<&'a Node<NS, TAG, LEAF, ATT, VAL>>, }, RemoveNode { tag: Option<&'a TAG>, patch_path: TreePath, }, ReplaceNode { tag: Option<&'a TAG>, patch_path: TreePath, replacement: &'a Node<NS, TAG, LEAF, ATT, VAL>, }, AddAttributes { tag: &'a TAG, patch_path: TreePath, attrs: Vec<&'a Attribute<NS, ATT, VAL>>, }, RemoveAttributes { tag: &'a TAG, patch_path: TreePath, attrs: Vec<&'a Attribute<NS, ATT, VAL>>, }, }
Expand description

A Patch encodes an operation that modifies a real DOM element or native UI element

To update the real DOM that a user sees you’ll want to first diff your old virtual dom and new virtual dom.

This diff operation will generate Vec<Patch> with zero or more patches that, when applied to your real DOM, will make your real DOM look like your new virtual dom.

Each of the Patch contains TreePath which contains an array of indexes for each node that we need to traverse to get the target element.

Consider the following html:

<body>
    <main>
        <input type="text"/>
        <img src="pic.jpg"/>
    </main>
    <footer>
        <a>Link</a>
        <nav/>
    </footer>
</body>

The corresponding DOM tree would be

             .─.
            ( 0 )  <body>
             `-'
            /   \
           /     \
          /       \
         ▼         ▼
 <main> .─.         .─. <footer>
       ( 0 )       ( 1 )
        `-'         `-'
       /  \          | \ '.
      /    \         |  \  '.
     ▼      ▼        |   \   '.
   .─.      .─.      ▼    ▼     ▼
  ( 0 )    ( 1 )    .─.   .─.   .─.
   `─'      `─'    ( 0 ) ( 1 ) ( 2 )
 <input> <img>      `─'   `─'   `─'
                   <a>  <Text>   <nav>

To traverse to the <nav> element we follow the TreePath([0,1,2]). 0 - is the root element which is always zero. 1 - is the footer element since it is the 2nd element of the body. 2 - is the nav element since it is the 3rd node in the footer element.

Variants

InsertBeforeNode

Fields

tag: Option<&'a TAG>

the tag of the node at patch_path

patch_path: TreePath

the path to traverse to get to the target element of which our nodes will be inserted before it.

nodes: Vec<&'a Node<NS, TAG, LEAF, ATT, VAL>>

the nodes to be inserted before patch_path

insert the nodes before the node at patch_path

InsertAfterNode

Fields

tag: Option<&'a TAG>

the tag of the node at patch_path

patch_path: TreePath

the path to traverse to get to the target element of which our nodes will be inserted after it.

nodes: Vec<&'a Node<NS, TAG, LEAF, ATT, VAL>>

the nodes to be inserted after the patch_path

insert the nodes after the node at patch_path

AppendChildren

Fields

tag: &'a TAG

the tag of the node we are appending the children into

patch_path: TreePath

index of the node we are going to append the children into

children: Vec<&'a Node<NS, TAG, LEAF, ATT, VAL>>

children nodes to be appended and their corresponding new_node_idx

Append a vector of child nodes to a parent node id at patch_path

RemoveNode

Fields

tag: Option<&'a TAG>

The tag of the node that is to be removed. This is only used for additional check where are removing the correct node.

patch_path: TreePath

the node_idx of the node to be removed

remove node

ReplaceNode

Fields

tag: Option<&'a TAG>

The tag of the node we are going to replace. This is only used for additional checking that we are removing the correct node.

patch_path: TreePath

the traversal path of the node we are going to replace

replacement: &'a Node<NS, TAG, LEAF, ATT, VAL>

the node that will replace the target node

ReplaceNode a node with another node. This typically happens when a node’s tag changes. ex:

becomes

AddAttributes

Fields

tag: &'a TAG

node tag use for verifying that the we are patching the correct node which should match the same tag

patch_path: TreePath

the path to traverse to get to the target lement of which we add the attributes.

attrs: Vec<&'a Attribute<NS, ATT, VAL>>

the attributes to be patched into the target node

Add attributes that the new node has that the old node does not Note: the attributes is not a reference since attributes of same name are merged to produce a new unify attribute

RemoveAttributes

Fields

tag: &'a TAG

The tag of the node we are removing the attributes from. This is only used for additional check that we are patching the correct node

patch_path: TreePath

the path to traverse to get to the target lement of which we remove the attributes

attrs: Vec<&'a Attribute<NS, ATT, VAL>>

attributes that are to be removed from this target node

Remove attributes that the old node had that the new node doesn’t

Implementations

return the path to traverse for this patch to get to the target Node

return the tag of this patch

TODO: remove this one create an InsertNode patch

create an InsertBeforeNode patch

create an InsertAfterNode patch

create a patch where we add children to the target node

create a patch where the target element that can be traverse using the patch path will be remove

create a patch where a node is replaced by the replacement node. The target node to be replace is traverse using the patch_path

create a patch where a new attribute is added to the target element

create patch where it remove attributes of the target element that can be traversed by the patch_path.

Trait Implementations

Returns a copy of the value. Read more

Performs copy-assignment from source. Read more

Formats the value using the given formatter. Read more

This method tests for self and other values to be equal, and is used by ==. Read more

This method tests for !=.

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

The resulting type after obtaining ownership.

Creates owned data from borrowed data, usually by cloning. Read more

🔬 This is a nightly-only experimental API. (toowned_clone_into)

Uses borrowed data to replace owned data, usually by cloning. Read more

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.