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// region: lmake_md_to_doc_comments include README.md A //!
//! # rust_wasm_dodrio_templating
//!
//! **html templating for dodrio**  
//! ***[repo](https://github.com/LucianoBestia/rust_wasm_dodrio_templating); version: 1.0.2  date: 2021-01-13 authors: Luciano Bestia***  
//!
//! [![Lines in Rust code](https://img.shields.io/badge/Lines_in_Rust-262-green.svg)]()
//! [![Lines in Doc comments](https://img.shields.io/badge/Lines_in_Doc_comments-22-blue.svg)]()
//! [![Lines in Comments](https://img.shields.io/badge/Lines_in_comments-51-purple.svg)]()
//! [![Lines in examples](https://img.shields.io/badge/Lines_in_examples-0-yellow.svg)]()
//! [![Lines in tests](https://img.shields.io/badge/Lines_in_tests-0-orange.svg)]()
//!
//! ## Html templating
//!
//! In the past I wrote html inside Rust code with the macro `html!` from the `crate typed-html`  
//! <https://github.com/bodil/typed-html>  
//! It has also a macro `dodrio !` created exclusively for the dodrio vdom.  
//! I had two main problems with this approach:  
//!
//! 1. Any change to the html required a recompiling. And that is very slow in Rust.  
//! 2. I could not add new html elements, that the macro don't recognize. I wanted to use SVG. There was not support for that.  
//!
//! I reinvented the wheel - "html templating".  
//! First a graphical designer makes a html/css page that looks nice. No javascript, nothing is dynamic. It is just a graphical template.  
//! Then I insert in it html comments and "data-" attributes that I can later replace in my code.  
//! The html is not changed graphically because of it. So both the graphical designer and the programmer are still happy.  
//! In my code I parse the html template as a microXml file. Basically they are the same with small effort. When I find a comment or "data-" attribute then the value of the next node is replaced.  
//! I can replace attributes, strings and entire nodes. And I can insert event for behavior with "data-wt".  
//! When developing, the html template is loaded and parsed and a dodrio node is created. That is not very fast. But I can change the html in real time and see it rendered without compiling the Rust code. This is super efficient for development.  
//! I have in plans to add a Rust code generator, that creates the Rust code for the dodrio node before compile time. In that case nothing is parsed in runtime and I expect great speeds. But the flexibility of easily changing the html template is gone. For every change I must recompile the Rust code.  
//!
//! ## cargo crev reviews and advisory
//!
//! It is recommended to always use [cargo-crev](https://github.com/crev-dev/cargo-crev)  
//! to verify the trustworthiness of each of your dependencies.  
//! Please, spread this info.  
//! On the web use this url to read crate reviews. Example:  
//! <https://web.crev.dev/rust-reviews/crate/num-traits/>  
//!
// endregion: lmake_md_to_doc_comments include README.md A //!

pub mod html_template_mod;