Press n or j to go to the next uncovered block, b, p or k for the previous block.
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import { hydrate_anchor, hydrate_nodes, hydrating, set_hydrating } from '../hydration.js'; import { clear_text_content, empty } from '../operations.js'; import { remove } from '../reconciler.js'; import { untrack } from '../../runtime.js'; import { block, branch, destroy_effect, effect, run_out_transitions, pause_children, pause_effect, resume_effect } from '../../reactivity/effects.js'; import { source, mutable_source, set } from '../../reactivity/sources.js'; import { is_array, is_frozen } from '../../utils.js'; import { INERT, STATE_SYMBOL } from '../../constants.js'; import { push_template_node } from '../template.js'; /** * The row of a keyed each block that is currently updating. We track this * so that `animate:` directives have something to attach themselves to * @type {import('#client').EachItem | null} */ export let current_each_item = null; /** @param {import('#client').EachItem | null} item */ export function set_current_each_item(item) { current_each_item = item; } /** * @param {any} _ * @param {number} i */ export function index(_, i) { return i; } /** * Pause multiple effects simultaneously, and coordinate their * subsequent destruction. Used in each blocks * @param {import('#client').EachItem[]} items * @param {null | Node} controlled_anchor * @param {() => void} [callback] */ function pause_effects(items, controlled_anchor, callback) { /** @type {import('#client').TransitionManager[]} */ var transitions = []; var length = items.length; for (var i = 0; i < length; i++) { pause_children(items[i].e, transitions, true); } // If we have a controlled anchor, it means that the each block is inside a single // DOM element, so we can apply a fast-path for clearing the contents of the element. if (length > 0 && transitions.length === 0 && controlled_anchor !== null) { var parent_node = /** @type {Element} */ (controlled_anchor.parentNode); clear_text_content(parent_node); parent_node.append(controlled_anchor); } run_out_transitions(transitions, () => { for (var i = 0; i < length; i++) { destroy_effect(items[i].e); } if (callback !== undefined) callback(); }); } /** * @template V * @param {Element | Comment} anchor The next sibling node, or the parent node if this is a 'controlled' block * @param {number} flags * @param {() => V[]} get_collection * @param {(value: V, index: number) => any} get_key * @param {(anchor: Node, item: import('#client').MaybeSource<V>, index: import('#client').MaybeSource<number>) => void} render_fn * @param {null | ((anchor: Node) => void)} fallback_fn * @returns {void} */ export function each(anchor, flags, get_collection, get_key, render_fn, fallback_fn = null) { /** @type {import('#client').EachState} */ var state = { flags, items: new Map(), next: null }; var is_controlled = (flags & EACH_IS_CONTROLLED) !== 0; if (is_controlled) { var parent_node = /** @type {Element} */ (anchor); anchor = hydrating ? /** @type {Comment | Text} */ ( hydrate_anchor(/** @type {Comment | Text} */ (parent_node.firstChild)) ) : parent_node.appendChild(empty()); } /** @type {import('#client').Effect | null} */ var fallback = null; block(() => { var collection = get_collection(); var array = is_array(collection) ? collection : collection == null ? [] : Array.from(collection); var length = array.length; // If we are working with an array that isn't proxied or frozen, then remove strict equality and ensure the items // are treated as reactive, so they get wrapped in a signal. var flags = state.flags; if ((flags & EACH_IS_STRICT_EQUALS) !== 0 && !is_frozen(array) && !(STATE_SYMBOL in array)) { flags ^= EACH_IS_STRICT_EQUALS; // Additionally if we're in an keyed each block, we'll need ensure the items are all wrapped in signals. if ((flags & EACH_KEYED) !== 0 && (flags & EACH_ITEM_REACTIVE) === 0) { flags ^= EACH_ITEM_REACTIVE; } } /** `true` if there was a hydration mismatch. Needs to be a `let` or else it isn't treeshaken out */ let mismatch = false; if (hydrating) { var is_else = /** @type {Comment} */ (anchor).data === HYDRATION_END_ELSE; if (is_else !== (length === 0)) { // hydration mismatch — remove the server-rendered DOM and start over remove(hydrate_nodes); set_hydrating(false); mismatch = true; } } // this is separate to the previous block because `hydrating` might change if (hydrating) { /** @type {Node} */ var child_anchor = hydrate_nodes[0]; /** @type {import('#client').EachItem | import('#client').EachState} */ var prev = state; /** @type {import('#client').EachItem} */ var item; for (var i = 0; i < length; i++) { if ( child_anchor.nodeType !== 8 || /** @type {Comment} */ (child_anchor).data !== HYDRATION_START ) { // If `nodes` is null, then that means that the server rendered fewer items than what // expected, so break out and continue appending non-hydrated items mismatch = true; set_hydrating(false); break; } var child_open = /** @type {Comment} */ (child_anchor); child_anchor = hydrate_anchor(child_anchor); var value = array[i]; var key = get_key(value, i); item = create_item(child_open, child_anchor, prev, null, value, key, i, render_fn, flags); state.items.set(key, item); child_anchor = /** @type {Comment} */ (child_anchor.nextSibling); prev = item; } // remove excess nodes if (length > 0) { while (child_anchor !== anchor) { var next = /** @type {import('#client').TemplateNode} */ (child_anchor.nextSibling); /** @type {import('#client').TemplateNode} */ (child_anchor).remove(); child_anchor = next; } } } if (!hydrating) { reconcile(array, state, anchor, render_fn, flags, get_key); } if (fallback_fn !== null) { if (length === 0) { if (fallback) { resume_effect(fallback); } else { fallback = branch(() => fallback_fn(anchor)); } } else if (fallback !== null) { pause_effect(fallback, () => { fallback = null; }); } } if (mismatch) { // continue in hydration mode set_hydrating(true); } }); } /** * @template V * @param {Array<V>} array * @param {import('#client').EachState} state * @param {Element | Comment | Text} anchor * @param {(anchor: Node, item: import('#client').MaybeSource<V>, index: number | import('#client').Source<number>) => void} render_fn * @param {number} flags * @param {(value: V, index: number) => any} get_key * @returns {void} */ function reconcile(array, state, anchor, render_fn, flags, get_key) { var is_animated = (flags & EACH_IS_ANIMATED) !== 0; var should_update = (flags & (EACH_ITEM_REACTIVE | EACH_INDEX_REACTIVE)) !== 0; var length = array.length; var items = state.items; var first = state.next; var current = first; /** @type {Set<import('#client').EachItem>} */ var seen = new Set(); /** @type {import('#client').EachState | import('#client').EachItem} */ var prev = state; /** @type {Set<import('#client').EachItem>} */ var to_animate = new Set(); /** @type {import('#client').EachItem[]} */ var matched = []; /** @type {import('#client').EachItem[]} */ var stashed = []; /** @type {V} */ var value; /** @type {any} */ var key; /** @type {import('#client').EachItem | undefined} */ var item; /** @type {number} */ var i; if (is_animated) { for (i = 0; i < length; i += 1) { value = array[i]; key = get_key(value, i); item = items.get(key); if (item !== undefined) { item.a?.measure(); to_animate.add(item); } } } for (i = 0; i < length; i += 1) { value = array[i]; key = get_key(value, i); item = items.get(key); if (item === undefined) { var child_open = push_template_node(empty()); var child_anchor = current ? current.o : anchor; child_anchor.before(child_open); prev = create_item( child_open, child_anchor, prev, prev.next, value, key, i, render_fn, flags ); items.set(key, prev); matched = []; stashed = []; current = prev.next; continue; } if (should_update) { update_item(item, value, i, flags); } if ((item.e.f & INERT) !== 0) { resume_effect(item.e); if (is_animated) { item.a?.unfix(); to_animate.delete(item); } } if (item !== current) { if (seen.has(item)) { if (matched.length < stashed.length) { // more efficient to move later items to the front var start = stashed[0]; var j; prev = start.prev; var a = matched[0]; var b = matched[matched.length - 1]; for (j = 0; j < matched.length; j += 1) { move(matched[j], start, anchor); } for (j = 0; j < stashed.length; j += 1) { seen.delete(stashed[j]); } link(a.prev, b.next); link(prev, a); link(b, start); current = start; prev = b; i -= 1; matched = []; stashed = []; } else { // more efficient to move earlier items to the back seen.delete(item); move(item, current, anchor); link(item.prev, item.next); link(item, prev.next); link(prev, item); prev = item; } continue; } matched = []; stashed = []; while (current !== null && current.k !== key) { seen.add(current); stashed.push(current); current = current.next; } if (current === null) { continue; } item = current; } matched.push(item); prev = item; current = item.next; } const to_destroy = Array.from(seen); while (current) { to_destroy.push(current); current = current.next; } var controlled_anchor = (flags & EACH_IS_CONTROLLED) !== 0 && length === 0 ? anchor : null; if (is_animated) { for (i = 0; i < to_destroy.length; i += 1) { to_destroy[i].a?.measure(); } for (i = 0; i < to_destroy.length; i += 1) { to_destroy[i].a?.fix(); } } pause_effects(to_destroy, controlled_anchor, () => { for (var i = 0; i < to_destroy.length; i += 1) { var item = to_destroy[i]; items.delete(item.k); link(item.prev, item.next); } }); if (is_animated) { effect(() => { untrack(() => { for (item of to_animate) { item.a?.apply(); } }); }); } } /** * @param {import('#client').EachItem} item * @param {any} value * @param {number} index * @param {number} type * @returns {void} */ function update_item(item, value, index, type) { if ((type & EACH_ITEM_REACTIVE) !== 0) { set(item.v, value); } if ((type & EACH_INDEX_REACTIVE) !== 0) { set(/** @type {import('#client').Value<number>} */ (item.i), index); } else { item.i = index; } } /** * @template V * @param {Comment | Text} open * @param {Node} anchor * @param {import('#client').EachItem | import('#client').EachState} prev * @param {import('#client').EachItem | null} next * @param {V} value * @param {unknown} key * @param {number} index * @param {(anchor: Node, item: V | import('#client').Source<V>, index: number | import('#client').Value<number>) => void} render_fn * @param {number} flags * @returns {import('#client').EachItem} */ function create_item(open, anchor, prev, next, value, key, index, render_fn, flags) { var previous_each_item = current_each_item; try { var reactive = (flags & EACH_ITEM_REACTIVE) !== 0; var mutable = (flags & EACH_IS_STRICT_EQUALS) === 0; var v = reactive ? (mutable ? mutable_source(value) : source(value)) : value; var i = (flags & EACH_INDEX_REACTIVE) === 0 ? index : source(index); /** @type {import('#client').EachItem} */ var item = { i, v, k: key, a: null, // @ts-expect-error e: null, o: open, prev, next }; prev.next = item; if (next !== null) next.prev = item; current_each_item = item; item.e = branch(() => render_fn(anchor, v, i)); return item; } finally { current_each_item = previous_each_item; } } /** * @param {import('#client').EachItem} item * @param {import('#client').EachItem | null} next * @param {Text | Element | Comment} anchor */ function move(item, next, anchor) { var end = item.next ? item.next.o : anchor; var dest = next ? next.o : anchor; var node = /** @type {import('#client').TemplateNode} */ (item.o); while (node !== end) { var next_node = /** @type {import('#client').TemplateNode} */ (node.nextSibling); dest.before(node); node = next_node; } } /** * * @param {import('#client').EachItem | import('#client').EachState} prev * @param {import('#client').EachItem | null} next */ function link(prev, next) { prev.next = next; if (next !== null) next.prev = prev; } |