Packages
lustre
3.0.2
5.7.1
5.7.0
5.6.0
5.5.2
5.5.1
5.5.0
5.4.0
5.3.5
5.3.4
5.3.3
5.3.2
5.3.1
5.3.0
5.2.1
5.2.0
5.1.1
5.1.0
5.0.3
5.0.2
5.0.1
5.0.0
4.6.4
4.6.3
4.6.2
4.6.1
4.6.0
4.5.1
4.5.0
4.4.4
4.4.3
4.4.1
4.4.0
4.3.6
4.3.5
4.3.4
4.3.3
4.3.2
4.3.1
4.3.0
4.2.6
4.2.5
4.2.4
4.2.3
4.2.2
4.2.1
4.2.0
4.1.8
4.1.7
4.1.6
4.1.5
4.1.4
4.1.3
4.1.2
4.1.1
4.1.0
4.0.0
4.0.0-rc1
4.0.0-rc.2
3.1.4
3.1.3
3.1.2
3.1.1
3.1.0
3.0.12
3.0.11
3.0.10
3.0.9
3.0.8
3.0.7
3.0.6
3.0.5
3.0.4
3.0.3
3.0.2
3.0.1
3.0.0
3.0.0-rc.8
3.0.0-rc.7
3.0.0-rc.6
3.0.0-rc.5
3.0.0-rc.4
3.0.0-rc.3
3.0.0-rc.2
3.0.0-rc.1
2.0.1
2.0.0
1.3.0
1.2.0
1.1.0
1.0.0
Create HTML templates, single page applications, Web Components, and real-time server components in Gleam!
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Files
src/lustre.ffi.mjs
import {
AppAlreadyStarted,
AppNotYetStarted,
BadComponentName,
ComponentAlreadyRegistered,
ElementNotFound,
NotABrowser,
} from "./lustre.mjs";
import { from } from "./lustre/effect.mjs";
import { morph } from "./runtime.ffi.mjs";
import { Ok, Error, isEqual } from "./gleam.mjs";
// RUNTIME ---------------------------------------------------------------------
///
///
export class App {
#root = null;
#state = null;
#queue = [];
#effects = [];
#didUpdate = false;
#init = null;
#update = null;
#view = null;
constructor(init, update, render) {
this.#init = init;
this.#update = update;
this.#view = render;
}
start(selector, flags) {
if (!is_browser()) return new Error(new NotABrowser());
if (this.#root) return new Error(new AppAlreadyStarted());
this.#root =
selector instanceof HTMLElement
? selector
: document.querySelector(selector);
if (!this.#root) return new Error(new ElementNotFound());
const [next, effects] = this.#init(flags);
this.#state = next;
this.#effects = effects[0].toArray();
this.#didUpdate = true;
window.requestAnimationFrame(() => this.#tick());
return new Ok((msg) => this.dispatch(msg));
}
dispatch(msg) {
this.#queue.push(msg);
this.#tick();
}
emit(name, event = null) {
this.#root.dispatchEvent(
new CustomEvent(name, {
bubbles: true,
detail: event,
composed: true,
})
);
}
destroy() {
if (!this.#root) return new Error(new AppNotYetStarted());
this.#root.remove();
this.#root = null;
this.#state = null;
this.#queue = [];
this.#effects = [];
this.#didUpdate = false;
this.#update = () => {};
this.#view = () => {};
}
#tick() {
this.#flush();
if (this.#didUpdate) {
const vdom = this.#view(this.#state);
this.#root = morph(this.#root, vdom, (msg) => this.dispatch(msg));
this.#didUpdate = false;
}
}
#flush(times = 0) {
if (!this.#root) return;
if (this.#queue.length) {
while (this.#queue.length) {
const [next, effects] = this.#update(this.#state, this.#queue.shift());
// If the user returned their model unchanged and not reconstructed then
// we don't need to trigger a re-render.
this.#didUpdate ||= this.#state !== next;
this.#state = next;
this.#effects = this.#effects.concat(effects[0].toArray());
}
}
// Each update can produce effects which must now be executed.
while (this.#effects.length)
this.#effects.shift()(
(msg) => this.dispatch(msg),
(name, data) => this.emit(name, data)
);
// Synchronous effects will immediately queue a message to be processed. If
// it is reasonable, we can process those updates too before proceeding to
// the next render.
if (this.#queue.length) {
times >= 5 ? console.warn(tooManyUpdates) : this.#flush(++times);
}
}
}
export const setup = (init, update, render) => new App(init, update, render);
export const start = (app, selector, flags) => app.start(selector, flags);
export const destroy = (app) => app.destroy();
export const emit = (name, data) =>
// Normal `Effect`s constructed in Gleam from `effect.from` don't get told
// about the second argument, but it's there 👀.
from((_, emit) => {
emit(name, data);
});
// HTML EVENTS -----------------------------------------------------------------
export const prevent_default = (e) => e.preventDefault?.();
export const stop_propagation = (e) => e.stopPropagation?.();
// CUSTOM ELEMENTS -------------------------------------------------------------
export const setup_component = (
name,
init,
update,
render,
on_attribute_change
) => {
if (!name.includes("-")) return new Error(new BadComponentName());
if (!is_browser()) return new Error(new NotABrowser());
if (customElements.get(name)) {
return new Error(new ComponentAlreadyRegistered());
}
customElements.define(
name,
class extends HTMLElement {
static get observedAttributes() {
return on_attribute_change.entries().map(([name, _]) => name);
}
#container = document.createElement("div");
#app = null;
#dispatch = null;
constructor() {
super();
this.#app = new App(init, update, render);
// This is necessary for ✨ reasons ✨. Clearly there's a bug in the
// implementation of either the `App` or the runtime but I con't work it
// out.
//
// If we pass the container to the app directly then the component fails
// to render anything to the ODM.
this.#container.appendChild(document.createElement("div"));
const dispatch = this.#app.start(this.#container.firstChild);
this.#dispatch = dispatch[0];
on_attribute_change.forEach((decoder, name) => {
Object.defineProperty(this, name, {
get: () => {
return this[`_${name}`] || this.getAttribute(name);
},
set: (value) => {
const prev = this[name];
const decoded = decoder(value);
// We need this equality check to prevent constantly dispatching
// messages when the value is an object or array: it might not have
// changed but its reference might have and we don't want to trigger
// useless updates.
if (decoded.isOk() && !isEqual(prev, decoded[0])) {
this.#dispatch(decoded[0]);
}
if (typeof value === "string") {
this.setAttribute(name, value);
} else {
this[`_${name}`] = value;
}
},
});
});
}
connectedCallback() {
this.appendChild(this.#container.firstChild);
}
attributeChangedCallback(name, prev, next) {
if (prev !== next) {
this[name] = next;
}
}
disconnectedCallback() {
this.#app.destroy();
}
}
);
return new Ok(null);
};
// UTLS ------------------------------------------------------------------------
export const is_browser = () => window && window.document;
export const is_registered = (name) => !!customElements.get(name);