Press n or j to go to the next uncovered block, b, p or k for the previous block.
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 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 | 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 462x 462x 2x 2x 2x 2x 2x 2x 7860x 7860x 2x 2x 2x 2x 2x 2x 2x 2x 2x 406x 406x 406x 406x 406x 406x 1988x 1988x 406x 406x 406x 406x 406x 4x 4x 4x 4x 4x 4x 4x 4x 406x 406x 398x 1972x 1972x 1960x 1960x 1960x 1972x 1972x 406x 406x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 989x 989x 989x 989x 989x 989x 989x 989x 224x 224x 224x 224x 224x 224x 989x 989x 464x 464x 989x 989x 989x 989x 989x 989x 989x 2341x 2341x 2341x 2341x 2341x 74x 2341x 2341x 2341x 2341x 2341x 21x 21x 21x 21x 2318x 2318x 2318x 2318x 2318x 2341x 464x 464x 464x 29x 29x 29x 29x 29x 29x 29x 464x 2318x 2318x 2341x 435x 435x 435x 435x 435x 435x 435x 2184x 2184x 232x 2184x 17x 17x 17x 17x 17x 17x 17x 2167x 2167x 2167x 2167x 2167x 2167x 2167x 2167x 435x 435x 435x 428x 428x 435x 2318x 2341x 1900x 1900x 2317x 2341x 80x 39x 39x 39x 39x 80x 22x 22x 22x 22x 80x 2317x 2341x 46x 46x 46x 2317x 2317x 2317x 2317x 2317x 2317x 2317x 2317x 989x 989x 989x 464x 464x 989x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 1900x 1900x 1900x 1900x 1900x 1900x 1900x 1900x 1900x 1900x 1900x 1900x 1900x 1900x 1900x 1900x 1900x 1900x 1900x 1900x 1900x 1900x 1900x 1900x 1900x 1900x 1900x 1900x 1900x 1900x 1900x 1900x 1900x 1900x 1900x 1900x 1900x 27x 129x 129x 129x 129x 129x 92x 92x 92x 129x 27x 1900x 1900x 10024x 10024x 10024x 10024x 10024x 4296x 4296x 4296x 4296x 4296x 4296x 4296x 4296x 4296x 4296x 4296x 4296x 4296x 4296x 4296x 4296x 4296x 4296x 4296x 4296x 4296x 4296x 5728x 5999x 5690x 5690x 5728x 9992x 12x 12x 12x 5728x 9992x 2326x 1353x 416x 416x 416x 416x 416x 416x 416x 416x 416x 416x 432x 432x 416x 416x 2623x 2623x 416x 416x 416x 416x 416x 416x 416x 416x 416x 416x 416x 1353x 937x 937x 937x 937x 937x 937x 937x 937x 937x 937x 1353x 1353x 1353x 973x 973x 973x 973x 2326x 4106x 4106x 4106x 4104x 4104x 4106x 4106x 4106x 973x 2326x 973x 973x 973x 4375x 4375x 4375x 4375x 4375x 1899x 1900x 575x 575x 575x 1450x 1450x 1444x 1444x 1450x 1450x 575x 575x 575x 575x 406x 406x 406x 2x 2x 2x 2x 2x 2x 2x 2x 406x 406x 406x 575x 1899x 1900x 27x 27x 25x 92x 92x 27x 27x 1899x 1900x 1900x 1900x 2x 2x 2x 2x 2x 2x 2x 2x 5690x 5690x 5690x 5690x 5690x 5690x 66x 5690x 5624x 5624x 5690x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 6463x 6463x 6463x 6463x 6463x 6463x 6463x 6463x 6463x 6463x 6463x 6463x 6463x 6463x 6463x 6463x 6463x 6463x 6463x 6463x 6463x 6463x 6463x 6463x 6463x 6463x 6463x 6463x 6463x 1077x 6463x 5385x 5385x 5385x 6462x 6463x 514x 514x 514x 6462x 6462x 6463x 6463x 6463x 6463x 2x 2x 2x 2x 2x 2x 1369x 1369x 1369x 1369x 1369x 1369x 1369x 1487x 1487x 1487x 1487x 1369x 2x 2x 2x 2x 2x 2x 6023x 6023x 653x 6023x 5370x 5370x 5370x 6023x 6023x 5151x 5151x 5151x 6023x | /** @import { EachItem, EachState, Effect, MaybeSource, Source, TemplateNode, TransitionManager, Value } from '#client' */ import { EACH_INDEX_REACTIVE, EACH_IS_ANIMATED, EACH_IS_CONTROLLED, EACH_ITEM_IMMUTABLE, EACH_ITEM_REACTIVE, HYDRATION_END, HYDRATION_START_ELSE } from '../../../../constants.js'; import { hydrate_next, hydrate_node, hydrating, remove_nodes, set_hydrate_node, set_hydrating } from '../hydration.js'; import { clear_text_content, create_text, get_first_child, get_next_sibling } from '../operations.js'; import { block, branch, destroy_effect, run_out_transitions, pause_children, pause_effect, resume_effect } from '../../reactivity/effects.js'; import { source, mutable_source, internal_set } from '../../reactivity/sources.js'; import { array_from, is_array } from '../../../shared/utils.js'; import { INERT } from '../../constants.js'; import { queue_micro_task } from '../task.js'; import { active_effect } from '../../runtime.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 {EachItem | null} */ export let current_each_item = null; /** @param {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 {EachState} state * @param {EachItem[]} items * @param {null | Node} controlled_anchor * @param {Map<any, EachItem>} items_map */ function pause_effects(state, items, controlled_anchor, items_map) { /** @type {TransitionManager[]} */ var transitions = []; var length = items.length; for (var i = 0; i < length; i++) { pause_children(items[i].e, transitions, true); } var is_controlled = length > 0 && transitions.length === 0 && controlled_anchor !== null; // 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 (is_controlled) { var parent_node = /** @type {Element} */ ( /** @type {Element} */ (controlled_anchor).parentNode ); clear_text_content(parent_node); parent_node.append(/** @type {Element} */ (controlled_anchor)); items_map.clear(); link(state, items[0].prev, items[length - 1].next); } run_out_transitions(transitions, () => { for (var i = 0; i < length; i++) { var item = items[i]; if (!is_controlled) { items_map.delete(item.k); link(state, item.prev, item.next); } destroy_effect(item.e, !is_controlled); } }); } /** * @template V * @param {Element | Comment} node 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: MaybeSource<V>, index: MaybeSource<number>) => void} render_fn * @param {null | ((anchor: Node) => void)} fallback_fn * @returns {void} */ export function each(node, flags, get_collection, get_key, render_fn, fallback_fn = null) { var anchor = node; /** @type {EachState} */ var state = { flags, items: new Map(), first: null }; var is_controlled = (flags & EACH_IS_CONTROLLED) !== 0; if (is_controlled) { var parent_node = /** @type {Element} */ (node); anchor = hydrating ? set_hydrate_node(/** @type {Comment | Text} */ (get_first_child(parent_node))) : parent_node.appendChild(create_text()); } if (hydrating) { hydrate_next(); } /** @type {Effect | null} */ var fallback = null; var was_empty = false; block(() => { var collection = get_collection(); var array = is_array(collection) ? collection : collection == null ? [] : array_from(collection); var length = array.length; if (was_empty && length === 0) { // ignore updates if the array is empty, // and it already was empty on previous run return; } was_empty = length === 0; /** `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_START_ELSE; if (is_else !== (length === 0)) { // hydration mismatch — remove the server-rendered DOM and start over anchor = remove_nodes(); set_hydrate_node(anchor); set_hydrating(false); mismatch = true; } } // this is separate to the previous block because `hydrating` might change if (hydrating) { /** @type {EachItem | null} */ var prev = null; /** @type {EachItem} */ var item; for (var i = 0; i < length; i++) { if ( hydrate_node.nodeType === 8 && /** @type {Comment} */ (hydrate_node).data === HYDRATION_END ) { // The server rendered fewer items than expected, // so break out and continue appending non-hydrated items anchor = /** @type {Comment} */ (hydrate_node); mismatch = true; set_hydrating(false); break; } var value = array[i]; var key = get_key(value, i); item = create_item(hydrate_node, state, prev, null, value, key, i, render_fn, flags); state.items.set(key, item); prev = item; } // remove excess nodes if (length > 0) { set_hydrate_node(remove_nodes()); } } 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); } // When we mount the each block for the first time, the collection won't be // connected to this effect as the effect hasn't finished running yet and its deps // won't be assigned. However, it's possible that when reconciling the each block // that a mutation occurred and it's made the collection MAYBE_DIRTY, so reading the // collection again can provide consistency to the reactive graph again as the deriveds // will now be `CLEAN`. get_collection(); }); if (hydrating) { anchor = hydrate_node; } } /** * Add, remove, or reorder items output by an each block as its input changes * @template V * @param {Array<V>} array * @param {EachState} state * @param {Element | Comment | Text} anchor * @param {(anchor: Node, item: MaybeSource<V>, index: number | 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.first; var current = first; /** @type {undefined | Set<EachItem>} */ var seen; /** @type {EachItem | null} */ var prev = null; /** @type {undefined | Set<EachItem>} */ var to_animate; /** @type {EachItem[]} */ var matched = []; /** @type {EachItem[]} */ var stashed = []; /** @type {V} */ var value; /** @type {any} */ var key; /** @type {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 ??= new Set()).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_anchor = current ? /** @type {TemplateNode} */ (current.e.nodes_start) : anchor; prev = create_item( child_anchor, state, prev, prev === null ? state.first : 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 ??= new Set()).delete(item); } } if (item !== current) { if (seen !== undefined && 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(state, a.prev, b.next); link(state, prev, a); link(state, 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(state, item.prev, item.next); link(state, item, prev === null ? state.first : prev.next); link(state, prev, item); prev = item; } continue; } matched = []; stashed = []; while (current !== null && current.k !== key) { // If the item has an effect that is already inert, skip over adding it // to our seen Set as the item is already being handled if ((current.e.f & INERT) === 0) { (seen ??= new Set()).add(current); } stashed.push(current); current = current.next; } if (current === null) { continue; } item = current; } matched.push(item); prev = item; current = item.next; } if (current !== null || seen !== undefined) { var to_destroy = seen === undefined ? [] : array_from(seen); while (current !== null) { // Inert effects are currently outroing and will be removed once the transition is finished if ((current.e.f & INERT) === 0) { to_destroy.push(current); } current = current.next; } var destroy_length = to_destroy.length; if (destroy_length > 0) { var controlled_anchor = (flags & EACH_IS_CONTROLLED) !== 0 && length === 0 ? anchor : null; if (is_animated) { for (i = 0; i < destroy_length; i += 1) { to_destroy[i].a?.measure(); } for (i = 0; i < destroy_length; i += 1) { to_destroy[i].a?.fix(); } } pause_effects(state, to_destroy, controlled_anchor, items); } } if (is_animated) { queue_micro_task(() => { if (to_animate === undefined) return; for (item of to_animate) { item.a?.apply(); } }); } /** @type {Effect} */ (active_effect).first = state.first && state.first.e; /** @type {Effect} */ (active_effect).last = prev && prev.e; } /** * @param {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) { internal_set(item.v, value); } if ((type & EACH_INDEX_REACTIVE) !== 0) { internal_set(/** @type {Value<number>} */ (item.i), index); } else { item.i = index; } } /** * @template V * @param {Node} anchor * @param {EachState} state * @param {EachItem | null} prev * @param {EachItem | null} next * @param {V} value * @param {unknown} key * @param {number} index * @param {(anchor: Node, item: V | Source<V>, index: number | Value<number>) => void} render_fn * @param {number} flags * @returns {EachItem} */ function create_item(anchor, state, 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_ITEM_IMMUTABLE) === 0; var v = reactive ? (mutable ? mutable_source(value) : source(value)) : value; var i = (flags & EACH_INDEX_REACTIVE) === 0 ? index : source(index); /** @type {EachItem} */ var item = { i, v, k: key, a: null, // @ts-expect-error e: null, prev, next }; current_each_item = item; item.e = branch(() => render_fn(anchor, v, i), hydrating); item.e.prev = prev && prev.e; item.e.next = next && next.e; if (prev === null) { state.first = item; } else { prev.next = item; prev.e.next = item.e; } if (next !== null) { next.prev = item; next.e.prev = item.e; } return item; } finally { current_each_item = previous_each_item; } } /** * @param {EachItem} item * @param {EachItem | null} next * @param {Text | Element | Comment} anchor */ function move(item, next, anchor) { var end = item.next ? /** @type {TemplateNode} */ (item.next.e.nodes_start) : anchor; var dest = next ? /** @type {TemplateNode} */ (next.e.nodes_start) : anchor; var node = /** @type {TemplateNode} */ (item.e.nodes_start); while (node !== end) { var next_node = /** @type {TemplateNode} */ (get_next_sibling(node)); dest.before(node); node = next_node; } } /** * @param {EachState} state * @param {EachItem | null} prev * @param {EachItem | null} next */ function link(state, prev, next) { if (prev === null) { state.first = next; } else { prev.next = next; prev.e.next = next && next.e; } if (next !== null) { next.prev = prev; next.e.prev = prev && prev.e; } } |