Press n or j to go to the next uncovered block, b, p or k for the previous block.
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1604x 1604x 1598x 1598x 1604x 1604x 572x 572x 572x 572x 405x 405x 405x 2x 2x 2x 2x 2x 2x 2x 2x 405x 405x 405x 572x 1890x 1891x 27x 27x 25x 92x 92x 27x 27x 1890x 1891x 1891x 1891x 2x 2x 2x 2x 2x 2x 2x 2x 5430x 5430x 5430x 5430x 5430x 5430x 66x 5430x 5364x 5364x 5430x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 6593x 6593x 6593x 6593x 6593x 6593x 6593x 6593x 6593x 6593x 6593x 6593x 6593x 6593x 6593x 6593x 6593x 6593x 6593x 6593x 6593x 6593x 6593x 6593x 6593x 6593x 6593x 6593x 6593x 1060x 6593x 5532x 5532x 5532x 6592x 6593x 480x 480x 480x 6592x 6592x 6593x 6593x 6593x 6593x 2x 2x 2x 2x 2x 2x 1189x 1189x 1189x 1189x 1189x 1189x 1189x 1307x 1307x 1307x 1307x 1189x 2x 2x 2x 2x 2x 2x 5633x 5633x 633x 5633x 5000x 5000x 5000x 5633x 5633x 4783x 4783x 4783x 5633x | /** @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, 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); } }); 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) { set(item.v, value); } if ((type & EACH_INDEX_REACTIVE) !== 0) { 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; } } |