Press n or j to go to the next uncovered block, b, p or k for the previous block.
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4005x 908x 2190x 908x 908x 908x 4094x 4094x 4094x 4094x 4094x 1873x 1873x 1873x 1874x 1527x 1527x 1527x 1873x 1873x 1874x 399x 399x 399x 2x 2x 2x 2x 2x 2x 2x 2x 399x 399x 399x 1873x 1874x 24x 24x 82x 82x 24x 24x 1873x 1874x 1874x 1874x 2x 2x 2x 2x 2x 2x 2x 2x 5342x 5342x 5342x 5342x 5342x 5342x 94x 5342x 5248x 5248x 5342x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 2x 6535x 6535x 6535x 6535x 6535x 6535x 6535x 6535x 6535x 6535x 6535x 6535x 6535x 6535x 6535x 6535x 6535x 6535x 6535x 6535x 6535x 6535x 6535x 6535x 6535x 6535x 6535x 6535x 6535x 1039x 6535x 5495x 5495x 5495x 6534x 6535x 550x 550x 550x 6534x 6534x 6535x 6535x 6535x 6535x 2x 2x 2x 2x 2x 2x 1300x 1300x 1300x 1300x 1300x 1300x 1300x 1300x 1300x 1409x 1409x 1409x 1409x 1300x 2x 2x 2x 2x 2x 2x 5966x 5966x 739x 5966x 5227x 5227x 5227x 5966x 5966x 5107x 5107x 5107x 5966x | /** @import { TemplateNode } from '#client' */ import { EACH_INDEX_REACTIVE, EACH_IS_ANIMATED, EACH_IS_CONTROLLED, EACH_IS_STRICT_EQUALS, EACH_ITEM_REACTIVE, EACH_KEYED, 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, empty } 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 { is_array, is_frozen } from '../../utils.js'; import { INERT, STATE_FROZEN_SYMBOL, STATE_SYMBOL } from '../../constants.js'; import { queue_micro_task } from '../task.js'; import { current_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 {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').EachState} state * @param {import('#client').EachItem[]} items * @param {null | Node} controlled_anchor * @param {Map<any, import("#client").EachItem>} items_map */ function pause_effects(state, items, controlled_anchor, items_map) { /** @type {import('#client').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: import('#client').MaybeSource<V>, index: import('#client').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 {import('#client').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} */ (parent_node.firstChild)) : parent_node.appendChild(empty()); } if (hydrating) { hydrate_next(); } /** @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_FROZEN_SYMBOL in 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_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 {import('#client').EachItem | null} */ var prev = null; /** @type {import('#client').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; } } /** * @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.first; var current = first; /** @type {Set<import('#client').EachItem>} */ var seen = new Set(); /** @type {import('#client').EachItem | null} */ var prev = null; /** @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_anchor = current ? /** @type {import('#client').EffectNodes} */ (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.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(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) { 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 !== null) { 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(() => { for (item of to_animate) { item.a?.apply(); } }); } /** @type {import('#client').Effect} */ (current_effect).first = state.first && state.first.e; /** @type {import('#client').Effect} */ (current_effect).last = prev && prev.e; } /** * @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 {Node} anchor * @param {import('#client').EachState} state * @param {import('#client').EachItem | null} 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(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_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, 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 {import('#client').EachItem} item * @param {import('#client').EachItem | null} next * @param {Text | Element | Comment} anchor */ function move(item, next, anchor) { var end = item.next ? /** @type {import('#client').EffectNodes} */ (item.next.e.nodes).start : anchor; var dest = next ? /** @type {import('#client').EffectNodes} */ (next.e.nodes).start : anchor; var node = /** @type {import('#client').EffectNodes} */ (item.e.nodes).start; while (node !== end) { var next_node = /** @type {import('#client').TemplateNode} */ (node.nextSibling); dest.before(node); node = next_node; } } /** * @param {import('#client').EachState} state * @param {import('#client').EachItem | null} prev * @param {import('#client').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; } } |