websites: default: up deps + fix css

This commit is contained in:
nym21
2025-06-07 18:53:34 +02:00
parent ecdaeebbfb
commit dc449dafd1
26 changed files with 5456 additions and 41 deletions

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@@ -1,4 +1,4 @@
import { Accessor, Setter } from "./v0.3.0-treeshaked/types/signals";
import { Accessor, Setter } from "./v0.3.2-treeshaked/types/signals";
export type Signal<T> = Accessor<T> & { set: Setter<T>; reset: VoidFunction };
export type Signals = Awaited<typeof import("./wrapper.js").default>;

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// @ts-nocheck
// src/core/error.ts
var NotReadyError = class extends Error {};
var EffectError = class extends Error {
constructor(effect, cause) {
super("");
this.cause = cause;
}
};
// src/core/constants.ts
var STATE_CLEAN = 0;
var STATE_CHECK = 1;
var STATE_DIRTY = 2;
var STATE_DISPOSED = 3;
var EFFECT_PURE = 0;
var EFFECT_RENDER = 1;
var EFFECT_USER = 2;
// src/core/scheduler.ts
var clock = 0;
function getClock() {
return clock;
}
function incrementClock() {
clock++;
}
var scheduled = false;
function schedule() {
if (scheduled) return;
scheduled = true;
if (!globalQueue.u) queueMicrotask(flushSync);
}
var pureQueue = [];
var Queue = class {
i = null;
u = false;
v = [[], []];
t = [];
created = clock;
enqueue(type, fn) {
pureQueue.push(fn);
if (type) this.v[type - 1].push(fn);
schedule();
}
run(type) {
if (type === EFFECT_PURE) {
pureQueue.length && runQueue(pureQueue, type);
pureQueue = [];
return;
} else if (this.v[type - 1].length) {
const effects = this.v[type - 1];
this.v[type - 1] = [];
runQueue(effects, type);
}
for (let i = 0; i < this.t.length; i++) {
this.t[i].run(type);
}
}
flush() {
if (this.u) return;
this.u = true;
try {
this.run(EFFECT_PURE);
incrementClock();
scheduled = false;
this.run(EFFECT_RENDER);
this.run(EFFECT_USER);
} finally {
this.u = false;
}
}
addChild(child) {
this.t.push(child);
child.i = this;
}
removeChild(child) {
const index = this.t.indexOf(child);
if (index >= 0) this.t.splice(index, 1);
}
notify(...args) {
if (this.i) return this.i.notify(...args);
return false;
}
};
var globalQueue = new Queue();
function flushSync() {
while (scheduled) {
globalQueue.flush();
}
}
function runQueue(queue, type) {
for (let i = 0; i < queue.length; i++) queue[i](type);
}
// src/core/owner.ts
var currentOwner = null;
var defaultContext = {};
function getOwner() {
return currentOwner;
}
function setOwner(owner) {
const out = currentOwner;
currentOwner = owner;
return out;
}
var Owner = class {
// We flatten the owner tree into a linked list so that we don't need a pointer to .firstChild
// However, the children are actually added in reverse creation order
// See comment at the top of the file for an example of the _nextSibling traversal
i = null;
h = null;
l = null;
a = STATE_CLEAN;
f = null;
j = defaultContext;
g = globalQueue;
F = 0;
id = null;
constructor(id = null, skipAppend = false) {
this.id = id;
if (currentOwner) {
!skipAppend && currentOwner.append(this);
}
}
append(child) {
child.i = this;
child.l = this;
if (this.h) this.h.l = child;
child.h = this.h;
this.h = child;
if (this.id != null && child.id == null) child.id = this.getNextChildId();
if (child.j !== this.j) {
child.j = { ...this.j, ...child.j };
}
if (this.g) child.g = this.g;
}
dispose(self = true) {
if (this.a === STATE_DISPOSED) return;
let head = self ? this.l || this.i : this,
current = this.h,
next = null;
while (current && current.i === this) {
current.dispose(true);
current.o();
next = current.h;
current.h = null;
current = next;
}
this.F = 0;
if (self) this.o();
if (current) current.l = !self ? this : this.l;
if (head) head.h = current;
}
o() {
if (this.l) this.l.h = null;
this.i = null;
this.l = null;
this.j = defaultContext;
this.a = STATE_DISPOSED;
this.emptyDisposal();
}
emptyDisposal() {
if (!this.f) return;
if (Array.isArray(this.f)) {
for (let i = 0; i < this.f.length; i++) {
const callable = this.f[i];
callable.call(callable);
}
} else {
this.f.call(this.f);
}
this.f = null;
}
getNextChildId() {
if (this.id != null) return formatId(this.id, this.F++);
throw new Error("Cannot get child id from owner without an id");
}
};
function onCleanup(fn) {
if (!currentOwner) return fn;
const node = currentOwner;
if (!node.f) {
node.f = fn;
} else if (Array.isArray(node.f)) {
node.f.push(fn);
} else {
node.f = [node.f, fn];
}
return fn;
}
function formatId(prefix, id) {
const num = id.toString(36),
len = num.length - 1;
return prefix + (len ? String.fromCharCode(64 + len) : "") + num;
}
// src/core/flags.ts
var ERROR_OFFSET = 0;
var ERROR_BIT = 1 << ERROR_OFFSET;
var LOADING_OFFSET = 1;
var LOADING_BIT = 1 << LOADING_OFFSET;
var UNINITIALIZED_OFFSET = 2;
var UNINITIALIZED_BIT = 1 << UNINITIALIZED_OFFSET;
var DEFAULT_FLAGS = ERROR_BIT;
// src/core/core.ts
var currentObserver = null;
var currentMask = DEFAULT_FLAGS;
var newSources = null;
var newSourcesIndex = 0;
var newFlags = 0;
var notStale = false;
var UNCHANGED = Symbol(0);
var Computation = class extends Owner {
b = null;
c = null;
e;
w;
p;
// Used in __DEV__ mode, hopefully removed in production
J;
// Using false is an optimization as an alternative to _equals: () => false
// which could enable more efficient DIRTY notification
A = isEqual;
G;
/** Whether the computation is an error or has ancestors that are unresolved */
d = 0;
/** Which flags raised by sources are handled, vs. being passed through. */
B = DEFAULT_FLAGS;
q = -1;
n = false;
constructor(initialValue, compute2, options) {
super(options?.id, compute2 === null);
this.p = compute2;
this.a = compute2 ? STATE_DIRTY : STATE_CLEAN;
this.d = compute2 && initialValue === void 0 ? UNINITIALIZED_BIT : 0;
this.e = initialValue;
if (options?.equals !== void 0) this.A = options.equals;
if (options?.unobserved) this.G = options?.unobserved;
}
H() {
if (this.p) {
if (this.d & ERROR_BIT && this.q <= getClock()) update(this);
else this.r();
}
track(this);
newFlags |= this.d & ~currentMask;
if (this.d & ERROR_BIT) {
throw this.w;
} else {
return this.e;
}
}
/**
* Return the current value of this computation
* Automatically re-executes the surrounding computation when the value changes
*/
read() {
return this.H();
}
/**
* Return the current value of this computation
* Automatically re-executes the surrounding computation when the value changes
*
* If the computation has any unresolved ancestors, this function waits for the value to resolve
* before continuing
*/
wait() {
if (this.p && this.d & ERROR_BIT && this.q <= getClock()) {
update(this);
} else {
this.r();
}
track(this);
if ((notStale || this.d & UNINITIALIZED_BIT) && this.d & LOADING_BIT) {
throw new NotReadyError();
}
return this.H();
}
/** Update the computation with a new value. */
write(value, flags = 0, raw = false) {
const newValue =
!raw && typeof value === "function" ? value(this.e) : value;
const valueChanged =
newValue !== UNCHANGED &&
(!!(this.d & UNINITIALIZED_BIT) ||
this.d & LOADING_BIT & ~flags ||
this.A === false ||
!this.A(this.e, newValue));
if (valueChanged) {
this.e = newValue;
this.w = void 0;
}
const changedFlagsMask = this.d ^ flags,
changedFlags = changedFlagsMask & flags;
this.d = flags;
this.q = getClock() + 1;
if (this.c) {
for (let i = 0; i < this.c.length; i++) {
if (valueChanged) {
this.c[i].k(STATE_DIRTY);
} else if (changedFlagsMask) {
this.c[i].I(changedFlagsMask, changedFlags);
}
}
}
return this.e;
}
/**
* Set the current node's state, and recursively mark all of this node's observers as STATE_CHECK
*/
k(state, skipQueue) {
if (this.a >= state && !this.n) return;
this.n = !!skipQueue;
this.a = state;
if (this.c) {
for (let i = 0; i < this.c.length; i++) {
this.c[i].k(STATE_CHECK, skipQueue);
}
}
}
/**
* Notify the computation that one of its sources has changed flags.
*
* @param mask A bitmask for which flag(s) were changed.
* @param newFlags The source's new flags, masked to just the changed ones.
*/
I(mask, newFlags2) {
if (this.a >= STATE_DIRTY) return;
if (mask & this.B) {
this.k(STATE_DIRTY);
return;
}
if (this.a >= STATE_CHECK) return;
const prevFlags = this.d & mask;
const deltaFlags = prevFlags ^ newFlags2;
if (newFlags2 === prevFlags);
else if (deltaFlags & prevFlags & mask) {
this.k(STATE_CHECK);
} else {
this.d ^= deltaFlags;
if (this.c) {
for (let i = 0; i < this.c.length; i++) {
this.c[i].I(mask, newFlags2);
}
}
}
}
C(error) {
this.w = error;
this.write(
UNCHANGED,
(this.d & ~LOADING_BIT) | ERROR_BIT | UNINITIALIZED_BIT,
);
}
/**
* This is the core part of the reactivity system, which makes sure that the values are updated
* before they are read. We've also adapted it to return the loading state of the computation,
* so that we can propagate that to the computation's observers.
*
* This function will ensure that the value and states we read from the computation are up to date
*/
r() {
if (!this.p) {
return;
}
if (this.a === STATE_DISPOSED) {
return;
}
if (this.a === STATE_CLEAN) {
return;
}
let observerFlags = 0;
if (this.a === STATE_CHECK) {
for (let i = 0; i < this.b.length; i++) {
this.b[i].r();
observerFlags |= this.b[i].d;
if (this.a === STATE_DIRTY) {
break;
}
}
}
if (this.a === STATE_DIRTY) {
update(this);
} else {
this.write(UNCHANGED, observerFlags);
this.a = STATE_CLEAN;
}
}
/**
* Remove ourselves from the owner graph and the computation graph
*/
o() {
if (this.a === STATE_DISPOSED) return;
if (this.b) removeSourceObservers(this, 0);
super.o();
}
};
function track(computation) {
if (currentObserver) {
if (
!newSources &&
currentObserver.b &&
currentObserver.b[newSourcesIndex] === computation
) {
newSourcesIndex++;
} else if (!newSources) newSources = [computation];
else if (computation !== newSources[newSources.length - 1]) {
newSources.push(computation);
}
}
}
function update(node) {
const prevSources = newSources,
prevSourcesIndex = newSourcesIndex,
prevFlags = newFlags;
newSources = null;
newSourcesIndex = 0;
newFlags = 0;
try {
node.dispose(false);
node.emptyDisposal();
const result = compute(node, node.p, node);
node.write(result, newFlags, true);
} catch (error) {
if (error instanceof NotReadyError) {
node.write(
UNCHANGED,
newFlags | LOADING_BIT | (node.d & UNINITIALIZED_BIT),
);
} else {
node.C(error);
}
} finally {
if (newSources) {
if (node.b) removeSourceObservers(node, newSourcesIndex);
if (node.b && newSourcesIndex > 0) {
node.b.length = newSourcesIndex + newSources.length;
for (let i = 0; i < newSources.length; i++) {
node.b[newSourcesIndex + i] = newSources[i];
}
} else {
node.b = newSources;
}
let source;
for (let i = newSourcesIndex; i < node.b.length; i++) {
source = node.b[i];
if (!source.c) source.c = [node];
else source.c.push(node);
}
} else if (node.b && newSourcesIndex < node.b.length) {
removeSourceObservers(node, newSourcesIndex);
node.b.length = newSourcesIndex;
}
newSources = prevSources;
newSourcesIndex = prevSourcesIndex;
newFlags = prevFlags;
node.q = getClock() + 1;
node.a = STATE_CLEAN;
}
}
function removeSourceObservers(node, index) {
let source;
let swap;
for (let i = index; i < node.b.length; i++) {
source = node.b[i];
if (source.c) {
swap = source.c.indexOf(node);
source.c[swap] = source.c[source.c.length - 1];
source.c.pop();
if (!source.c.length) source.G?.();
}
}
}
function isEqual(a, b) {
return a === b;
}
function untrack(fn) {
if (currentObserver === null) return fn();
return compute(getOwner(), fn, null);
}
function latest(fn, fallback) {
const argLength = arguments.length;
const prevFlags = newFlags;
const prevNotStale = notStale;
notStale = false;
try {
return fn();
} catch (err) {
if (argLength > 1 && err instanceof NotReadyError) return fallback;
throw err;
} finally {
newFlags = prevFlags;
notStale = prevNotStale;
}
}
function compute(owner, fn, observer) {
const prevOwner = setOwner(owner),
prevObserver = currentObserver,
prevMask = currentMask,
prevNotStale = notStale;
currentObserver = observer;
currentMask = observer?.B ?? DEFAULT_FLAGS;
notStale = true;
try {
return fn(observer ? observer.e : void 0);
} finally {
setOwner(prevOwner);
currentObserver = prevObserver;
currentMask = prevMask;
notStale = prevNotStale;
}
}
// src/core/effect.ts
var Effect = class extends Computation {
x;
y;
s;
D = false;
z;
m;
constructor(initialValue, compute2, effect, error, options) {
super(initialValue, compute2, options);
this.x = effect;
this.y = error;
this.z = initialValue;
this.m = options?.render ? EFFECT_RENDER : EFFECT_USER;
if (this.m === EFFECT_RENDER) {
this.p = (p) =>
getClock() > this.g.created && !(this.d & ERROR_BIT)
? latest(() => compute2(p))
: compute2(p);
}
this.r();
!options?.defer &&
(this.m === EFFECT_USER
? this.g.enqueue(this.m, this.E.bind(this))
: this.E(this.m));
}
write(value, flags = 0) {
if (this.a == STATE_DIRTY) {
this.d;
this.d = flags;
if (this.m === EFFECT_RENDER) {
this.g.notify(this, LOADING_BIT | ERROR_BIT, flags);
}
}
if (value === UNCHANGED) return this.e;
this.e = value;
this.D = true;
return value;
}
k(state, skipQueue) {
if (this.a >= state || skipQueue) return;
if (this.a === STATE_CLEAN) this.g.enqueue(this.m, this.E.bind(this));
this.a = state;
}
C(error) {
this.w = error;
this.s?.();
this.g.notify(this, LOADING_BIT, 0);
this.d = ERROR_BIT;
if (this.m === EFFECT_USER) {
try {
return this.y
? (this.s = this.y(error))
: console.error(new EffectError(this.x, error));
} catch (e) {
error = e;
}
}
if (!this.g.notify(this, ERROR_BIT, ERROR_BIT)) throw error;
}
o() {
if (this.a === STATE_DISPOSED) return;
this.x = void 0;
this.z = void 0;
this.y = void 0;
this.s?.();
this.s = void 0;
super.o();
}
E(type) {
if (type) {
if (this.D && this.a !== STATE_DISPOSED) {
this.s?.();
try {
this.s = this.x(this.e, this.z);
} catch (e) {
if (!this.g.notify(this, ERROR_BIT, ERROR_BIT)) throw e;
} finally {
this.z = this.e;
this.D = false;
}
}
} else this.a !== STATE_CLEAN && runTop(this);
}
};
function runTop(node) {
const ancestors = [];
for (let current = node; current !== null; current = current.i) {
if (current.a !== STATE_CLEAN) {
ancestors.push(current);
}
}
for (let i = ancestors.length - 1; i >= 0; i--) {
if (ancestors[i].a !== STATE_DISPOSED) ancestors[i].r();
}
}
// src/signals.ts
function createSignal(first, second, third) {
if (typeof first === "function") {
const memo = createMemo((p) => {
const node2 = new Computation(
first(p ? untrack(p[0]) : second),
null,
third,
);
return [node2.read.bind(node2), node2.write.bind(node2)];
});
return [() => memo()[0](), (value) => memo()[1](value)];
}
const o = getOwner();
const needsId = o?.id != null;
const node = new Computation(
first,
null,
needsId ? { id: o.getNextChildId(), ...second } : second,
);
return [node.read.bind(node), node.write.bind(node)];
}
function createMemo(compute2, value, options) {
let node = new Computation(value, compute2, options);
let resolvedValue;
return () => {
if (node) {
if (node.a === STATE_DISPOSED) {
node = void 0;
return resolvedValue;
}
resolvedValue = node.wait();
if (!node.b?.length && node.h?.i !== node) {
node.dispose();
node = void 0;
}
}
return resolvedValue;
};
}
function createEffect(compute2, effect, error, value, options) {
void new Effect(value, compute2, effect, error, options);
}
function createRoot(init, options) {
const owner = new Owner(options?.id);
return compute(
owner,
!init.length ? init : () => init(() => owner.dispose()),
null,
);
}
function runWithOwner(owner, run) {
return compute(owner, run, null);
}
export {
Owner,
createEffect,
createMemo,
createRoot,
createSignal,
getOwner,
onCleanup,
runWithOwner,
untrack,
};

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import { Computation, Queue } from "./core/index.js";
import type { Effect } from "./core/index.js";
export declare class CollectionQueue extends Queue {
_collectionType: number;
_nodes: Set<Effect>;
_disabled: Computation<boolean>;
constructor(type: number);
run(type: number): void;
notify(node: Effect, type: number, flags: number): boolean;
}
export declare enum BoundaryMode {
VISIBLE = "visible",
HIDDEN = "hidden"
}
export declare function createBoundary<T>(fn: () => T, condition: () => BoundaryMode): () => T | undefined;
export declare function createSuspense(fn: () => any, fallback: () => any): () => any;
export declare function createErrorBoundary<U>(fn: () => any, fallback: (error: unknown, reset: () => void) => U): () => any;
export declare function flatten(children: any, options?: {
skipNonRendered?: boolean;
doNotUnwrap?: boolean;
}): any;

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/**
* See https://dev.to/modderme123/super-charging-fine-grained-reactive-performance-47ph
* State clean corresponds to a node where all the sources are fully up to date
* State check corresponds to a node where some sources (including grandparents) may have changed
* State dirty corresponds to a node where the direct parents of a node has changed
*/
export declare const STATE_CLEAN = 0;
export declare const STATE_CHECK = 1;
export declare const STATE_DIRTY = 2;
export declare const STATE_DISPOSED = 3;
export declare const EFFECT_PURE = 0;
export declare const EFFECT_RENDER = 1;
export declare const EFFECT_USER = 2;
export declare const SUPPORTS_PROXY: boolean;

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/**
* Nodes for constructing a graph of reactive values and reactive computations.
*
* - The graph is acyclic.
* - The user inputs new values into the graph by calling .write() on one more computation nodes.
* - The user retrieves computed results from the graph by calling .read() on one or more computation nodes.
* - The library is responsible for running any necessary computations so that .read() is up to date
* with all prior .write() calls anywhere in the graph.
* - We call the input nodes 'roots' and the output nodes 'leaves' of the graph here.
* - Changes flow from roots to leaves. It would be effective but inefficient to immediately
* propagate all changes from a root through the graph to descendant leaves. Instead, we defer
* change most change propagation computation until a leaf is accessed. This allows us to
* coalesce computations and skip altogether recalculating unused sections of the graph.
* - Each computation node tracks its sources and its observers (observers are other
* elements that have this node as a source). Source and observer links are updated automatically
* as observer computations re-evaluate and call get() on their sources.
* - Each node stores a cache state (clean/check/dirty) to support the change propagation algorithm:
*
* In general, execution proceeds in three passes:
*
* 1. write() propagates changes down the graph to the leaves
* direct children are marked as dirty and their deeper descendants marked as check
* (no computations are evaluated)
* 2. read() requests that parent nodes updateIfNecessary(), which proceeds recursively up the tree
* to decide whether the node is clean (parents unchanged) or dirty (parents changed)
* 3. updateIfNecessary() evaluates the computation if the node is dirty (the computations are
* executed in root to leaf order)
*/
import { type Flags } from "./flags.js";
import { Owner } from "./owner.js";
export interface SignalOptions<T> {
id?: string;
name?: string;
equals?: ((prev: T, next: T) => boolean) | false;
unobserved?: () => void;
}
interface SourceType {
_observers: ObserverType[] | null;
_unobserved?: () => void;
_updateIfNecessary: () => void;
_stateFlags: Flags;
_time: number;
}
interface ObserverType {
_sources: SourceType[] | null;
_notify: (state: number, skipQueue?: boolean) => void;
_handlerMask: Flags;
_notifyFlags: (mask: Flags, newFlags: Flags) => void;
_time: number;
}
/**
* Returns the current observer.
*/
export declare function getObserver(): Computation | null;
export declare const UNCHANGED: unique symbol;
export type UNCHANGED = typeof UNCHANGED;
export declare class Computation<T = any> extends Owner implements SourceType, ObserverType {
_sources: SourceType[] | null;
_observers: ObserverType[] | null;
_value: T | undefined;
_error: unknown;
_compute: null | ((p?: T) => T);
_name: string | undefined;
_equals: false | ((a: T, b: T) => boolean);
_unobserved: (() => void) | undefined;
/** Whether the computation is an error or has ancestors that are unresolved */
_stateFlags: number;
/** Which flags raised by sources are handled, vs. being passed through. */
_handlerMask: number;
_time: number;
_forceNotify: boolean;
constructor(initialValue: T | undefined, compute: null | ((p?: T) => T), options?: SignalOptions<T>);
_read(): T;
/**
* Return the current value of this computation
* Automatically re-executes the surrounding computation when the value changes
*/
read(): T;
/**
* Return the current value of this computation
* Automatically re-executes the surrounding computation when the value changes
*
* If the computation has any unresolved ancestors, this function waits for the value to resolve
* before continuing
*/
wait(): T;
/** Update the computation with a new value. */
write(value: T | ((currentValue: T) => T) | UNCHANGED, flags?: number, raw?: boolean): T;
/**
* Set the current node's state, and recursively mark all of this node's observers as STATE_CHECK
*/
_notify(state: number, skipQueue?: boolean): void;
/**
* Notify the computation that one of its sources has changed flags.
*
* @param mask A bitmask for which flag(s) were changed.
* @param newFlags The source's new flags, masked to just the changed ones.
*/
_notifyFlags(mask: Flags, newFlags: Flags): void;
_setError(error: unknown): void;
/**
* This is the core part of the reactivity system, which makes sure that the values are updated
* before they are read. We've also adapted it to return the loading state of the computation,
* so that we can propagate that to the computation's observers.
*
* This function will ensure that the value and states we read from the computation are up to date
*/
_updateIfNecessary(): void;
/**
* Remove ourselves from the owner graph and the computation graph
*/
_disposeNode(): void;
}
/**
* Reruns a computation's _compute function, producing a new value and keeping track of dependencies.
*
* It handles the updating of sources and observers, disposal of previous executions,
* and error handling if the _compute function throws. It also sets the node as loading
* if it reads any parents that are currently loading.
*/
export declare function update<T>(node: Computation<T>): void;
export declare function isEqual<T>(a: T, b: T): boolean;
/**
* Returns the current value stored inside the given compute function without triggering any
* dependencies. Use `untrack` if you want to also disable owner tracking.
*/
export declare function untrack<T>(fn: () => T): T;
/**
* Returns true if the given functinon contains signals that have been updated since the last time
* the parent computation was run.
*/
export declare function hasUpdated(fn: () => any): boolean;
/**
* Returns an accessor that is true if the given function contains async signals that are out of date.
*/
export declare function isPending(fn: () => any): boolean;
export declare function isPending(fn: () => any, loadingValue: boolean): boolean;
/**
* Attempts to resolve value of expression synchronously returning the last resolved value for any async computation.
*/
export declare function latest<T>(fn: () => T): T;
export declare function latest<T, U>(fn: () => T, fallback: U): T | U;
/**
* Runs the given function in the given observer.
*
* Warning: Usually there are simpler ways of modeling a problem that avoid using this function
*/
export declare function runWithObserver<T>(observer: Computation, run: () => T): T | undefined;
/**
* A convenient wrapper that calls `compute` with the `owner` and `observer` and is guaranteed
* to reset the global context after the computation is finished even if an error is thrown.
*/
export declare function compute<T>(owner: Owner | null, fn: (val: T) => T, observer: Computation<T>): T;
export declare function compute<T>(owner: Owner | null, fn: (val: undefined) => T, observer: null): T;
export {};

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import { EFFECT_RENDER, EFFECT_USER } from "./constants.js";
import { Computation, type SignalOptions } from "./core.js";
/**
* Effects are the leaf nodes of our reactive graph. When their sources change, they are
* automatically added to the queue of effects to re-execute, which will cause them to fetch their
* sources and recompute
*/
export declare class Effect<T = any> extends Computation<T> {
_effect: (val: T, prev: T | undefined) => void | (() => void);
_onerror: ((err: unknown) => void | (() => void)) | undefined;
_cleanup: (() => void) | undefined;
_modified: boolean;
_prevValue: T | undefined;
_type: typeof EFFECT_RENDER | typeof EFFECT_USER;
constructor(initialValue: T, compute: (val?: T) => T, effect: (val: T, prev: T | undefined) => void | (() => void), error?: (err: unknown) => void | (() => void), options?: SignalOptions<T> & {
render?: boolean;
defer?: boolean;
});
write(value: T, flags?: number): T;
_notify(state: number, skipQueue?: boolean): void;
_setError(error: unknown): void;
_disposeNode(): void;
_runEffect(type: number): void;
}
export declare class EagerComputation<T = any> extends Computation<T> {
constructor(initialValue: T, compute: () => T, options?: SignalOptions<T> & {
defer?: boolean;
});
_notify(state: number, skipQueue?: boolean): void;
}
export declare class ProjectionComputation extends Computation {
constructor(compute: () => void);
_notify(state: number, skipQueue?: boolean): void;
}

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export declare class NotReadyError extends Error {
}
export declare class NoOwnerError extends Error {
constructor();
}
export declare class ContextNotFoundError extends Error {
constructor();
}
export declare class EffectError extends Error {
constructor(effect: Function, cause: unknown);
}

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export type Flags = number;
export declare const ERROR_OFFSET = 0;
export declare const ERROR_BIT: number;
export declare const ERROR: unique symbol;
export declare const LOADING_OFFSET = 1;
export declare const LOADING_BIT: number;
export declare const LOADING: unique symbol;
export declare const UNINITIALIZED_OFFSET = 2;
export declare const UNINITIALIZED_BIT: number;
export declare const UNINITIALIZED: unique symbol;
export declare const DEFAULT_FLAGS: number;

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export { ContextNotFoundError, NoOwnerError, NotReadyError } from "./error.js";
export { Owner, createContext, getContext, setContext, hasContext, getOwner, onCleanup, type Context, type ContextRecord, type Disposable } from "./owner.js";
export { Computation, getObserver, isEqual, untrack, hasUpdated, isPending, latest, UNCHANGED, compute, runWithObserver, type SignalOptions } from "./core.js";
export { Effect, EagerComputation } from "./effect.js";
export { flushSync, Queue, incrementClock, getClock, type IQueue } from "./scheduler.js";
export * from "./constants.js";
export * from "./flags.js";

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/**
* Owner tracking is used to enable nested tracking scopes with automatic cleanup.
* We also use owners to also keep track of which error handling context we are in.
*
* If you write the following
*
* const a = createOwner(() => {
* const b = createOwner(() => {});
*
* const c = createOwner(() => {
* const d = createOwner(() => {});
* });
*
* const e = createOwner(() => {});
* });
*
* The owner tree will look like this:
*
* a
* /|\
* b-c-e
* |
* d
*
* Following the _nextSibling pointers of each owner will first give you its children, and then its siblings (in reverse).
* a -> e -> c -> d -> b
*
* Note that the owner tree is largely orthogonal to the reactivity tree, and is much closer to the component tree.
*/
import { type IQueue } from "./scheduler.js";
export type ContextRecord = Record<string | symbol, unknown>;
export interface Disposable {
(): void;
}
/**
* Returns the currently executing parent owner.
*/
export declare function getOwner(): Owner | null;
export declare function setOwner(owner: Owner | null): Owner | null;
export declare class Owner {
_parent: Owner | null;
_nextSibling: Owner | null;
_prevSibling: Owner | null;
_state: number;
_disposal: Disposable | Disposable[] | null;
_context: ContextRecord;
_queue: IQueue;
_childCount: number;
id: string | null;
constructor(id?: string | null, skipAppend?: boolean);
append(child: Owner): void;
dispose(this: Owner, self?: boolean): void;
_disposeNode(): void;
emptyDisposal(): void;
getNextChildId(): string;
}
export interface Context<T> {
readonly id: symbol;
readonly defaultValue: T | undefined;
}
/**
* Context provides a form of dependency injection. It is used to save from needing to pass
* data as props through intermediate components. This function creates a new context object
* that can be used with `getContext` and `setContext`.
*
* A default value can be provided here which will be used when a specific value is not provided
* via a `setContext` call.
*/
export declare function createContext<T>(defaultValue?: T, description?: string): Context<T>;
/**
* Attempts to get a context value for the given key.
*
* @throws `NoOwnerError` if there's no owner at the time of call.
* @throws `ContextNotFoundError` if a context value has not been set yet.
*/
export declare function getContext<T>(context: Context<T>, owner?: Owner | null): T;
/**
* Attempts to set a context value on the parent scope with the given key.
*
* @throws `NoOwnerError` if there's no owner at the time of call.
*/
export declare function setContext<T>(context: Context<T>, value?: T, owner?: Owner | null): void;
/**
* Whether the given context is currently defined.
*/
export declare function hasContext(context: Context<any>, owner?: Owner | null): boolean;
/**
* Runs an effect once before the reactive scope is disposed
* @param fn an effect that should run only once on cleanup
*
* @returns the same {@link fn} function that was passed in
*
* @description https://docs.solidjs.com/reference/lifecycle/on-cleanup
*/
export declare function onCleanup(fn: Disposable): Disposable;

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export declare function getClock(): number;
export declare function incrementClock(): void;
type QueueCallback = (type: number) => void;
export interface IQueue {
enqueue(type: number, fn: QueueCallback): void;
run(type: number): boolean | void;
flush(): void;
addChild(child: IQueue): void;
removeChild(child: IQueue): void;
created: number;
notify(...args: any[]): boolean;
_parent: IQueue | null;
}
export declare class Queue implements IQueue {
_parent: IQueue | null;
_running: boolean;
_queues: [QueueCallback[], QueueCallback[]];
_children: IQueue[];
created: number;
enqueue(type: number, fn: QueueCallback): void;
run(type: number): void;
flush(): void;
addChild(child: IQueue): void;
removeChild(child: IQueue): void;
notify(...args: any[]): boolean;
}
export declare const globalQueue: Queue;
/**
* By default, changes are batched on the microtask queue which is an async process. You can flush
* the queue synchronously to get the latest updates by calling `flushSync()`.
*/
export declare function flushSync(): void;
export {};

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export { Owner, getOwner, onCleanup, untrack } from "./core/index.js";
export type { SignalOptions, Context, ContextRecord, Disposable, IQueue } from "./core/index.js";
export * from "./signals.js";

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import type { Accessor } from "./signals.js";
export type Maybe<T> = T | void | null | undefined | false;
/**
* Reactively transforms an array with a callback function - underlying helper for the `<For>` control flow
*
* similar to `Array.prototype.map`, but gets the value and index as accessors, transforms only values that changed and returns an accessor and reactively tracks changes to the list.
*
* @description https://docs.solidjs.com/reference/reactive-utilities/map-array
*/
export declare function mapArray<Item, MappedItem>(list: Accessor<Maybe<readonly Item[]>>, map: (value: Accessor<Item>, index: Accessor<number>) => MappedItem, options?: {
keyed?: boolean | ((item: Item) => any);
fallback?: Accessor<any>;
}): Accessor<MappedItem[]>;
/**
* Reactively repeats a callback function the count provided - underlying helper for the `<Repeat>` control flow
*
* @description https://docs.solidjs.com/reference/reactive-utilities/repeat
*/
export declare function repeat(count: Accessor<number>, map: (index: number) => any, options?: {
from?: Accessor<number | undefined>;
fallback?: Accessor<any>;
}): Accessor<any[]>;

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import type { SignalOptions } from "./core/index.js";
import { Owner } from "./core/index.js";
export type Accessor<T> = () => T;
export type Setter<in out T> = {
<U extends T>(...args: undefined extends T ? [] : [value: Exclude<U, Function> | ((prev: T) => U)]): undefined extends T ? undefined : U;
<U extends T>(value: (prev: T) => U): U;
<U extends T>(value: Exclude<U, Function>): U;
<U extends T>(value: Exclude<U, Function> | ((prev: T) => U)): U;
};
export type Signal<T> = [get: Accessor<T>, set: Setter<T>];
export type ComputeFunction<Prev, Next extends Prev = Prev> = (v: Prev) => Next;
export type EffectFunction<Prev, Next extends Prev = Prev> = (v: Next, p?: Prev) => (() => void) | void;
export interface EffectOptions {
name?: string;
defer?: boolean;
}
export interface MemoOptions<T> {
name?: string;
equals?: false | ((prev: T, next: T) => boolean);
}
export type NoInfer<T extends any> = [T][T extends any ? 0 : never];
/**
* Creates a simple reactive state with a getter and setter
* ```typescript
* const [state: Accessor<T>, setState: Setter<T>] = createSignal<T>(
* value: T,
* options?: { name?: string, equals?: false | ((prev: T, next: T) => boolean) }
* )
* ```
* @param value initial value of the state; if empty, the state's type will automatically extended with undefined; otherwise you need to extend the type manually if you want setting to undefined not be an error
* @param options optional object with a name for debugging purposes and equals, a comparator function for the previous and next value to allow fine-grained control over the reactivity
*
* @returns ```typescript
* [state: Accessor<T>, setState: Setter<T>]
* ```
* * the Accessor is a function that returns the current value and registers each call to the reactive root
* * the Setter is a function that allows directly setting or mutating the value:
* ```typescript
* const [count, setCount] = createSignal(0);
* setCount(count => count + 1);
* ```
*
* @description https://docs.solidjs.com/reference/basic-reactivity/create-signal
*/
export declare function createSignal<T>(): Signal<T | undefined>;
export declare function createSignal<T>(value: Exclude<T, Function>, options?: SignalOptions<T>): Signal<T>;
export declare function createSignal<T>(fn: ComputeFunction<T>, initialValue?: T, options?: SignalOptions<T>): Signal<T>;
/**
* Creates a readonly derived reactive memoized signal
* ```typescript
* export function createMemo<T>(
* compute: (v: T) => T,
* value?: T,
* options?: { name?: string, equals?: false | ((prev: T, next: T) => boolean) }
* ): () => T;
* ```
* @param compute a function that receives its previous or the initial value, if set, and returns a new value used to react on a computation
* @param value an optional initial value for the computation; if set, fn will never receive undefined as first argument
* @param options allows to set a name in dev mode for debugging purposes and use a custom comparison function in equals
*
* @description https://docs.solidjs.com/reference/basic-reactivity/create-memo
*/
export declare function createMemo<Next extends Prev, Prev = Next>(compute: ComputeFunction<undefined | NoInfer<Prev>, Next>): Accessor<Next>;
export declare function createMemo<Next extends Prev, Init = Next, Prev = Next>(compute: ComputeFunction<Init | Prev, Next>, value: Init, options?: MemoOptions<Next>): Accessor<Next>;
/**
* Creates a readonly derived async reactive memoized signal
* ```typescript
* export function createAsync<T>(
* compute: (v: T) => Promise<T> | T,
* value?: T,
* options?: { name?: string, equals?: false | ((prev: T, next: T) => boolean) }
* ): () => T;
* ```
* @param compute a function that receives its previous or the initial value, if set, and returns a new value used to react on a computation
* @param value an optional initial value for the computation; if set, fn will never receive undefined as first argument
* @param options allows to set a name in dev mode for debugging purposes and use a custom comparison function in equals
*
* @description https://docs.solidjs.com/reference/basic-reactivity/create-async
*/
/**
* Creates a reactive effect that runs after the render phase
* ```typescript
* export function createEffect<T>(
* compute: (prev: T) => T,
* effect: (v: T, prev: T) => (() => void) | void,
* value?: T,
* options?: { name?: string }
* ): void;
* ```
* @param compute a function that receives its previous or the initial value, if set, and returns a new value used to react on a computation
* @param effect a function that receives the new value and is used to perform side effects, return a cleanup function to run on disposal
* @param error an optional function that receives an error if thrown during the computation
* @param value an optional initial value for the computation; if set, fn will never receive undefined as first argument
* @param options allows to set a name in dev mode for debugging purposes
*
* @description https://docs.solidjs.com/reference/basic-reactivity/create-effect
*/
export declare function createEffect<Next>(compute: ComputeFunction<undefined | NoInfer<Next>, Next>, effect: EffectFunction<NoInfer<Next>, Next>, error?: (err: unknown) => void): void;
export declare function createEffect<Next, Init = Next>(compute: ComputeFunction<Init | Next, Next>, effect: EffectFunction<Next, Next>, error: ((err: unknown) => void) | undefined, value: Init, options?: EffectOptions): void;
/**
* Creates a reactive computation that runs during the render phase as DOM elements are created and updated but not necessarily connected
* ```typescript
* export function createRenderEffect<T>(
* compute: (prev: T) => T,
* effect: (v: T, prev: T) => (() => void) | void,
* value?: T,
* options?: { name?: string }
* ): void;
* ```
* @param compute a function that receives its previous or the initial value, if set, and returns a new value used to react on a computation
* @param effect a function that receives the new value and is used to perform side effects
* @param value an optional initial value for the computation; if set, fn will never receive undefined as first argument
* @param options allows to set a name in dev mode for debugging purposes
*
* @description https://docs.solidjs.com/reference/secondary-primitives/create-render-effect
*/
/**
* Creates a new non-tracked reactive context with manual disposal
*
* @param fn a function in which the reactive state is scoped
* @returns the output of `fn`.
*
* @description https://docs.solidjs.com/reference/reactive-utilities/create-root
*/
export declare function createRoot<T>(init: ((dispose: () => void) => T) | (() => T), options?: {
id: string;
}): T;
/**
* Runs the given function in the given owner to move ownership of nested primitives and cleanups.
* This method untracks the current scope.
*
* Warning: Usually there are simpler ways of modeling a problem that avoid using this function
*/
export declare function runWithOwner<T>(owner: Owner | null, run: () => T): T;
/**
* Returns a promise of the resolved value of a reactive expression
* @param fn a reactive expression to resolve
*/

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export type { Store, StoreSetter, StoreNode, NotWrappable, SolidStore } from "./store.js";
export type { Merge, Omit } from "./utils.js";
export { unwrap, isWrappable, createStore, deep, $RAW, $TRACK, $PROXY, $TARGET } from "./store.js";
export { createProjection } from "./projection.js";
export { reconcile } from "./reconcile.js";
export { merge, omit } from "./utils.js";

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import { type Store, type StoreSetter } from "./store.js";
/**
* Creates a mutable derived value
*
* @see {@link https://github.com/solidjs/x-reactivity#createprojection}
*/
export declare function createProjection<T extends Object>(fn: (draft: T) => void, initialValue?: T): Store<T>;
export declare function wrapProjection<T>(fn: (draft: T) => void, store: Store<T>, setStore: StoreSetter<T>): [Store<T>, StoreSetter<T>];

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export declare function reconcile<T extends U, U>(value: T, key: string | ((item: NonNullable<any>) => any)): (state: U) => T;

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import { Computation } from "../core/index.js";
export type Store<T> = Readonly<T>;
export type StoreSetter<T> = (fn: (state: T) => void) => void;
type DataNode = Computation<any>;
type DataNodes = Record<PropertyKey, DataNode>;
declare const $RAW: unique symbol, $TRACK: unique symbol, $TARGET: unique symbol, $PROXY: unique symbol;
export declare const STORE_VALUE = "v", STORE_NODE = "n", STORE_HAS = "h";
export { $PROXY, $TRACK, $RAW, $TARGET };
export type StoreNode = {
[STORE_VALUE]: Record<PropertyKey, any>;
[STORE_NODE]?: DataNodes;
[STORE_HAS]?: DataNodes;
};
export declare namespace SolidStore {
interface Unwrappable {
}
}
export type NotWrappable = string | number | bigint | symbol | boolean | Function | null | undefined | SolidStore.Unwrappable[keyof SolidStore.Unwrappable];
export declare function wrap<T extends Record<PropertyKey, any>>(value: T): T;
export declare function isWrappable<T>(obj: T | NotWrappable): obj is T;
/**
* Returns the underlying data in the store without a proxy.
* @param item store proxy object
* @example
* ```js
* const initial = {z...};
* const [state, setState] = createStore(initial);
* initial === state; // => false
* initial === unwrap(state); // => true
* ```
*/
export declare function unwrap<T>(item: T, deep?: boolean, set?: Set<unknown>): T;
export declare function createStore<T extends object = {}>(store: T | Store<T>): [get: Store<T>, set: StoreSetter<T>];
export declare function createStore<T extends object = {}>(fn: (store: T) => void, store: T | Store<T>): [get: Store<T>, set: StoreSetter<T>];
export declare function deep<T extends object>(store: Store<T>): Store<any>;

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type DistributeOverride<T, F> = T extends undefined ? F : T;
type Override<T, U> = T extends any ? U extends any ? {
[K in keyof T]: K extends keyof U ? DistributeOverride<U[K], T[K]> : T[K];
} & {
[K in keyof U]: K extends keyof T ? DistributeOverride<U[K], T[K]> : U[K];
} : T & U : T & U;
type OverrideSpread<T, U> = T extends any ? {
[K in keyof ({
[K in keyof T]: any;
} & {
[K in keyof U]?: any;
} & {
[K in U extends any ? keyof U : keyof U]?: any;
})]: K extends keyof T ? Exclude<U extends any ? U[K & keyof U] : never, undefined> | T[K] : U extends any ? U[K & keyof U] : never;
} : T & U;
type Simplify<T> = T extends any ? {
[K in keyof T]: T[K];
} : T;
type _Merge<T extends unknown[], Curr = {}> = T extends [
infer Next | (() => infer Next),
...infer Rest
] ? _Merge<Rest, Override<Curr, Next>> : T extends [...infer Rest, infer Next | (() => infer Next)] ? Override<_Merge<Rest, Curr>, Next> : T extends [] ? Curr : T extends (infer I | (() => infer I))[] ? OverrideSpread<Curr, I> : Curr;
export type Merge<T extends unknown[]> = Simplify<_Merge<T>>;
export declare function merge<T extends unknown[]>(...sources: T): Merge<T>;
export type Omit<T, K extends readonly (keyof T)[]> = {
[P in keyof T as Exclude<P, K[number]>]: T[P];
};
export declare function omit<T extends Record<any, any>, K extends readonly (keyof T)[]>(props: T, ...keys: K): Omit<T, K>;
export {};

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// @ts-check
/**
* @import { SignalOptions } from "./v0.3.0-treeshaked/types/core/core"
* @import { getOwner as GetOwner, onCleanup as OnCleanup, Owner } from "./v0.3.0-treeshaked/types/core/owner"
* @import { createSignal as CreateSignal, createEffect as CreateEffect, Accessor, Setter, createMemo as CreateMemo, createRoot as CreateRoot, runWithOwner as RunWithOwner } from "./v0.3.0-treeshaked/types/signals";
* @import { SignalOptions } from "./v0.3.2-treeshaked/types/core/core"
* @import { getOwner as GetOwner, onCleanup as OnCleanup } from "./v0.3.2-treeshaked/types/core/owner"
* @import { createSignal as CreateSignal, createEffect as CreateEffect, createMemo as CreateMemo, createRoot as CreateRoot, runWithOwner as RunWithOwner } from "./v0.3.2-treeshaked/types/signals";
* @import { Signal } from "./types";
*/
const importSignals = import("./v0.3.0-treeshaked/script.js").then(
const importSignals = import("./v0.3.2-treeshaked/script.js").then(
(_signals) => {
const signals = {
createSolidSignal: /** @type {typeof CreateSignal} */ (