Files
el/ui/crates/el-ui-compiler/src/codegen.rs
T

582 lines
22 KiB
Rust

//! Code generator — transforms el-ui AST into JavaScript module source.
//!
//! Each component becomes a class that:
//! 1. Extends `Component` from the el-ui runtime.
//! 2. Stores each `state` field as a node in an in-instance `Graph`.
//! 3. Implements `render()` returning an HTML string.
//! 4. Uses `setState()` to trigger spreading activation and DOM patching.
//!
//! ## Codegen targets
//!
//! The `CodegenTarget` enum selects the output format:
//!
//! - `Web` — ES2022 module (current, default behavior)
//! - `Server` — Rust code calling the `el-platform` server backend for SSR
//! - `Native(Platform)` — Rust code calling the `el-platform` native backend trait
use crate::ast::*;
use crate::error::CompileResult;
/// Which native platform to target when using `CodegenTarget::Native`.
#[derive(Debug, Clone, PartialEq, Eq)]
pub enum Platform {
Ios,
Android,
Macos,
Linux,
Windows,
}
impl Platform {
pub fn as_str(&self) -> &'static str {
match self {
Self::Ios => "ios",
Self::Android => "android",
Self::Macos => "macos",
Self::Linux => "linux",
Self::Windows => "windows",
}
}
}
/// Selects the output format for the code generator.
///
/// - `Web` — ES2022 JavaScript module (default, uses the el-ui JS runtime)
/// - `Server` — Rust module that uses `el_platform::ServerBackend` for SSR.
/// The generated Rust struct implements a `render_to_html()` method.
/// - `Native(Platform)` — Rust module calling `el_platform::PlatformBackend`
/// for the specified native platform (iOS, Android, macOS, Linux, Windows).
#[derive(Debug, Clone, PartialEq, Eq)]
pub enum CodegenTarget {
/// Current default — ES2022 JavaScript module for the browser.
Web,
/// Server-side rendering — generates Rust code using `el_platform::ServerBackend`.
Server,
/// Native platform — generates Rust code using the platform backend trait.
Native(Platform),
}
impl CodegenTarget {
pub fn is_web(&self) -> bool {
matches!(self, Self::Web)
}
pub fn is_rust_output(&self) -> bool {
matches!(self, Self::Server | Self::Native(_))
}
}
pub struct Codegen {
runtime_path: String,
/// The compilation target. Defaults to `Web`.
pub target: CodegenTarget,
}
impl Codegen {
pub fn new(runtime_path: &str) -> Self {
Self {
runtime_path: runtime_path.to_owned(),
target: CodegenTarget::Web,
}
}
pub fn with_target(mut self, target: CodegenTarget) -> Self {
self.target = target;
self
}
pub fn generate(&self, components: &[Component]) -> CompileResult<String> {
match &self.target {
CodegenTarget::Web => self.generate_web(components),
CodegenTarget::Server => self.generate_server_rust(components),
CodegenTarget::Native(platform) => self.generate_native_rust(components, platform),
}
}
fn generate_web(&self, components: &[Component]) -> CompileResult<String> {
let mut out = String::new();
// Runtime import
out.push_str(&format!(
"import {{ Component, Graph, Renderer, Router, mount }} from '{}';\n\n",
self.runtime_path
));
for component in components {
out.push_str(&self.gen_component(component)?);
out.push('\n');
}
// Export all component names
let names: Vec<&str> = components.iter().map(|c| c.name.as_str()).collect();
if !names.is_empty() {
out.push_str(&format!("export {{ {} }};\n", names.join(", ")));
}
Ok(out)
}
/// Generate Rust code for the `server` target.
///
/// The output is a Rust module where each component is a struct implementing
/// `render_to_html(&self) -> String` using `el_platform::ServerBackend`.
fn generate_server_rust(&self, components: &[Component]) -> CompileResult<String> {
let mut out = String::new();
out.push_str("//! el-ui SSR — generated by el-ui-compiler (target: server)\n");
out.push_str("//! Do not edit. Re-generate with: el-ui-compiler --target server\n\n");
out.push_str("use el_platform::{ServerBackend, PlatformBackend, PlatformNode};\n\n");
for comp in components {
out.push_str(&format!("/// Server-side rendered component: {}\n", comp.name));
out.push_str(&format!("pub struct {} {{\n", comp.name));
for prop in &comp.props {
out.push_str(&format!(" pub {}: String,\n", prop.name));
}
for state in &comp.state {
out.push_str(&format!(" pub {}: String,\n", state.name));
}
out.push_str("}\n\n");
out.push_str(&format!("impl {} {{\n", comp.name));
out.push_str(" pub fn render_to_html(&self) -> String {\n");
out.push_str(" let backend = ServerBackend::new();\n");
// Generate a simple element tree based on the template
out.push_str(" let root = self.build_node_tree();\n");
out.push_str(" backend.render_to_string(&root).unwrap_or_default()\n");
out.push_str(" }\n\n");
out.push_str(" fn build_node_tree(&self) -> PlatformNode {\n");
out.push_str(" // TODO: full template → PlatformNode tree codegen\n");
out.push_str(" // The compiler translates each TemplateNode into\n");
out.push_str(" // PlatformNode::element() / PlatformNode::text() calls.\n");
out.push_str(" PlatformNode::element(\"div\")\n");
out.push_str(" }\n");
out.push_str("}\n\n");
}
Ok(out)
}
/// Generate Rust code for a `native` target.
///
/// The output is a Rust module where each component builds a `PlatformNode`
/// tree and calls the appropriate backend to mount it.
fn generate_native_rust(&self, components: &[Component], platform: &Platform) -> CompileResult<String> {
let backend_type = match platform {
Platform::Ios => "IosBackend",
Platform::Android => "AndroidBackend",
Platform::Macos => "MacosBackend",
Platform::Linux => "LinuxBackend",
Platform::Windows => "WindowsBackend",
};
let mut out = String::new();
out.push_str(&format!(
"//! el-ui native — generated by el-ui-compiler (target: {})\n",
platform.as_str()
));
out.push_str("//! Do not edit. Re-generate with: el-ui-compiler --target <platform>\n\n");
out.push_str(&format!(
"use el_platform::{{{} as Backend, PlatformBackend, PlatformNode}};\n\n",
backend_type
));
for comp in components {
out.push_str(&format!("/// Native component: {} ({})\n", comp.name, platform.as_str()));
out.push_str(&format!("pub struct {} {{\n", comp.name));
for prop in &comp.props {
out.push_str(&format!(" pub {}: String,\n", prop.name));
}
for state in &comp.state {
out.push_str(&format!(" pub {}: String,\n", state.name));
}
out.push_str(" backend: Backend,\n");
out.push_str("}\n\n");
out.push_str(&format!("impl {} {{\n", comp.name));
out.push_str(" pub fn new() -> Self {\n");
out.push_str(" Self {\n");
for prop in &comp.props {
let default = prop.default.as_deref().unwrap_or("\"\"");
out.push_str(&format!(" {}: {}.to_string(),\n", prop.name, default));
}
for state in &comp.state {
out.push_str(&format!(" {}: {}.to_string(),\n", state.name, state.initial));
}
out.push_str(" backend: Backend::new(),\n");
out.push_str(" }\n");
out.push_str(" }\n\n");
out.push_str(" pub fn mount(&self, container_id: &str) -> el_platform::PlatformResult<()> {\n");
out.push_str(" let root = self.build_node_tree();\n");
out.push_str(" self.backend.mount(root, container_id)\n");
out.push_str(" }\n\n");
out.push_str(" fn build_node_tree(&self) -> PlatformNode {\n");
out.push_str(" // TODO: full template → PlatformNode tree codegen\n");
out.push_str(" PlatformNode::element(\"div\")\n");
out.push_str(" }\n");
out.push_str("}\n\n");
}
Ok(out)
}
fn gen_component(&self, comp: &Component) -> CompileResult<String> {
let mut out = String::new();
out.push_str(&format!("class {} extends Component {{\n", comp.name));
// constructor
out.push_str(" constructor(props = {}) {\n");
out.push_str(" super();\n");
out.push_str(" this.props = props;\n");
out.push_str(" this._graph = new Graph();\n");
out.push_str(" this._stateNodes = {};\n");
out.push_str(" this._state = {};\n");
// Validate and set props
if !comp.props.is_empty() {
out.push_str(" // Props\n");
for prop in &comp.props {
let default_js = prop.default.as_deref()
.map(|d| translate_el_to_js(d))
.unwrap_or_else(|| "undefined".to_owned());
out.push_str(&format!(
" this._props_{name} = props.{name} !== undefined ? props.{name} : {default};\n",
name = prop.name,
default = default_js,
));
}
}
// Seed state nodes
if !comp.state.is_empty() {
out.push_str(" // State nodes (Engram graph seeds)\n");
for s in &comp.state {
let initial_js = translate_el_to_js(&s.initial);
out.push_str(&format!(
" this._stateNodes['{name}'] = this._graph.seed({{ type: 'state', name: '{name}', content: {initial} }});\n",
name = s.name,
initial = initial_js,
));
out.push_str(&format!(
" this._state['{name}'] = {initial};\n",
name = s.name,
initial = initial_js,
));
}
}
// Subscribe to state node changes for reactive re-render
if !comp.state.is_empty() {
out.push_str(" // Subscribe to graph activation events\n");
out.push_str(" for (const [key, nodeId] of Object.entries(this._stateNodes)) {\n");
out.push_str(" this._graph.subscribe(nodeId, (node) => {\n");
out.push_str(" this._state[key] = node.content;\n");
out.push_str(" if (this._renderer) this._renderer.patch();\n");
out.push_str(" });\n");
out.push_str(" }\n");
}
out.push_str(" }\n\n");
// setState method
out.push_str(" setState(name, value) {\n");
out.push_str(" if (this._stateNodes[name] !== undefined) {\n");
out.push_str(" this._graph.update(this._stateNodes[name], value);\n");
out.push_str(" }\n");
out.push_str(" }\n\n");
// User-defined methods
for method in &comp.methods {
out.push_str(&self.gen_method(method, comp)?);
out.push('\n');
}
// render()
out.push_str(" render() {\n");
out.push_str(" const __self = this;\n");
// Expose state variables
for s in &comp.state {
out.push_str(&format!(
" const {name} = this._state['{name}'];\n",
name = s.name,
));
}
// Expose props
for p in &comp.props {
out.push_str(&format!(
" const {name} = this._props_{name};\n",
name = p.name,
));
}
out.push_str(" return `");
let template_js = self.gen_template_nodes(&comp.template.nodes, comp)?;
out.push_str(&template_js);
out.push_str("`;\n");
out.push_str(" }\n\n");
out.push_str("}\n");
Ok(out)
}
fn gen_method(&self, method: &Method, comp: &Component) -> CompileResult<String> {
let mut out = String::new();
let params: Vec<String> = method.params.iter()
.map(|(n, _)| n.clone())
.collect();
out.push_str(&format!(
" {}({}) {{\n",
method.name,
params.join(", ")
));
// Expose state in method body
for s in &comp.state {
out.push_str(&format!(
" const {name} = this._state['{name}'];\n",
name = s.name
));
}
// Translate body — simple pass-through with setState substitution
let body = translate_method_body(&method.body, comp);
for line in body.lines() {
out.push_str(&format!(" {}\n", line));
}
out.push_str(" }\n");
Ok(out)
}
fn gen_template_nodes(&self, nodes: &[TemplateNode], comp: &Component) -> CompileResult<String> {
let mut out = String::new();
for node in nodes {
out.push_str(&self.gen_template_node(node, comp)?);
}
Ok(out)
}
fn gen_template_node(&self, node: &TemplateNode, comp: &Component) -> CompileResult<String> {
match node {
TemplateNode::Text(t) => Ok(t.clone()),
TemplateNode::Interpolation(expr) => {
let js_expr = translate_interpolation(expr, comp);
Ok(format!("${{{} }}", js_expr))
}
TemplateNode::Element { tag, attrs, children } => {
let mut out = format!("<{}", tag);
for attr in attrs {
out.push_str(&self.gen_attr(attr, comp)?);
}
if children.is_empty() {
out.push_str(&format!(" data-el-tag=\"{}\">", tag));
out.push_str(&format!("</{}>", tag));
} else {
out.push_str(&format!(" data-el-tag=\"{}\">", tag));
out.push_str(&self.gen_template_nodes(children, comp)?);
out.push_str(&format!("</{}>", tag));
}
Ok(out)
}
TemplateNode::Component { name, props } => {
// Render as inline component call
let mut prop_entries: Vec<String> = Vec::new();
for prop in props {
match prop {
Attr::Static { name: pn, value } => {
prop_entries.push(format!("{}: \"{}\"", pn, value));
}
Attr::Dynamic { name: pn, expr } => {
let js = translate_interpolation(expr, comp);
prop_entries.push(format!("{}: {}", pn, js));
}
Attr::EventHandler { event, handler } => {
let js = translate_handler(handler, comp);
prop_entries.push(format!("on{}: {}", capitalize(event), js));
}
Attr::BoolAttr { name: pn, expr } => {
prop_entries.push(format!("{}: {}", pn, expr));
}
}
}
let props_js = format!("{{ {} }}", prop_entries.join(", "));
Ok(format!("${{__self._child({}, {})}}", name, props_js))
}
TemplateNode::If { condition, then, else_ } => {
let cond_js = translate_interpolation(condition, comp);
let then_html = self.gen_template_nodes(then, comp)?;
let else_html = if let Some(els) = else_ {
self.gen_template_nodes(els, comp)?
} else {
String::new()
};
Ok(format!(
"${{({}) ? `{}` : `{}`}}",
cond_js, then_html, else_html
))
}
TemplateNode::Each { items, item_name, children } => {
let items_js = translate_interpolation(items, comp);
let child_html = self.gen_template_nodes(children, comp)?;
// Generate a map over the array
Ok(format!(
"${{({}).map(({}) => `{}`).join('')}}",
items_js, item_name, child_html
))
}
TemplateNode::Activate { query, result_name, children } => {
let child_html = self.gen_template_nodes(children, comp)?;
Ok(format!(
"${{((__self._graph.search(\"{}\")) || []).map(({}) => `{}`).join('')}}",
query, result_name, child_html
))
}
}
}
fn gen_attr(&self, attr: &Attr, comp: &Component) -> CompileResult<String> {
match attr {
Attr::Static { name, value } => {
Ok(format!(" {}=\"{}\"", name, value))
}
Attr::Dynamic { name, expr } => {
let js = translate_interpolation(expr, comp);
Ok(format!(" {}=\"${{{} }}\"", name, js))
}
Attr::BoolAttr { name, expr } => {
let js = translate_interpolation(expr, comp);
Ok(format!(" ${{({}) ? '{}' : '' }}", js, name))
}
Attr::EventHandler { event, handler } => {
// We use data attributes to defer event binding
let js = translate_handler(handler, comp);
// Inline handler via data attribute — the renderer will bind these
Ok(format!(" data-el-{}=\"{}\"", event, escape_attr(&js)))
}
}
}
}
/// Translate an el-ui expression to JavaScript.
/// Handles state assignments like `count = count + 1` → `__self.setState('count', count + 1)`
fn translate_interpolation(expr: &str, comp: &Component) -> String {
translate_expr(expr, comp)
}
fn translate_expr(expr: &str, comp: &Component) -> String {
let state_names: Vec<&str> = comp.state.iter().map(|s| s.name.as_str()).collect();
// Arrow functions: passthrough
// State assignment: `name = value` → `__self.setState('name', value)`
let trimmed = expr.trim();
// Check for simple assignment: `ident = expr`
if let Some(result) = try_translate_assignment(trimmed, &state_names) {
return result;
}
// Arrow function containing assignment: `() => count = count + 1`
if trimmed.starts_with('(') || trimmed.starts_with("e =>") || trimmed.starts_with("() =>") {
return translate_arrow_fn(trimmed, &state_names);
}
// Otherwise pass through as-is
trimmed.to_owned()
}
fn try_translate_assignment(expr: &str, state_names: &[&str]) -> Option<String> {
// Match: `name = value` where name is a state variable
// Must not be `==` (equality)
let parts: Vec<&str> = expr.splitn(2, '=').collect();
if parts.len() == 2 {
let lhs = parts[0].trim();
let rhs = parts[1].trim();
// Ensure it's not `==` or `!=` or `<=` or `>=`
if !rhs.starts_with('=') && !lhs.ends_with('!') && !lhs.ends_with('<') && !lhs.ends_with('>') {
if state_names.contains(&lhs) {
return Some(format!("__self.setState('{}', {})", lhs, rhs));
}
}
}
None
}
fn translate_arrow_fn(expr: &str, state_names: &[&str]) -> String {
// Translate assignments inside arrow functions
// This is a best-effort string transformation
let mut result = expr.to_owned();
for name in state_names {
// Replace `name = ` with `__self.setState('name', ` ... `)` is too complex
// for a simple string replacement, but we can handle common patterns.
// Pattern: `name = expr` at end of arrow fn or in braces
let pat = format!("{} = ", name);
if let Some(idx) = result.find(&pat) {
// Check it's not ==
let after = &result[idx + pat.len()..];
// Simple case: `() => count = count + 1`
let prefix = &result[..idx];
result = format!("{}__self.setState('{}', {})", prefix, name, after.trim_end_matches(')'));
}
}
result
}
fn translate_handler(handler: &str, comp: &Component) -> String {
translate_expr(handler, comp)
}
/// Translate method body — replace bare state assignments with setState calls.
fn translate_method_body(body: &str, comp: &Component) -> String {
let state_names: Vec<&str> = comp.state.iter().map(|s| s.name.as_str()).collect();
let mut lines: Vec<String> = Vec::new();
for line in body.lines() {
let trimmed = line.trim();
if let Some(translated) = try_translate_assignment(trimmed, &state_names) {
lines.push(format!("{};", translated));
} else if trimmed.starts_with("return ") {
lines.push(trimmed.to_owned());
} else {
lines.push(trimmed.to_owned());
}
}
lines.join("\n")
}
fn translate_el_to_js(expr: &str) -> String {
let s = expr.trim();
// Fn types — translate to null (not a valid JS value, handled at runtime)
if s.starts_with("Fn") { return "null".into(); }
// Boolean
if s == "true" { return "true".into(); }
if s == "false" { return "false".into(); }
// String literal
if s.starts_with('"') { return s.replace('"', "\"").to_owned(); }
// Numbers
if s.parse::<i64>().is_ok() { return s.to_owned(); }
if s.parse::<f64>().is_ok() { return s.to_owned(); }
// Empty string / void
if s.is_empty() { return "null".into(); }
s.to_owned()
}
fn capitalize(s: &str) -> String {
let mut c = s.chars();
match c.next() {
None => String::new(),
Some(f) => f.to_uppercase().collect::<String>() + c.as_str(),
}
}
fn escape_attr(s: &str) -> String {
s.replace('"', "&quot;").replace('\'', "&#39;")
}