add WASM blazor-like thing

This commit is contained in:
2026-07-13 00:40:08 -04:00
parent 98978e4930
commit 3c494605ba
38 changed files with 3070 additions and 1 deletions

17
go/vdom/events.go Normal file
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package vdom
// DOM event-name constants for On / OnEvent.
const (
EVENT_CLICK = "click"
EVENT_DBLCLICK = "dblclick"
EVENT_INPUT = "input"
EVENT_CHANGE = "change"
EVENT_SUBMIT = "submit"
EVENT_KEYDOWN = "keydown"
EVENT_KEYUP = "keyup"
EVENT_FOCUS = "focus"
EVENT_BLUR = "blur"
EVENT_MOUSEDOWN = "mousedown"
EVENT_MOUSEUP = "mouseup"
EVENT_MOUSEMOVE = "mousemove"
)

7
go/vdom/mode_native.go Normal file
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//go:build !(js && wasm)
package vdom
// IsClient is false on the server (native). Components use it to guard
// client-only effects (e.g. fetching) so they don't run during SSR.
const IsClient = false

6
go/vdom/mode_wasm.go Normal file
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//go:build js && wasm
package vdom
// IsClient is true in the browser (wasm).
const IsClient = true

81
go/vdom/signal.go Normal file
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package vdom
import "encoding/json"
// Schedule is installed by the wasm runtime at startup; a signal write
// triggers a re-render. On the server it is nil (renders are one-shot).
var Schedule func()
// Signal holds state. On the client, writing it schedules a re-render.
type Signal[T any] struct{ v T }
func NewSignal[T any](initial T) *Signal[T] {
s := &Signal[T]{v: initial}
if active != nil {
active.adopt(s) // server component round-trip: restore prior value, track for snapshot
}
return s
}
func (s *Signal[T]) Get() T { return s.v }
func (s *Signal[T]) Set(v T) {
s.v = v
if Schedule != nil {
Schedule()
}
}
func (s *Signal[T]) Update(fn func(T) T) { s.Set(fn(s.v)) }
func (s *Signal[T]) snapshot() []byte { b, _ := json.Marshal(s.v); return b }
func (s *Signal[T]) restoreFrom(b []byte) { _ = json.Unmarshal(b, &s.v) }
// ---- signal-state round-trip for server components ----
//
// A server component is stateless on the server: its signal values are
// serialized and round-tripped through the client. While a Collector is active
// (during a server-component render on the server), NewSignal restores each
// signal's value from the incoming snapshot by creation order (hook-order), and
// remembers it so the new values can be snapshotted back out.
type signalState interface {
snapshot() []byte
restoreFrom([]byte)
}
// Collector captures the signals created during a server render.
type Collector struct {
restore [][]byte
idx int
sigs []signalState
}
var active *Collector
func (c *Collector) adopt(s signalState) {
if c.idx < len(c.restore) {
s.restoreFrom(c.restore[c.idx])
}
c.idx++
c.sigs = append(c.sigs, s)
}
// BeginCollect starts collecting signals, restoring them from `restore` (which
// may be nil for an initial mount). Call EndCollect when construction is done.
func BeginCollect(restore [][]byte) *Collector {
active = &Collector{restore: restore}
return active
}
// EndCollect stops collecting (rendering/handlers may still read the signals).
func EndCollect() { active = nil }
// Snapshot returns the current values of the collected signals, in order.
func (c *Collector) Snapshot() [][]byte {
out := make([][]byte, len(c.sigs))
for i, s := range c.sigs {
out[i] = s.snapshot()
}
return out
}

30
go/vdom/tags.go Normal file
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package vdom
// HTML tag helpers over El, for dot-import.
func Div(m ...Mod) *VNode { return El("div", m...) }
func Span(m ...Mod) *VNode { return El("span", m...) }
func P(m ...Mod) *VNode { return El("p", m...) }
func Section(m ...Mod) *VNode { return El("section", m...) }
func Nav(m ...Mod) *VNode { return El("nav", m...) }
func Header(m ...Mod) *VNode { return El("header", m...) }
func Main(m ...Mod) *VNode { return El("main", m...) }
func Footer(m ...Mod) *VNode { return El("footer", m...) }
func H1(m ...Mod) *VNode { return El("h1", m...) }
func H2(m ...Mod) *VNode { return El("h2", m...) }
func H3(m ...Mod) *VNode { return El("h3", m...) }
func Hr(m ...Mod) *VNode { return El("hr", m...) }
func A(m ...Mod) *VNode { return El("a", m...) }
func Strong(m ...Mod) *VNode { return El("strong", m...) }
func Em(m ...Mod) *VNode { return El("em", m...) }
func Small(m ...Mod) *VNode { return El("small", m...) }
func Code(m ...Mod) *VNode { return El("code", m...) }
func Label(m ...Mod) *VNode { return El("label", m...) }
func Ul(m ...Mod) *VNode { return El("ul", m...) }
func Li(m ...Mod) *VNode { return El("li", m...) }
func Form(m ...Mod) *VNode { return El("form", m...) }
func Input(m ...Mod) *VNode { return El("input", m...) }
func Button(m ...Mod) *VNode { return El("button", m...) }
func Table(m ...Mod) *VNode { return El("table", m...) }
func Tr(m ...Mod) *VNode { return El("tr", m...) }
func Td(m ...Mod) *VNode { return El("td", m...) }
func Img(m ...Mod) *VNode { return El("img", m...) }

138
go/vdom/vnode.go Normal file
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// Package vdom is a platform-neutral virtual DOM shared by the server (renders
// to an HTML string) and the client (reconciles into the real DOM). It compiles
// on BOTH native and js/wasm, so the same component code runs in both places —
// which is what makes server-side rendering + client hydration possible.
package vdom
import (
"html"
"sort"
"strings"
)
// Event is a DOM event passed to handlers. The client provides a concrete
// implementation; on the server events are never invoked.
type Event interface {
PreventDefault()
Value() string // target.value (for inputs)
}
// VNode is a virtual DOM node. Tag == "" is a text node (content in Text). HTML,
// if set on an element, is raw innerHTML (children ignored).
type VNode struct {
Tag string
Text string
HTML string
Attrs map[string]string
Props map[string]string
Events map[string]func(Event)
Children []*VNode
// Runtime holds the wasm reconciler's per-node bookkeeping (DOM handle,
// listener wrappers). It's `any` so this package stays platform-neutral; it
// is nil on the server.
Runtime any
}
// Mod configures a VNode while it is built.
type Mod interface{ apply(*VNode) }
// El builds an element VNode.
func El(tag string, mods ...Mod) *VNode {
n := &VNode{Tag: tag, Attrs: map[string]string{}, Props: map[string]string{}, Events: map[string]func(Event){}}
for _, m := range mods {
m.apply(n)
}
return n
}
// Text builds a text VNode.
func Text(s string) *VNode { return &VNode{Text: s} }
func (n *VNode) apply(parent *VNode) { parent.Children = append(parent.Children, n) }
type attrMod struct{ k, v string }
func (a attrMod) apply(n *VNode) { n.Attrs[a.k] = a.v }
// Attr sets an HTML attribute.
func Attr(k, v string) Mod { return attrMod{k, v} }
type propMod struct{ k, v string }
func (p propMod) apply(n *VNode) { n.Props[p.k] = p.v }
// Prop sets a live DOM property (e.g. an input's value).
func Prop(k, v string) Mod { return propMod{k, v} }
type htmlMod struct{ html string }
func (h htmlMod) apply(n *VNode) { n.HTML = h.html }
// Raw sets inner HTML verbatim (children ignored) — e.g. a server-computed SVG.
func Raw(html string) Mod { return htmlMod{html} }
type eventMod struct {
name string
h func(Event)
}
func (e eventMod) apply(n *VNode) { n.Events[e.name] = e.h }
// On registers an event handler that ignores the event object.
func On(event string, h func()) Mod { return eventMod{event, func(Event) { h() }} }
// OnEvent registers an event handler that receives the Event.
func OnEvent(event string, h func(Event)) Mod { return eventMod{event, h} }
// --- server-side HTML rendering (used for SSR; runs on any platform) ---
var voidTags = map[string]bool{"br": true, "hr": true, "img": true, "input": true, "meta": true, "link": true}
// RenderHTML serializes a VNode tree to HTML with NO extra whitespace, so the
// browser's parsed childNodes line up 1:1 with the VNode children on hydration.
func RenderHTML(n *VNode) string {
var b strings.Builder
writeNode(&b, n)
return b.String()
}
func writeNode(b *strings.Builder, n *VNode) {
if n.Tag == "" {
b.WriteString(html.EscapeString(n.Text))
return
}
b.WriteByte('<')
b.WriteString(n.Tag)
writeAttrs(b, n.Attrs)
writeAttrs(b, n.Props) // props like input value show up as attributes in SSR
b.WriteByte('>')
if voidTags[n.Tag] {
return
}
if n.HTML != "" {
b.WriteString(n.HTML) // raw
} else {
for _, c := range n.Children {
writeNode(b, c)
}
}
b.WriteString("</")
b.WriteString(n.Tag)
b.WriteByte('>')
}
func writeAttrs(b *strings.Builder, m map[string]string) {
keys := make([]string, 0, len(m))
for k := range m {
keys = append(keys, k)
}
sort.Strings(keys)
for _, k := range keys {
b.WriteByte(' ')
b.WriteString(k)
b.WriteString(`="`)
b.WriteString(html.EscapeString(m[k]))
b.WriteByte('"')
}
}