Crates.io | rust_wasm_dodrio_templating |
lib.rs | rust_wasm_dodrio_templating |
version | 1.0.2 |
source | src |
created_at | 2021-01-13 14:18:52.607719 |
updated_at | 2021-01-13 14:18:52.607719 |
description | html templating for dodrio |
homepage | |
repository | https://github.com/LucianoBestia/rust_wasm_dodrio_templating |
max_upload_size | |
id | 341389 |
size | 1,033,607 |
html templating for dodrio
repo; version: 1.0.2 date: 2021-01-13 authors: Luciano Bestia
In the past I wrote html inside Rust code with the macro html!
from the crate typed-html
https://github.com/bodil/typed-html
It has also a macro dodrio !
created exclusively for the dodrio vdom.
I had two main problems with this approach:
I reinvented the wheel - "html templating".
First a graphical designer makes a html/css page that looks nice. No javascript, nothing is dynamic. It is just a graphical template.
Then I insert in it html comments and "data-" attributes that I can later replace in my code.
The html is not changed graphically because of it. So both the graphical designer and the programmer are still happy.
In my code I parse the html template as a microXml file. Basically they are the same with small effort. When I find a comment or "data-" attribute then the value of the next node is replaced.
I can replace attributes, strings and entire nodes. And I can insert event for behavior with "data-wt".
When developing, the html template is loaded and parsed and a dodrio node is created. That is not very fast. But I can change the html in real time and see it rendered without compiling the Rust code. This is super efficient for development.
I have in plans to add a Rust code generator, that creates the Rust code for the dodrio node before compile time. In that case nothing is parsed in runtime and I expect great speeds. But the flexibility of easily changing the html template is gone. For every change I must recompile the Rust code.
https://github.com/LucianoBestia/unforgettable7_game/blob/master/unforgettable7
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