Add m.redraw() support for multiple mount points

To better match `0.2.x` behavior: https://jsfiddle.net/xbpyqL9k/
This commit is contained in:
Pat Cavit 2016-05-20 15:27:17 -07:00
parent 058b25002d
commit 71c77ba603
8 changed files with 97 additions and 30 deletions

View file

@ -8,28 +8,30 @@ var createMounter = require("../mount")
o.spec("m.mount", function() {
var FRAME_BUDGET = 1000 / 60
var $window, root
var $window, root, mount, renderers
o.beforeEach(function() {
$window = domMock()
root = $window.document.body
renderers = []
mount = createMounter($window, renderers)
})
o("updates redraw object", function() {
var redraw = {}
var mount = createMounter($window, redraw)
o("pushes a render function", function() {
mount(root, {
view : function() {
return m("div")
}
})
o(typeof redraw.run).equals("function")
o(renderers.length).equals(1)
o(typeof renderers[0]).equals("function")
})
o("renders into `root`", function() {
var mount = createMounter($window, {})
var mount = createMounter($window, [])
mount(root, {
view : function() {
@ -44,7 +46,6 @@ o.spec("m.mount", function() {
var onupdate = o.spy()
var oninit = o.spy()
var onclick = o.spy()
var mount = createMounter($window, {})
var e = $window.document.createEvent("MouseEvents")
e.initEvent("click", true, true)
@ -80,7 +81,6 @@ o.spec("m.mount", function() {
o("event handlers can skip redraw", function(done) {
var onupdate = o.spy()
var oninit = o.spy()
var mount = createMounter($window, {})
var e = $window.document.createEvent("MouseEvents")
e.initEvent("click", true, true)
@ -109,11 +109,9 @@ o.spec("m.mount", function() {
}, 20)
})
o("redraws on redraw.run()", function(done) {
o("redraws when the render function is run", function(done) {
var onupdate = o.spy()
var oninit = o.spy()
var redraw = {}
var mount = createMounter($window, redraw)
mount(root, {
view : function() {
@ -127,7 +125,7 @@ o.spec("m.mount", function() {
o(oninit.callCount).equals(1)
o(onupdate.callCount).equals(0)
redraw.run()
renderers[0]()
// Wrapped to give time for the rate-limited redraw to fire
setTimeout(function() {