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react-native-flip

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/** * Copyright (c) Facebook, Inc. and its affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. * * * @format */ 'use strict'; exports.__esModule = true; exports.computeWindowedRenderLimits = computeWindowedRenderLimits; exports.elementsThatOverlapOffsets = elementsThatOverlapOffsets; exports.newRangeCount = newRangeCount; exports.default = void 0; var _invariant = _interopRequireDefault(require("fbjs/lib/invariant")); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } /** * Used to find the indices of the frames that overlap the given offsets. Useful for finding the * items that bound different windows of content, such as the visible area or the buffered overscan * area. */ function elementsThatOverlapOffsets(offsets, itemCount, getFrameMetrics) { var out = []; var outLength = 0; for (var ii = 0; ii < itemCount; ii++) { var frame = getFrameMetrics(ii); var trailingOffset = frame.offset + frame.length; for (var kk = 0; kk < offsets.length; kk++) { if (out[kk] == null && trailingOffset >= offsets[kk]) { out[kk] = ii; outLength++; if (kk === offsets.length - 1) { (0, _invariant.default)(outLength === offsets.length, 'bad offsets input, should be in increasing order: %s', JSON.stringify(offsets)); return out; } } } } return out; } /** * Computes the number of elements in the `next` range that are new compared to the `prev` range. * Handy for calculating how many new items will be rendered when the render window changes so we * can restrict the number of new items render at once so that content can appear on the screen * faster. */ function newRangeCount(prev, next) { return next.last - next.first + 1 - Math.max(0, 1 + Math.min(next.last, prev.last) - Math.max(next.first, prev.first)); } /** * Custom logic for determining which items should be rendered given the current frame and scroll * metrics, as well as the previous render state. The algorithm may evolve over time, but generally * prioritizes the visible area first, then expands that with overscan regions ahead and behind, * biased in the direction of scroll. */ function computeWindowedRenderLimits(props, prev, getFrameMetricsApprox, scrollMetrics) { var data = props.data, getItemCount = props.getItemCount, maxToRenderPerBatch = props.maxToRenderPerBatch, windowSize = props.windowSize; var itemCount = getItemCount(data); if (itemCount === 0) { return prev; } var offset = scrollMetrics.offset, velocity = scrollMetrics.velocity, visibleLength = scrollMetrics.visibleLength; // Start with visible area, then compute maximum overscan region by expanding from there, biased // in the direction of scroll. Total overscan area is capped, which should cap memory consumption // too. var visibleBegin = Math.max(0, offset); var visibleEnd = visibleBegin + visibleLength; var overscanLength = (windowSize - 1) * visibleLength; // Considering velocity seems to introduce more churn than it's worth. var leadFactor = 0.5; // Math.max(0, Math.min(1, velocity / 25 + 0.5)); var fillPreference = velocity > 1 ? 'after' : velocity < -1 ? 'before' : 'none'; var overscanBegin = Math.max(0, visibleBegin - (1 - leadFactor) * overscanLength); var overscanEnd = Math.max(0, visibleEnd + leadFactor * overscanLength); var lastItemOffset = getFrameMetricsApprox(itemCount - 1).offset; if (lastItemOffset < overscanBegin) { // Entire list is before our overscan window return { first: Math.max(0, itemCount - 1 - maxToRenderPerBatch), last: itemCount - 1 }; } // Find the indices that correspond to the items at the render boundaries we're targeting. var _elementsThatOverlapO = elementsThatOverlapOffsets([overscanBegin, visibleBegin, visibleEnd, overscanEnd], props.getItemCount(props.data), getFrameMetricsApprox), overscanFirst = _elementsThatOverlapO[0], first = _elementsThatOverlapO[1], last = _elementsThatOverlapO[2], overscanLast = _elementsThatOverlapO[3]; overscanFirst = overscanFirst == null ? 0 : overscanFirst; first = first == null ? Math.max(0, overscanFirst) : first; overscanLast = overscanLast == null ? itemCount - 1 : overscanLast; last = last == null ? Math.min(overscanLast, first + maxToRenderPerBatch - 1) : last; var visible = { first: first, last: last }; // We want to limit the number of new cells we're rendering per batch so that we can fill the // content on the screen quickly. If we rendered the entire overscan window at once, the user // could be staring at white space for a long time waiting for a bunch of offscreen content to // render. var newCellCount = newRangeCount(prev, visible); while (true) { if (first <= overscanFirst && last >= overscanLast) { // If we fill the entire overscan range, we're done. break; } var maxNewCells = newCellCount >= maxToRenderPerBatch; var firstWillAddMore = first <= prev.first || first > prev.last; var firstShouldIncrement = first > overscanFirst && (!maxNewCells || !firstWillAddMore); var lastWillAddMore = last >= prev.last || last < prev.first; var lastShouldIncrement = last < overscanLast && (!maxNewCells || !lastWillAddMore); if (maxNewCells && !firstShouldIncrement && !lastShouldIncrement) { // We only want to stop if we've hit maxNewCells AND we cannot increment first or last // without rendering new items. This let's us preserve as many already rendered items as // possible, reducing render churn and keeping the rendered overscan range as large as // possible. break; } if (firstShouldIncrement && !(fillPreference === 'after' && lastShouldIncrement && lastWillAddMore)) { if (firstWillAddMore) { newCellCount++; } first--; } if (lastShouldIncrement && !(fillPreference === 'before' && firstShouldIncrement && firstWillAddMore)) { if (lastWillAddMore) { newCellCount++; } last++; } } if (!(last >= first && first >= 0 && last < itemCount && first >= overscanFirst && last <= overscanLast && first <= visible.first && last >= visible.last)) { throw new Error('Bad window calculation ' + JSON.stringify({ first: first, last: last, itemCount: itemCount, overscanFirst: overscanFirst, overscanLast: overscanLast, visible: visible })); } return { first: first, last: last }; } var VirtualizeUtils = { computeWindowedRenderLimits: computeWindowedRenderLimits, elementsThatOverlapOffsets: elementsThatOverlapOffsets, newRangeCount: newRangeCount }; var _default = VirtualizeUtils; exports.default = _default;