amis-rpc-design/node_modules/react-native/Libraries/Interaction/InteractionManager.js
2023-10-07 19:42:30 +08:00

212 lines
6.6 KiB
JavaScript

/**
* Copyright (c) Meta Platforms, Inc. and affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*
* @format
* @flow strict-local
*/
import type {Task} from './TaskQueue';
import EventEmitter from '../vendor/emitter/EventEmitter';
const BatchedBridge = require('../BatchedBridge/BatchedBridge');
const infoLog = require('../Utilities/infoLog');
const TaskQueue = require('./TaskQueue');
const invariant = require('invariant');
export type Handle = number;
const _emitter = new EventEmitter<{
interactionComplete: [],
interactionStart: [],
}>();
const DEBUG_DELAY: 0 = 0;
const DEBUG: false = false;
/**
* InteractionManager allows long-running work to be scheduled after any
* interactions/animations have completed. In particular, this allows JavaScript
* animations to run smoothly.
*
* Applications can schedule tasks to run after interactions with the following:
*
* ```
* InteractionManager.runAfterInteractions(() => {
* // ...long-running synchronous task...
* });
* ```
*
* Compare this to other scheduling alternatives:
*
* - requestAnimationFrame(): for code that animates a view over time.
* - setImmediate/setTimeout(): run code later, note this may delay animations.
* - runAfterInteractions(): run code later, without delaying active animations.
*
* The touch handling system considers one or more active touches to be an
* 'interaction' and will delay `runAfterInteractions()` callbacks until all
* touches have ended or been cancelled.
*
* InteractionManager also allows applications to register animations by
* creating an interaction 'handle' on animation start, and clearing it upon
* completion:
*
* ```
* var handle = InteractionManager.createInteractionHandle();
* // run animation... (`runAfterInteractions` tasks are queued)
* // later, on animation completion:
* InteractionManager.clearInteractionHandle(handle);
* // queued tasks run if all handles were cleared
* ```
*
* `runAfterInteractions` takes either a plain callback function, or a
* `PromiseTask` object with a `gen` method that returns a `Promise`. If a
* `PromiseTask` is supplied, then it is fully resolved (including asynchronous
* dependencies that also schedule more tasks via `runAfterInteractions`) before
* starting on the next task that might have been queued up synchronously
* earlier.
*
* By default, queued tasks are executed together in a loop in one
* `setImmediate` batch. If `setDeadline` is called with a positive number, then
* tasks will only be executed until the deadline (in terms of js event loop run
* time) approaches, at which point execution will yield via setTimeout,
* allowing events such as touches to start interactions and block queued tasks
* from executing, making apps more responsive.
*/
const InteractionManager = {
Events: {
interactionStart: 'interactionStart',
interactionComplete: 'interactionComplete',
},
/**
* Schedule a function to run after all interactions have completed. Returns a cancellable
* "promise".
*/
runAfterInteractions(task: ?Task): {
then: <U>(
onFulfill?: ?(void) => ?(Promise<U> | U),
onReject?: ?(error: mixed) => ?(Promise<U> | U),
) => Promise<U>,
cancel: () => void,
...
} {
const tasks: Array<Task> = [];
const promise = new Promise((resolve: () => void) => {
_scheduleUpdate();
if (task) {
tasks.push(task);
}
tasks.push({
run: resolve,
name: 'resolve ' + ((task && task.name) || '?'),
});
_taskQueue.enqueueTasks(tasks);
});
return {
// $FlowFixMe[method-unbinding] added when improving typing for this parameters
then: promise.then.bind(promise),
cancel: function () {
_taskQueue.cancelTasks(tasks);
},
};
},
/**
* Notify manager that an interaction has started.
*/
createInteractionHandle(): Handle {
DEBUG && infoLog('InteractionManager: create interaction handle');
_scheduleUpdate();
const handle = ++_inc;
_addInteractionSet.add(handle);
return handle;
},
/**
* Notify manager that an interaction has completed.
*/
clearInteractionHandle(handle: Handle) {
DEBUG && infoLog('InteractionManager: clear interaction handle');
invariant(!!handle, 'InteractionManager: Must provide a handle to clear.');
_scheduleUpdate();
_addInteractionSet.delete(handle);
_deleteInteractionSet.add(handle);
},
// $FlowFixMe[method-unbinding] added when improving typing for this parameters
addListener: (_emitter.addListener.bind(_emitter): $FlowFixMe),
/**
* A positive number will use setTimeout to schedule any tasks after the
* eventLoopRunningTime hits the deadline value, otherwise all tasks will be
* executed in one setImmediate batch (default).
*/
setDeadline(deadline: number) {
_deadline = deadline;
},
};
const _interactionSet = new Set<number | Handle>();
const _addInteractionSet = new Set<number | Handle>();
const _deleteInteractionSet = new Set<Handle>();
const _taskQueue = new TaskQueue({onMoreTasks: _scheduleUpdate});
let _nextUpdateHandle: $FlowFixMe | TimeoutID = 0;
let _inc = 0;
let _deadline = -1;
/**
* Schedule an asynchronous update to the interaction state.
*/
function _scheduleUpdate() {
if (!_nextUpdateHandle) {
if (_deadline > 0) {
_nextUpdateHandle = setTimeout(_processUpdate, 0 + DEBUG_DELAY);
} else {
_nextUpdateHandle = setImmediate(_processUpdate);
}
}
}
/**
* Notify listeners, process queue, etc
*/
function _processUpdate() {
_nextUpdateHandle = 0;
const interactionCount = _interactionSet.size;
_addInteractionSet.forEach(handle => _interactionSet.add(handle));
_deleteInteractionSet.forEach(handle => _interactionSet.delete(handle));
const nextInteractionCount = _interactionSet.size;
if (interactionCount !== 0 && nextInteractionCount === 0) {
// transition from 1+ --> 0 interactions
_emitter.emit(InteractionManager.Events.interactionComplete);
} else if (interactionCount === 0 && nextInteractionCount !== 0) {
// transition from 0 --> 1+ interactions
_emitter.emit(InteractionManager.Events.interactionStart);
}
// process the queue regardless of a transition
if (nextInteractionCount === 0) {
while (_taskQueue.hasTasksToProcess()) {
_taskQueue.processNext();
if (
_deadline > 0 &&
BatchedBridge.getEventLoopRunningTime() >= _deadline
) {
// Hit deadline before processing all tasks, so process more later.
_scheduleUpdate();
break;
}
}
}
_addInteractionSet.clear();
_deleteInteractionSet.clear();
}
module.exports = InteractionManager;