When not visible, only batch fetch to fill visible area

This commit is contained in:
Adlai Holler
2016-12-05 15:00:39 -08:00
parent 21cad90355
commit 9bc58dc024
5 changed files with 40 additions and 19 deletions

View File

@@ -1708,6 +1708,12 @@ static NSString * const kCellReuseIdentifier = @"_ASCollectionViewCell";
[_rangeController setNeedsUpdate];
[_rangeController updateIfNeeded];
}
// When we aren't visible, we will only fetch up to the visible area. Now that we are visible,
// we will fetch visible area + leading screens, so we need to check.
if (visible) {
[self _checkForBatchFetching];
}
}
#pragma mark ASCALayerExtendedDelegate

View File

@@ -1725,6 +1725,12 @@ static NSString * const kCellReuseIdentifier = @"_ASTableViewCell";
[_rangeController setNeedsUpdate];
[_rangeController updateIfNeeded];
}
// When we aren't visible, we will only fetch up to the visible area. Now that we are visible,
// we will fetch visible area + leading screens, so we need to check.
if (visible) {
[self _checkForBatchFetching];
}
}
@end

View File

@@ -45,6 +45,7 @@ BOOL ASDisplayShouldFetchBatchForScrollView(UIScrollView<ASBatchFetchingScrollVi
@param contentSize The content size of the scrollview.
@param targetOffset The offset that the scrollview will scroll to.
@param leadingScreens How many screens in the remaining distance will trigger batch fetching.
@param visible Whether the view is visible or not.
@return Whether or not the current state should proceed with batch fetching.
@discussion This method is broken into a category for unit testing purposes and should be used with the ASTableView and
* ASCollectionView batch fetching API.
@@ -55,6 +56,7 @@ extern BOOL ASDisplayShouldFetchBatchForContext(ASBatchContext *context,
CGRect bounds,
CGSize contentSize,
CGPoint targetOffset,
CGFloat leadingScreens);
CGFloat leadingScreens,
BOOL visible);
ASDISPLAYNODE_EXTERN_C_END

View File

@@ -22,7 +22,8 @@ BOOL ASDisplayShouldFetchBatchForScrollView(UIScrollView<ASBatchFetchingScrollVi
CGRect bounds = scrollView.bounds;
CGSize contentSize = scrollView.contentSize;
CGFloat leadingScreens = scrollView.leadingScreensForBatching;
return ASDisplayShouldFetchBatchForContext(context, scrollDirection, scrollableDirections, bounds, contentSize, contentOffset, leadingScreens);
BOOL visible = (scrollView.window != nil);
return ASDisplayShouldFetchBatchForContext(context, scrollDirection, scrollableDirections, bounds, contentSize, contentOffset, leadingScreens, visible);
}
BOOL ASDisplayShouldFetchBatchForContext(ASBatchContext *context,
@@ -31,7 +32,8 @@ BOOL ASDisplayShouldFetchBatchForContext(ASBatchContext *context,
CGRect bounds,
CGSize contentSize,
CGPoint targetOffset,
CGFloat leadingScreens)
CGFloat leadingScreens,
BOOL visible)
{
// Do not allow fetching if a batch is already in-flight and hasn't been completed or cancelled
if ([context isFetching]) {
@@ -55,12 +57,17 @@ BOOL ASDisplayShouldFetchBatchForContext(ASBatchContext *context,
contentLength = contentSize.width;
}
// target offset will always be 0 if the content size is smaller than the viewport
BOOL hasSmallContent = offset == 0.0 && contentLength < viewLength;
BOOL hasSmallContent = contentLength < viewLength;
if (hasSmallContent) {
return YES;
}
// If we are not visible, but we do have enough content to fill visible area,
// don't batch fetch.
if (visible == NO) {
return NO;
}
// If they are scrolling toward the head of content, don't batch fetch.
BOOL isScrollingTowardHead = (ASScrollDirectionContainsUp(scrollDirection) || ASScrollDirectionContainsLeft(scrollDirection));
if (isScrollingTowardHead) {

View File

@@ -30,26 +30,26 @@
- (void)testBatchNullState {
ASBatchContext *context = [[ASBatchContext alloc] init];
BOOL shouldFetch = ASDisplayShouldFetchBatchForContext(context, ASScrollDirectionDown, ASScrollDirectionVerticalDirections, CGRectZero, CGSizeZero, CGPointZero, 0.0);
BOOL shouldFetch = ASDisplayShouldFetchBatchForContext(context, ASScrollDirectionDown, ASScrollDirectionVerticalDirections, CGRectZero, CGSizeZero, CGPointZero, 0.0, YES);
XCTAssert(shouldFetch == NO, @"Should not fetch in the null state");
}
- (void)testBatchAlreadyFetching {
ASBatchContext *context = [[ASBatchContext alloc] init];
[context beginBatchFetching];
BOOL shouldFetch = ASDisplayShouldFetchBatchForContext(context, ASScrollDirectionDown, ASScrollDirectionVerticalDirections, PASSING_RECT, PASSING_SIZE, PASSING_POINT, 1.0);
BOOL shouldFetch = ASDisplayShouldFetchBatchForContext(context, ASScrollDirectionDown, ASScrollDirectionVerticalDirections, PASSING_RECT, PASSING_SIZE, PASSING_POINT, 1.0, YES);
XCTAssert(shouldFetch == NO, @"Should not fetch when context is already fetching");
}
- (void)testUnsupportedScrollDirections {
ASBatchContext *context = [[ASBatchContext alloc] init];
BOOL fetchRight = ASDisplayShouldFetchBatchForContext(context, ASScrollDirectionRight, ASScrollDirectionHorizontalDirections, PASSING_RECT, PASSING_SIZE, PASSING_POINT, 1.0);
BOOL fetchRight = ASDisplayShouldFetchBatchForContext(context, ASScrollDirectionRight, ASScrollDirectionHorizontalDirections, PASSING_RECT, PASSING_SIZE, PASSING_POINT, 1.0, YES);
XCTAssert(fetchRight == YES, @"Should fetch for scrolling right");
BOOL fetchDown = ASDisplayShouldFetchBatchForContext(context, ASScrollDirectionDown, ASScrollDirectionVerticalDirections, PASSING_RECT, PASSING_SIZE, PASSING_POINT, 1.0);
BOOL fetchDown = ASDisplayShouldFetchBatchForContext(context, ASScrollDirectionDown, ASScrollDirectionVerticalDirections, PASSING_RECT, PASSING_SIZE, PASSING_POINT, 1.0, YES);
XCTAssert(fetchDown == YES, @"Should fetch for scrolling down");
BOOL fetchUp = ASDisplayShouldFetchBatchForContext(context, ASScrollDirectionUp, ASScrollDirectionVerticalDirections, PASSING_RECT, PASSING_SIZE, PASSING_POINT, 1.0);
BOOL fetchUp = ASDisplayShouldFetchBatchForContext(context, ASScrollDirectionUp, ASScrollDirectionVerticalDirections, PASSING_RECT, PASSING_SIZE, PASSING_POINT, 1.0, YES);
XCTAssert(fetchUp == NO, @"Should not fetch for scrolling up");
BOOL fetchLeft = ASDisplayShouldFetchBatchForContext(context, ASScrollDirectionLeft, ASScrollDirectionHorizontalDirections, PASSING_RECT, PASSING_SIZE, PASSING_POINT, 1.0);
BOOL fetchLeft = ASDisplayShouldFetchBatchForContext(context, ASScrollDirectionLeft, ASScrollDirectionHorizontalDirections, PASSING_RECT, PASSING_SIZE, PASSING_POINT, 1.0, YES);
XCTAssert(fetchLeft == NO, @"Should not fetch for scrolling left");
}
@@ -57,7 +57,7 @@
CGFloat screen = 1.0;
ASBatchContext *context = [[ASBatchContext alloc] init];
// scroll to 1-screen top offset, height is 1 screen, so bottom is 1 screen away from end of content
BOOL shouldFetch = ASDisplayShouldFetchBatchForContext(context, ASScrollDirectionDown, ASScrollDirectionVerticalDirections, VERTICAL_RECT(screen), VERTICAL_SIZE(screen * 3.0), VERTICAL_OFFSET(screen * 1.0), 1.0);
BOOL shouldFetch = ASDisplayShouldFetchBatchForContext(context, ASScrollDirectionDown, ASScrollDirectionVerticalDirections, VERTICAL_RECT(screen), VERTICAL_SIZE(screen * 3.0), VERTICAL_OFFSET(screen * 1.0), 1.0, YES);
XCTAssert(shouldFetch == YES, @"Fetch should begin when vertically scrolling to exactly 1 leading screen away");
}
@@ -65,7 +65,7 @@
CGFloat screen = 1.0;
ASBatchContext *context = [[ASBatchContext alloc] init];
// 3 screens of content, scroll only 1/2 of one screen
BOOL shouldFetch = ASDisplayShouldFetchBatchForContext(context, ASScrollDirectionDown, ASScrollDirectionVerticalDirections, VERTICAL_RECT(screen), VERTICAL_SIZE(screen * 3.0), VERTICAL_OFFSET(screen * 0.5), 1.0);
BOOL shouldFetch = ASDisplayShouldFetchBatchForContext(context, ASScrollDirectionDown, ASScrollDirectionVerticalDirections, VERTICAL_RECT(screen), VERTICAL_SIZE(screen * 3.0), VERTICAL_OFFSET(screen * 0.5), 1.0, YES);
XCTAssert(shouldFetch == NO, @"Fetch should not begin when vertically scrolling less than the leading distance away");
}
@@ -73,7 +73,7 @@
CGFloat screen = 1.0;
ASBatchContext *context = [[ASBatchContext alloc] init];
// 3 screens of content, top offset to 3-screens, height 1 screen, so its 1 screen past the leading
BOOL shouldFetch = ASDisplayShouldFetchBatchForContext(context, ASScrollDirectionDown, ASScrollDirectionVerticalDirections, VERTICAL_RECT(screen), VERTICAL_SIZE(screen * 3.0), VERTICAL_OFFSET(screen * 3.0), 1.0);
BOOL shouldFetch = ASDisplayShouldFetchBatchForContext(context, ASScrollDirectionDown, ASScrollDirectionVerticalDirections, VERTICAL_RECT(screen), VERTICAL_SIZE(screen * 3.0), VERTICAL_OFFSET(screen * 3.0), 1.0, YES);
XCTAssert(shouldFetch == YES, @"Fetch should begin when vertically scrolling past the content size");
}
@@ -81,7 +81,7 @@
CGFloat screen = 1.0;
ASBatchContext *context = [[ASBatchContext alloc] init];
// scroll to 1-screen left offset, width is 1 screen, so right is 1 screen away from end of content
BOOL shouldFetch = ASDisplayShouldFetchBatchForContext(context, ASScrollDirectionRight, ASScrollDirectionVerticalDirections, HORIZONTAL_RECT(screen), HORIZONTAL_SIZE(screen * 3.0), HORIZONTAL_OFFSET(screen * 1.0), 1.0);
BOOL shouldFetch = ASDisplayShouldFetchBatchForContext(context, ASScrollDirectionRight, ASScrollDirectionVerticalDirections, HORIZONTAL_RECT(screen), HORIZONTAL_SIZE(screen * 3.0), HORIZONTAL_OFFSET(screen * 1.0), 1.0, YES);
XCTAssert(shouldFetch == YES, @"Fetch should begin when horizontally scrolling to exactly 1 leading screen away");
}
@@ -89,7 +89,7 @@
CGFloat screen = 1.0;
ASBatchContext *context = [[ASBatchContext alloc] init];
// 3 screens of content, scroll only 1/2 of one screen
BOOL shouldFetch = ASDisplayShouldFetchBatchForContext(context, ASScrollDirectionLeft, ASScrollDirectionHorizontalDirections, HORIZONTAL_RECT(screen), HORIZONTAL_SIZE(screen * 3.0), HORIZONTAL_OFFSET(screen * 0.5), 1.0);
BOOL shouldFetch = ASDisplayShouldFetchBatchForContext(context, ASScrollDirectionLeft, ASScrollDirectionHorizontalDirections, HORIZONTAL_RECT(screen), HORIZONTAL_SIZE(screen * 3.0), HORIZONTAL_OFFSET(screen * 0.5), 1.0, YES);
XCTAssert(shouldFetch == NO, @"Fetch should not begin when horizontally scrolling less than the leading distance away");
}
@@ -97,7 +97,7 @@
CGFloat screen = 1.0;
ASBatchContext *context = [[ASBatchContext alloc] init];
// 3 screens of content, left offset to 3-screens, width 1 screen, so its 1 screen past the leading
BOOL shouldFetch = ASDisplayShouldFetchBatchForContext(context, ASScrollDirectionDown, ASScrollDirectionHorizontalDirections, HORIZONTAL_RECT(screen), HORIZONTAL_SIZE(screen * 3.0), HORIZONTAL_OFFSET(screen * 3.0), 1.0);
BOOL shouldFetch = ASDisplayShouldFetchBatchForContext(context, ASScrollDirectionDown, ASScrollDirectionHorizontalDirections, HORIZONTAL_RECT(screen), HORIZONTAL_SIZE(screen * 3.0), HORIZONTAL_OFFSET(screen * 3.0), 1.0, YES);
XCTAssert(shouldFetch == YES, @"Fetch should begin when vertically scrolling past the content size");
}
@@ -105,7 +105,7 @@
CGFloat screen = 1.0;
ASBatchContext *context = [[ASBatchContext alloc] init];
// when the content size is < screen size, the target offset will always be 0
BOOL shouldFetch = ASDisplayShouldFetchBatchForContext(context, ASScrollDirectionDown, ASScrollDirectionVerticalDirections, VERTICAL_RECT(screen), VERTICAL_SIZE(screen * 0.5), VERTICAL_OFFSET(0.0), 1.0);
BOOL shouldFetch = ASDisplayShouldFetchBatchForContext(context, ASScrollDirectionDown, ASScrollDirectionVerticalDirections, VERTICAL_RECT(screen), VERTICAL_SIZE(screen * 0.5), VERTICAL_OFFSET(0.0), 1.0, YES);
XCTAssert(shouldFetch == YES, @"Fetch should begin when the target is 0 and the content size is smaller than the scree");
}
@@ -113,7 +113,7 @@
CGFloat screen = 1.0;
ASBatchContext *context = [[ASBatchContext alloc] init];
// when the content size is < screen size, the target offset will always be 0
BOOL shouldFetch = ASDisplayShouldFetchBatchForContext(context, ASScrollDirectionRight, ASScrollDirectionHorizontalDirections, HORIZONTAL_RECT(screen), HORIZONTAL_SIZE(screen * 0.5), HORIZONTAL_OFFSET(0.0), 1.0);
BOOL shouldFetch = ASDisplayShouldFetchBatchForContext(context, ASScrollDirectionRight, ASScrollDirectionHorizontalDirections, HORIZONTAL_RECT(screen), HORIZONTAL_SIZE(screen * 0.5), HORIZONTAL_OFFSET(0.0), 1.0, YES);
XCTAssert(shouldFetch == YES, @"Fetch should begin when the target is 0 and the content size is smaller than the scree");
}