/* Copyright (c) 2014-present, Facebook, Inc. * All rights reserved. * * This source code is licensed under the BSD-style license found in the * LICENSE file in the root directory of this source tree. An additional grant * of patent rights can be found in the PATENTS file in the same directory. */ #import "_ASDisplayView.h" #import #import "_ASCoreAnimationExtras.h" #import "_ASAsyncTransactionContainer.h" #import "ASAssert.h" #import "ASDisplayNodeExtras.h" #import "ASDisplayNodeInternal.h" #import "ASDisplayNode+FrameworkPrivate.h" #import "ASDisplayNode+Subclasses.h" @interface _ASDisplayView () @property (nonatomic, assign, readwrite) ASDisplayNode *asyncdisplaykit_node; // Keep the node alive while its view is active. If you create a view, add its layer to a layer hierarchy, then release // the view, the layer retains the view to prevent a crash. This replicates this behaviour for the node abstraction. @property (nonatomic, strong, readwrite) ASDisplayNode *keepalive_node; @end @implementation _ASDisplayView { __unsafe_unretained ASDisplayNode *_node; // Though UIView has a .node property added via category, since we can add an ivar to a subclass, use that for performance. BOOL _inHitTest; BOOL _inPointInside; } @synthesize asyncdisplaykit_node = _node; + (Class)layerClass { return [_ASDisplayLayer class]; } #pragma mark - NSObject Overrides - (id)init { return [self initWithFrame:CGRectZero]; } - (NSString *)description { // The standard UIView description is useless for debugging because all ASDisplayNode subclasses have _ASDisplayView-type views. // This allows us to at least see the name of the node subclass and get its pointer directly from [[UIWindow keyWindow] recursiveDescription]. return [NSString stringWithFormat:@"<%@, view = %@>", _node, [super description]]; } #pragma mark - UIView Overrides - (id)initWithFrame:(CGRect)frame { if (!(self = [super initWithFrame:frame])) return nil; return self; } - (void)willMoveToWindow:(UIWindow *)newWindow { BOOL visible = (newWindow != nil); if (visible && !_node.inHierarchy) { [_node __enterHierarchy]; } } - (void)didMoveToWindow { BOOL visible = (self.window != nil); if (!visible && _node.inHierarchy) { [_node __exitHierarchy]; } } - (void)willMoveToSuperview:(UIView *)newSuperview { // Keep the node alive while the view is in a view hierarchy. This helps ensure that async-drawing views can always // display their contents as long as they are visible somewhere, and aids in lifecycle management because the // lifecycle of the node can be treated as the same as the lifecycle of the view (let the view hierarchy own the // view). UIView *currentSuperview = self.superview; if (!currentSuperview && newSuperview) { self.keepalive_node = _node; } else if (currentSuperview && !newSuperview) { // Clearing keepalive_node may cause deallocation of the node. In this case, __exitHierarchy may not have an opportunity (e.g. _node will be cleared // by the time -didMoveToWindow occurs after this) to clear the Visible interfaceState, which we need to do before deallocation to meet an API guarantee. if (_node.inHierarchy) { [_node __exitHierarchy]; } self.keepalive_node = nil; } if (newSuperview) { ASDisplayNode *supernode = _node.supernode; BOOL supernodeLoaded = supernode.nodeLoaded; ASDisplayNodeAssert(!supernode.isLayerBacked, @"Shouldn't be possible for _ASDisplayView's supernode to be layer-backed."); BOOL needsSupernodeUpdate = NO; if (supernode) { if (supernodeLoaded) { if (supernode.layerBacked) { // See comment in -didMoveToSuperview. This case should be avoided, but is possible with app-level coding errors. needsSupernodeUpdate = (supernode.layer != newSuperview.layer); } else { // If we have a supernode, compensate for users directly messing with views by hitching up to any new supernode. needsSupernodeUpdate = (supernode.view != newSuperview); } } else { needsSupernodeUpdate = YES; } } else { // If we have no supernode and we are now in a view hierarchy, check to see if we can hook up to a supernode. needsSupernodeUpdate = (newSuperview != nil); } if (needsSupernodeUpdate) { // -removeFromSupernode is called by -addSubnode:, if it is needed. [newSuperview.asyncdisplaykit_node addSubnode:_node]; } } } - (void)didMoveToSuperview { ASDisplayNode *supernode = _node.supernode; ASDisplayNodeAssert(!supernode.isLayerBacked, @"Shouldn't be possible for superview's node to be layer-backed."); if (supernode) { ASDisplayNodeAssertTrue(_node.nodeLoaded); UIView *superview = self.superview; BOOL supernodeLoaded = supernode.nodeLoaded; BOOL needsSupernodeRemoval = NO; if (superview) { // If our new superview is not the same as the supernode's view, or the supernode has no view, disconnect. if (supernodeLoaded) { if (supernode.layerBacked) { // As asserted at the top, this shouldn't be possible, but in production with assertions disabled it can happen. // We try to make such code behave as well as feasible because it's not that hard of an error to make if some deep // child node of a layer-backed node happens to be view-backed, but it is not supported and should be avoided. needsSupernodeRemoval = (supernode.layer != superview.layer); } else { needsSupernodeRemoval = (supernode.view != superview); } } else { needsSupernodeRemoval = YES; } } else { // If supernode is loaded but our superview is nil, the user likely manually removed us, so disconnect supernode. // The unlikely alternative: we are in __unloadNode, with shouldRasterizeSubnodes just having been turned on. // In the latter case, we don't want to disassemble the node hierarchy because all views are intentionally being destroyed. BOOL nodeIsRasterized = ((_node.hierarchyState & ASHierarchyStateRasterized) == ASHierarchyStateRasterized); needsSupernodeRemoval = (supernodeLoaded && !nodeIsRasterized); } if (needsSupernodeRemoval) { // The node will only disconnect from its supernode, not removeFromSuperview, in this condition. [_node removeFromSupernode]; } } } - (void)setNeedsDisplay { // Standard implementation does not actually get to the layer, at least for views that don't implement drawRect:. if (ASDisplayNodeThreadIsMain()) { [self.layer setNeedsDisplay]; } else { dispatch_async(dispatch_get_main_queue(), ^ { [self.layer setNeedsDisplay]; }); } } - (void)setNeedsLayout { if (ASDisplayNodeThreadIsMain()) { [super setNeedsLayout]; } else { dispatch_async(dispatch_get_main_queue(), ^ { [super setNeedsLayout]; }); } } - (UIViewContentMode)contentMode { return ASDisplayNodeUIContentModeFromCAContentsGravity(self.layer.contentsGravity); } - (void)setContentMode:(UIViewContentMode)contentMode { ASDisplayNodeAssert(contentMode != UIViewContentModeRedraw, @"Don't do this. Use needsDisplayOnBoundsChange instead."); // Do our own mapping so as not to call super and muck up needsDisplayOnBoundsChange. If we're in a production build, fall back to resize if we see redraw self.layer.contentsGravity = (contentMode != UIViewContentModeRedraw) ? ASDisplayNodeCAContentsGravityFromUIContentMode(contentMode) : kCAGravityResize; } - (void)setBounds:(CGRect)bounds { [super setBounds:bounds]; _node.threadSafeBounds = bounds; } #pragma mark - Event Handling + UIResponder Overrides - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { if (_node.methodOverrides & ASDisplayNodeMethodOverrideTouchesBegan) { [_node touchesBegan:touches withEvent:event]; } else { [super touchesBegan:touches withEvent:event]; } } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { if (_node.methodOverrides & ASDisplayNodeMethodOverrideTouchesMoved) { [_node touchesMoved:touches withEvent:event]; } else { [super touchesMoved:touches withEvent:event]; } } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { if (_node.methodOverrides & ASDisplayNodeMethodOverrideTouchesEnded) { [_node touchesEnded:touches withEvent:event]; } else { [super touchesEnded:touches withEvent:event]; } } - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { if (_node.methodOverrides & ASDisplayNodeMethodOverrideTouchesCancelled) { [_node touchesCancelled:touches withEvent:event]; } else { [super touchesCancelled:touches withEvent:event]; } } - (void)__forwardTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesBegan:touches withEvent:event]; } - (void)__forwardTouchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesMoved:touches withEvent:event]; } - (void)__forwardTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesEnded:touches withEvent:event]; } - (void)__forwardTouchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesCancelled:touches withEvent:event]; } - (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event { // REVIEW: We should optimize these types of messages by setting a boolean in the associated ASDisplayNode subclass if // they actually override the method. Same goes for -pointInside:withEvent: below. Many UIKit classes use that // pattern for meaningful reductions of message send overhead in hot code (especially event handling). // Set boolean so this method can be re-entrant. If the node subclass wants to default to / make use of UIView // hitTest:, it will call it on the view, which is _ASDisplayView. After calling into the node, any additional calls // should use the UIView implementation of hitTest: if (!_inHitTest) { _inHitTest = YES; UIView *hitView = [_node hitTest:point withEvent:event]; _inHitTest = NO; return hitView; } else { return [super hitTest:point withEvent:event]; } } - (BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event { // See comments in -hitTest:withEvent: for the strategy here. if (!_inPointInside) { _inPointInside = YES; BOOL result = [_node pointInside:point withEvent:event]; _inPointInside = NO; return result; } else { return [super pointInside:point withEvent:event]; } } #if __IPHONE_OS_VERSION_MAX_ALLOWED >= __IPHONE_6_0 - (BOOL)gestureRecognizerShouldBegin:(UIGestureRecognizer *)gestureRecognizer { return [_node gestureRecognizerShouldBegin:gestureRecognizer]; } #endif - (void)asyncdisplaykit_asyncTransactionContainerStateDidChange { [_node asyncdisplaykit_asyncTransactionContainerStateDidChange]; } - (void)tintColorDidChange { [super tintColorDidChange]; [_node tintColorDidChange]; } - (BOOL)canBecomeFirstResponder { return [_node canBecomeFirstResponder]; } - (BOOL)canResignFirstResponder { return [_node canResignFirstResponder]; } - (BOOL)canPerformAction:(SEL)action withSender:(id)sender { // We forward responder-chain actions to our node if we can't handle them ourselves. See -targetForAction:withSender:. return ([super canPerformAction:action withSender:sender] || [_node respondsToSelector:action]); } - (id)forwardingTargetForSelector:(SEL)aSelector { // Ideally, we would implement -targetForAction:withSender: and simply return the node where we don't respond personally. // Unfortunately UIResponder's default implementation of -targetForAction:withSender: doesn't follow its own documentation. It doesn't call -targetForAction:withSender: up the responder chain when -canPerformAction:withSender: fails, but instead merely calls -canPerformAction:withSender: on itself and then up the chain. rdar://20111500. // Consequently, to forward responder-chain actions to our node, we override -canPerformAction:withSender: (used by the chain) to indicate support for responder chain-driven actions that our node supports, and then provide the node as a forwarding target here. return _node; } #if TARGET_OS_TV #pragma mark - tvOS - (BOOL)canBecomeFocused { return [_node canBecomeFocused]; } - (void)didUpdateFocusInContext:(UIFocusUpdateContext *)context withAnimationCoordinator:(UIFocusAnimationCoordinator *)coordinator { return [_node didUpdateFocusInContext:context withAnimationCoordinator:coordinator]; } - (void)setNeedsFocusUpdate { return [_node setNeedsFocusUpdate]; } - (void)updateFocusIfNeeded { return [_node updateFocusIfNeeded]; } - (BOOL)shouldUpdateFocusInContext:(UIFocusUpdateContext *)context { return [_node shouldUpdateFocusInContext:context]; } - (UIView *)preferredFocusedView { return [_node preferredFocusedView]; } #endif @end