// // ASBatchFetching.m // Texture // // 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 /ASDK-Licenses directory of this source tree. An additional // grant of patent rights can be found in the PATENTS file in the same directory. // // Modifications to this file made after 4/13/2017 are: Copyright (c) 2017-present, // Pinterest, Inc. Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // #import #import #import BOOL ASDisplayShouldFetchBatchForScrollView(UIScrollView *scrollView, ASScrollDirection scrollDirection, ASScrollDirection scrollableDirections, CGPoint contentOffset, CGPoint velocity) { // Don't fetch if the scroll view does not allow if (![scrollView canBatchFetch]) { return NO; } // Check if we should batch fetch ASBatchContext *context = scrollView.batchContext; CGRect bounds = scrollView.bounds; CGSize contentSize = scrollView.contentSize; CGFloat leadingScreens = scrollView.leadingScreensForBatching; id delegate = scrollView.batchFetchingDelegate; BOOL visible = (scrollView.window != nil); return ASDisplayShouldFetchBatchForContext(context, scrollDirection, scrollableDirections, bounds, contentSize, contentOffset, leadingScreens, visible, velocity, delegate); } BOOL ASDisplayShouldFetchBatchForContext(ASBatchContext *context, ASScrollDirection scrollDirection, ASScrollDirection scrollableDirections, CGRect bounds, CGSize contentSize, CGPoint targetOffset, CGFloat leadingScreens, BOOL visible, CGPoint velocity, id delegate) { // Do not allow fetching if a batch is already in-flight and hasn't been completed or cancelled if ([context isFetching]) { return NO; } // No fetching for null states if (leadingScreens <= 0.0 || CGRectIsEmpty(bounds)) { return NO; } CGFloat viewLength, offset, contentLength, velocityLength; if (ASScrollDirectionContainsVerticalDirection(scrollableDirections)) { viewLength = bounds.size.height; offset = targetOffset.y; contentLength = contentSize.height; velocityLength = velocity.y; } else { // horizontal / right viewLength = bounds.size.width; offset = targetOffset.x; contentLength = contentSize.width; velocityLength = velocity.x; } 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) { return NO; } CGFloat triggerDistance = viewLength * leadingScreens; CGFloat remainingDistance = contentLength - viewLength - offset; BOOL result = remainingDistance <= triggerDistance; if (delegate != nil && velocityLength > 0.0) { // Don't need to get absolute value of remaining time // because both remainingDistance and velocityLength are positive when scrolling toward tail NSTimeInterval remainingTime = remainingDistance / (velocityLength * 1000); result = [delegate shouldFetchBatchWithRemainingTime:remainingTime hint:result]; } return result; }