Swiftgram/submodules/AsyncDisplayKit/Source/ASDisplayNodeExtras.mm
2020-02-27 00:02:03 +04:00

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//
// ASDisplayNodeExtras.mm
// Texture
//
// Copyright (c) Facebook, Inc. and its affiliates. All rights reserved.
// Changes after 4/13/2017 are: Copyright (c) Pinterest, Inc. All rights reserved.
// Licensed under Apache 2.0: http://www.apache.org/licenses/LICENSE-2.0
//
#import <AsyncDisplayKit/ASDisplayNodeExtras.h>
#import "ASDisplayNodeInternal.h"
#import <AsyncDisplayKit/ASDisplayNode+FrameworkPrivate.h>
#import <AsyncDisplayKit/ASDisplayNode+Ancestry.h>
#import <AsyncDisplayKit/ASDisplayNode.h>
#import <queue>
#import <AsyncDisplayKit/ASRunLoopQueue.h>
void ASPerformMainThreadDeallocation(id _Nullable __strong * _Nonnull objectPtr) {
/**
* UIKit components must be deallocated on the main thread. We use this shared
* run loop queue to gradually deallocate them across many turns of the main run loop.
*/
static ASRunLoopQueue *queue;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
queue = [[ASRunLoopQueue alloc] initWithRunLoop:CFRunLoopGetMain() retainObjects:YES handler:nil];
queue.batchSize = 10;
});
if (objectPtr != NULL && *objectPtr != nil) {
// TODO: If ASRunLoopQueue supported an "unsafe_unretained" mode, we could
// transfer the caller's +1 into it and save the retain/release pair.
// Lock queue while enqueuing and releasing, so that there's no risk
// that the queue will release before we get a chance to release.
[queue lock];
[queue enqueue:*objectPtr]; // Retain, +1
*objectPtr = nil; // Release, +0
[queue unlock]; // (After queue drains), release, -1
}
}
void _ASSetDebugNames(Class _Nonnull owningClass, NSString * _Nonnull names, ASDisplayNode * _Nullable object, ...)
{
NSString *owningClassName = NSStringFromClass(owningClass);
NSArray *nameArray = [names componentsSeparatedByString:@", "];
va_list args;
va_start(args, object);
NSInteger i = 0;
for (ASDisplayNode *node = object; node != nil; node = va_arg(args, id), i++) {
NSMutableString *symbolName = [nameArray[i] mutableCopy];
// Remove any `self.` or `_` prefix
[symbolName replaceOccurrencesOfString:@"self." withString:@"" options:NSAnchoredSearch range:NSMakeRange(0, symbolName.length)];
[symbolName replaceOccurrencesOfString:@"_" withString:@"" options:NSAnchoredSearch range:NSMakeRange(0, symbolName.length)];
node.debugName = [NSString stringWithFormat:@"%@.%@", owningClassName, symbolName];
}
ASDisplayNodeCAssert(nameArray.count == i, @"Malformed call to ASSetDebugNames: %@", names);
va_end(args);
}
ASInterfaceState ASInterfaceStateForDisplayNode(ASDisplayNode *displayNode, UIWindow *window)
{
ASDisplayNodeCAssert(![displayNode isLayerBacked], @"displayNode must not be layer backed as it may have a nil window");
if (displayNode && [displayNode supportsRangeManagedInterfaceState]) {
// Directly clear the visible bit if we are not in a window. This means that the interface state is,
// if not already, about to be set to invisible as it is not possible for an element to be visible
// while outside of a window.
ASInterfaceState interfaceState = displayNode.pendingInterfaceState;
return (window == nil ? (interfaceState &= (~ASInterfaceStateVisible)) : interfaceState);
} else {
// For not range managed nodes we might be on our own to try to guess if we're visible.
return (window == nil ? ASInterfaceStateNone : (ASInterfaceStateVisible | ASInterfaceStateDisplay));
}
}
ASDisplayNode *ASLayerToDisplayNode(CALayer *layer)
{
return layer.asyncdisplaykit_node;
}
ASDisplayNode *ASViewToDisplayNode(UIView *view)
{
return view.asyncdisplaykit_node;
}
void ASDisplayNodePerformBlockOnEveryNode(CALayer * _Nullable layer, ASDisplayNode * _Nullable node, BOOL traverseSublayers, void(^block)(ASDisplayNode *node))
{
if (!node) {
ASDisplayNodeCAssertNotNil(layer, @"Cannot recursively perform with nil node and nil layer");
ASDisplayNodeCAssertMainThread();
node = ASLayerToDisplayNode(layer);
}
if (node) {
block(node);
}
if (traverseSublayers && !layer && [node isNodeLoaded] && ASDisplayNodeThreadIsMain()) {
layer = node.layer;
}
if (traverseSublayers && layer && node.rasterizesSubtree == NO) {
/// NOTE: The docs say `sublayers` returns a copy, but it does not.
/// See: http://stackoverflow.com/questions/14854480/collection-calayerarray-0x1ed8faa0-was-mutated-while-being-enumerated
for (CALayer *sublayer in [[layer sublayers] copy]) {
ASDisplayNodePerformBlockOnEveryNode(sublayer, nil, traverseSublayers, block);
}
} else if (node) {
for (ASDisplayNode *subnode in [node subnodes]) {
ASDisplayNodePerformBlockOnEveryNode(nil, subnode, traverseSublayers, block);
}
}
}
void ASDisplayNodePerformBlockOnEveryNodeBFS(ASDisplayNode *node, void(^block)(ASDisplayNode *node))
{
// Queue used to keep track of subnodes while traversing this layout in a BFS fashion.
std::queue<ASDisplayNode *> queue;
queue.push(node);
while (!queue.empty()) {
node = queue.front();
queue.pop();
block(node);
// Add all subnodes to process in next step
for (ASDisplayNode *subnode in node.subnodes) {
queue.push(subnode);
}
}
}
void ASDisplayNodePerformBlockOnEverySubnode(ASDisplayNode *node, BOOL traverseSublayers, void(^block)(ASDisplayNode *node))
{
for (ASDisplayNode *subnode in node.subnodes) {
ASDisplayNodePerformBlockOnEveryNode(nil, subnode, YES, block);
}
}
ASDisplayNode *ASDisplayNodeFindFirstSupernode(ASDisplayNode *node, BOOL (^block)(ASDisplayNode *node))
{
// This function has historically started with `self` but the name suggests
// that it wouldn't. Perhaps we should change the behavior.
for (ASDisplayNode *ancestor in node.supernodesIncludingSelf) {
if (block(ancestor)) {
return ancestor;
}
}
return nil;
}
__kindof ASDisplayNode *ASDisplayNodeFindFirstSupernodeOfClass(ASDisplayNode *start, Class c)
{
// This function has historically started with `self` but the name suggests
// that it wouldn't. Perhaps we should change the behavior.
return [start supernodeOfClass:c includingSelf:YES];
}
static void _ASCollectDisplayNodes(NSMutableArray *array, CALayer *layer)
{
ASDisplayNode *node = ASLayerToDisplayNode(layer);
if (nil != node) {
[array addObject:node];
}
for (CALayer *sublayer in layer.sublayers)
_ASCollectDisplayNodes(array, sublayer);
}
NSArray<ASDisplayNode *> *ASCollectDisplayNodes(ASDisplayNode *node)
{
NSMutableArray *list = [[NSMutableArray alloc] init];
for (CALayer *sublayer in node.layer.sublayers) {
_ASCollectDisplayNodes(list, sublayer);
}
return list;
}
#pragma mark - Find all subnodes
static void _ASDisplayNodeFindAllSubnodes(NSMutableArray *array, ASDisplayNode *node, BOOL (^block)(ASDisplayNode *node))
{
if (!node)
return;
for (ASDisplayNode *subnode in node.subnodes) {
if (block(subnode)) {
[array addObject:subnode];
}
_ASDisplayNodeFindAllSubnodes(array, subnode, block);
}
}
NSArray<ASDisplayNode *> *ASDisplayNodeFindAllSubnodes(ASDisplayNode *start, BOOL (^block)(ASDisplayNode *node))
{
NSMutableArray *list = [[NSMutableArray alloc] init];
_ASDisplayNodeFindAllSubnodes(list, start, block);
return list;
}
NSArray<__kindof ASDisplayNode *> *ASDisplayNodeFindAllSubnodesOfClass(ASDisplayNode *start, Class c)
{
return ASDisplayNodeFindAllSubnodes(start, ^(ASDisplayNode *n) {
return [n isKindOfClass:c];
});
}
#pragma mark - Find first subnode
static ASDisplayNode *_ASDisplayNodeFindFirstNode(ASDisplayNode *startNode, BOOL includeStartNode, BOOL (^block)(ASDisplayNode *node))
{
for (ASDisplayNode *subnode in startNode.subnodes) {
ASDisplayNode *foundNode = _ASDisplayNodeFindFirstNode(subnode, YES, block);
if (foundNode) {
return foundNode;
}
}
if (includeStartNode && block(startNode))
return startNode;
return nil;
}
__kindof ASDisplayNode *ASDisplayNodeFindFirstNode(ASDisplayNode *startNode, BOOL (^block)(ASDisplayNode *node))
{
return _ASDisplayNodeFindFirstNode(startNode, YES, block);
}
__kindof ASDisplayNode *ASDisplayNodeFindFirstSubnode(ASDisplayNode *startNode, BOOL (^block)(ASDisplayNode *node))
{
return _ASDisplayNodeFindFirstNode(startNode, NO, block);
}
__kindof ASDisplayNode *ASDisplayNodeFindFirstSubnodeOfClass(ASDisplayNode *start, Class c)
{
return ASDisplayNodeFindFirstSubnode(start, ^(ASDisplayNode *n) {
return [n isKindOfClass:c];
});
}
static inline BOOL _ASDisplayNodeIsAncestorOfDisplayNode(ASDisplayNode *possibleAncestor, ASDisplayNode *possibleDescendant)
{
ASDisplayNode *supernode = possibleDescendant;
while (supernode) {
if (supernode == possibleAncestor) {
return YES;
}
supernode = supernode.supernode;
}
return NO;
}
UIWindow * _Nullable ASFindWindowOfLayer(CALayer *layer)
{
UIView *view = ASFindClosestViewOfLayer(layer);
if (UIWindow *window = ASDynamicCast(view, UIWindow)) {
return window;
} else {
return view.window;
}
}
UIView * _Nullable ASFindClosestViewOfLayer(CALayer *layer)
{
while (layer != nil) {
if (UIView *view = ASDynamicCast(layer.delegate, UIView)) {
return view;
}
layer = layer.superlayer;
}
return nil;
}
ASDisplayNode *ASDisplayNodeFindClosestCommonAncestor(ASDisplayNode *node1, ASDisplayNode *node2)
{
ASDisplayNode *possibleAncestor = node1;
while (possibleAncestor) {
if (_ASDisplayNodeIsAncestorOfDisplayNode(possibleAncestor, node2)) {
break;
}
possibleAncestor = possibleAncestor.supernode;
}
ASDisplayNodeCAssertNotNil(possibleAncestor, @"Could not find a common ancestor between node1: %@ and node2: %@", node1, node2);
return possibleAncestor;
}
ASDisplayNode *ASDisplayNodeUltimateParentOfNode(ASDisplayNode *node)
{
// node <- supernode on each loop
// previous <- node on each loop where node is not nil
// previous is the final non-nil value of supernode, i.e. the root node
ASDisplayNode *previousNode = node;
while ((node = [node supernode])) {
previousNode = node;
}
return previousNode;
}
#pragma mark - Placeholders
UIColor *ASDisplayNodeDefaultPlaceholderColor()
{
static UIColor *defaultPlaceholderColor;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
defaultPlaceholderColor = [UIColor colorWithWhite:0.95 alpha:1.0];
});
return defaultPlaceholderColor;
}
UIColor *ASDisplayNodeDefaultTintColor()
{
static UIColor *defaultTintColor;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
defaultTintColor = [UIColor colorWithRed:0.0 green:0.478 blue:1.0 alpha:1.0];
});
return defaultTintColor;
}
#pragma mark - Hierarchy Notifications
void ASDisplayNodeDisableHierarchyNotifications(ASDisplayNode *node)
{
[node __incrementVisibilityNotificationsDisabled];
}
void ASDisplayNodeEnableHierarchyNotifications(ASDisplayNode *node)
{
[node __decrementVisibilityNotificationsDisabled];
}