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* [License] Simplify the Texture license to be pure Apache 2 (removing ASDK-Licenses) With permission of the Facebook Open Source team, we are simplifying the Texture license so that clients can rely on the Apache 2 terms that most of Texture is already covered by. This means that code originally forked from AsyncDisplayKit will be re-licensed from "BSD 3-clause + PATENTS v2" to Apache 2 without a PATENTS file. After getting confirmation that the updates to these core files look good, we'll propagate this new license header to all files (in this same PR) and get sign-off from all parties before landing. * [License] Update all Texture source files to be pure Apache 2. * Changelog entry for Apache 2 license update. * Revert "[License] Update all Texture source files to be pure Apache 2." This reverts commit ffa0fbbba9717d871dd16c4b07539f2f8208fc2b. * [License] Update all Texture source files to be pure Apache 2, maintaining copyrights. * [License] Update CONTRIBUTING, README, Podspec & Dangerfile.
100 lines
3.8 KiB
Objective-C
100 lines
3.8 KiB
Objective-C
//
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// ASBatchFetching.m
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// Texture
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//
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// Copyright (c) Facebook, Inc. and its affiliates. All rights reserved.
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// Changes after 4/13/2017 are: Copyright (c) Pinterest, Inc. All rights reserved.
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// Licensed under Apache 2.0: http://www.apache.org/licenses/LICENSE-2.0
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//
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#import <AsyncDisplayKit/ASBatchFetching.h>
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#import <AsyncDisplayKit/ASBatchContext.h>
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#import <AsyncDisplayKit/ASBatchFetchingDelegate.h>
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BOOL ASDisplayShouldFetchBatchForScrollView(UIScrollView<ASBatchFetchingScrollView> *scrollView,
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ASScrollDirection scrollDirection,
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ASScrollDirection scrollableDirections,
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CGPoint contentOffset,
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CGPoint velocity)
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{
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// Don't fetch if the scroll view does not allow
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if (![scrollView canBatchFetch]) {
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return NO;
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}
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// Check if we should batch fetch
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ASBatchContext *context = scrollView.batchContext;
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CGRect bounds = scrollView.bounds;
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CGSize contentSize = scrollView.contentSize;
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CGFloat leadingScreens = scrollView.leadingScreensForBatching;
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id<ASBatchFetchingDelegate> delegate = scrollView.batchFetchingDelegate;
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BOOL visible = (scrollView.window != nil);
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return ASDisplayShouldFetchBatchForContext(context, scrollDirection, scrollableDirections, bounds, contentSize, contentOffset, leadingScreens, visible, velocity, delegate);
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}
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BOOL ASDisplayShouldFetchBatchForContext(ASBatchContext *context,
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ASScrollDirection scrollDirection,
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ASScrollDirection scrollableDirections,
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CGRect bounds,
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CGSize contentSize,
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CGPoint targetOffset,
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CGFloat leadingScreens,
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BOOL visible,
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CGPoint velocity,
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id<ASBatchFetchingDelegate> delegate)
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{
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// Do not allow fetching if a batch is already in-flight and hasn't been completed or cancelled
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if ([context isFetching]) {
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return NO;
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}
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// No fetching for null states
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if (leadingScreens <= 0.0 || CGRectIsEmpty(bounds)) {
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return NO;
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}
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CGFloat viewLength, offset, contentLength, velocityLength;
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if (ASScrollDirectionContainsVerticalDirection(scrollableDirections)) {
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viewLength = bounds.size.height;
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offset = targetOffset.y;
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contentLength = contentSize.height;
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velocityLength = velocity.y;
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} else { // horizontal / right
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viewLength = bounds.size.width;
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offset = targetOffset.x;
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contentLength = contentSize.width;
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velocityLength = velocity.x;
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}
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BOOL hasSmallContent = contentLength < viewLength;
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if (hasSmallContent) {
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return YES;
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}
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// If we are not visible, but we do have enough content to fill visible area,
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// don't batch fetch.
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if (visible == NO) {
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return NO;
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}
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// If they are scrolling toward the head of content, don't batch fetch.
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BOOL isScrollingTowardHead = (ASScrollDirectionContainsUp(scrollDirection) || ASScrollDirectionContainsLeft(scrollDirection));
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if (isScrollingTowardHead) {
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return NO;
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}
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CGFloat triggerDistance = viewLength * leadingScreens;
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CGFloat remainingDistance = contentLength - viewLength - offset;
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BOOL result = remainingDistance <= triggerDistance;
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if (delegate != nil && velocityLength > 0.0) {
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// Don't need to get absolute value of remaining time
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// because both remainingDistance and velocityLength are positive when scrolling toward tail
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NSTimeInterval remainingTime = remainingDistance / (velocityLength * 1000);
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result = [delegate shouldFetchBatchWithRemainingTime:remainingTime hint:result];
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}
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return result;
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}
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