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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.
92 lines
2.2 KiB
Plaintext
92 lines
2.2 KiB
Plaintext
//
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// ASNodeController+Beta.mm
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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/ASInternalHelpers.h>
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#import <AsyncDisplayKit/ASDisplayNodeInternal.h>
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#import <AsyncDisplayKit/ASDisplayNode+FrameworkPrivate.h>
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#import <AsyncDisplayKit/ASNodeController+Beta.h>
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#define _node (_shouldInvertStrongReference ? _weakNode : _strongNode)
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@implementation ASNodeController
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{
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ASDisplayNode *_strongNode;
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__weak ASDisplayNode *_weakNode;
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}
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- (void)loadNode
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{
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self.node = [[ASDisplayNode alloc] init];
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}
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- (ASDisplayNode *)node
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{
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if (_node == nil) {
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[self loadNode];
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}
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return _node;
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}
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- (void)setupReferencesWithNode:(ASDisplayNode *)node
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{
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if (_shouldInvertStrongReference) {
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// The node should own the controller; weak reference from controller to node.
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_weakNode = node;
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_strongNode = nil;
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} else {
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// The controller should own the node; weak reference from node to controller.
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_strongNode = node;
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_weakNode = nil;
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}
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[node __setNodeController:self];
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[node addInterfaceStateDelegate:self];
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}
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- (void)setNode:(ASDisplayNode *)node
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{
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[self setupReferencesWithNode:node];
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}
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- (void)setShouldInvertStrongReference:(BOOL)shouldInvertStrongReference
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{
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if (_shouldInvertStrongReference != shouldInvertStrongReference) {
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// Because the BOOL controls which ivar we access, get the node before toggling.
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ASDisplayNode *node = _node;
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_shouldInvertStrongReference = shouldInvertStrongReference;
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[self setupReferencesWithNode:node];
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}
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}
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// subclass overrides
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- (void)nodeDidLoad {}
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- (void)nodeDidLayout {}
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- (void)didEnterVisibleState {}
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- (void)didExitVisibleState {}
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- (void)didEnterDisplayState {}
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- (void)didExitDisplayState {}
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- (void)didEnterPreloadState {}
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- (void)didExitPreloadState {}
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- (void)interfaceStateDidChange:(ASInterfaceState)newState
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fromState:(ASInterfaceState)oldState {}
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@end
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@implementation ASDisplayNode (ASNodeController)
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- (ASNodeController *)nodeController {
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return _weakNodeController ?: _strongNodeController;
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}
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@end
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