Swiftgram/examples/Swift/Sample/ViewController.swift
appleguy 465abb1ded [License] Simplify the Texture license to be pure Apache 2 (removing ASDK-Licenses). (#1077)
* [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.
2018-08-28 07:39:18 -07:00

143 lines
4.4 KiB
Swift

//
// ViewController.swift
// 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 UIKit
import AsyncDisplayKit
final class ViewController: ASViewController<ASDisplayNode>, ASTableDataSource, ASTableDelegate {
struct State {
var itemCount: Int
var fetchingMore: Bool
static let empty = State(itemCount: 20, fetchingMore: false)
}
enum Action {
case beginBatchFetch
case endBatchFetch(resultCount: Int)
}
var tableNode: ASTableNode {
return node as! ASTableNode
}
fileprivate(set) var state: State = .empty
init() {
super.init(node: ASTableNode())
tableNode.delegate = self
tableNode.dataSource = self
}
required init?(coder aDecoder: NSCoder) {
fatalError("storyboards are incompatible with truth and beauty")
}
// MARK: ASTableNode data source and delegate.
func tableNode(_ tableNode: ASTableNode, nodeForRowAt indexPath: IndexPath) -> ASCellNode {
// Should read the row count directly from table view but
// https://github.com/facebook/AsyncDisplayKit/issues/1159
let rowCount = self.tableNode(tableNode, numberOfRowsInSection: 0)
if state.fetchingMore && indexPath.row == rowCount - 1 {
let node = TailLoadingCellNode()
node.style.height = ASDimensionMake(44.0)
return node;
}
let node = ASTextCellNode()
node.text = String(format: "[%ld.%ld] says hello!", indexPath.section, indexPath.row)
return node
}
func numberOfSections(in tableNode: ASTableNode) -> Int {
return 1
}
func tableNode(_ tableNode: ASTableNode, numberOfRowsInSection section: Int) -> Int {
var count = state.itemCount
if state.fetchingMore {
count += 1
}
return count
}
func tableNode(_ tableNode: ASTableNode, willBeginBatchFetchWith context: ASBatchContext) {
/// This call will come in on a background thread. Switch to main
/// to add our spinner, then fire off our fetch.
DispatchQueue.main.async {
let oldState = self.state
self.state = ViewController.handleAction(.beginBatchFetch, fromState: oldState)
self.renderDiff(oldState)
}
ViewController.fetchDataWithCompletion { resultCount in
let action = Action.endBatchFetch(resultCount: resultCount)
let oldState = self.state
self.state = ViewController.handleAction(action, fromState: oldState)
self.renderDiff(oldState)
context.completeBatchFetching(true)
}
}
fileprivate func renderDiff(_ oldState: State) {
self.tableNode.performBatchUpdates({
// Add or remove items
let rowCountChange = state.itemCount - oldState.itemCount
if rowCountChange > 0 {
let indexPaths = (oldState.itemCount..<state.itemCount).map { index in
IndexPath(row: index, section: 0)
}
tableNode.insertRows(at: indexPaths, with: .none)
} else if rowCountChange < 0 {
assertionFailure("Deleting rows is not implemented. YAGNI.")
}
// Add or remove spinner.
if state.fetchingMore != oldState.fetchingMore {
if state.fetchingMore {
// Add spinner.
let spinnerIndexPath = IndexPath(row: state.itemCount, section: 0)
tableNode.insertRows(at: [ spinnerIndexPath ], with: .none)
} else {
// Remove spinner.
let spinnerIndexPath = IndexPath(row: oldState.itemCount, section: 0)
tableNode.deleteRows(at: [ spinnerIndexPath ], with: .none)
}
}
}, completion:nil)
}
/// (Pretend) fetches some new items and calls the
/// completion handler on the main thread.
fileprivate static func fetchDataWithCompletion(_ completion: @escaping (Int) -> Void) {
let time = DispatchTime.now() + Double(Int64(TimeInterval(NSEC_PER_SEC) * 1.0)) / Double(NSEC_PER_SEC)
DispatchQueue.main.asyncAfter(deadline: time) {
let resultCount = Int(arc4random_uniform(20))
completion(resultCount)
}
}
fileprivate static func handleAction(_ action: Action, fromState state: State) -> State {
var state = state
switch action {
case .beginBatchFetch:
state.fetchingMore = true
case let .endBatchFetch(resultCount):
state.itemCount += resultCount
state.fetchingMore = false
}
return state
}
}