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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.
52 lines
1.3 KiB
Objective-C
52 lines
1.3 KiB
Objective-C
//
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// OverviewDetailViewController.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 "OverviewDetailViewController.h"
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@interface OverviewDetailViewController ()
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@property (nonatomic, strong) ASDisplayNode *node;
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@end
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@implementation OverviewDetailViewController
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#pragma mark - Lifecycle
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- (instancetype)initWithNode:(ASDisplayNode *)node
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{
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self = [super initWithNibName:nil bundle:nil];
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if (self == nil) { return self; }
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_node = node;
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return self;
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}
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#pragma mark - UIViewController
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- (void)viewDidLoad
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{
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[super viewDidLoad];
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self.view.backgroundColor = [UIColor whiteColor];
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[self.view addSubnode:self.node];
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}
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- (void)viewDidLayoutSubviews
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{
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[super viewDidLayoutSubviews];
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// Center node frame
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CGRect bounds = self.view.bounds;
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CGSize nodeSize = [self.node layoutThatFits:ASSizeRangeMake(CGSizeZero, bounds.size)].size;
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self.node.frame = CGRectMake(CGRectGetMidX(bounds) - (nodeSize.width / 2.0),
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CGRectGetMidY(bounds) - (nodeSize.height / 2.0),
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nodeSize.width,
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nodeSize.height);
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}
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@end
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