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Fabric: Changing signature of ComponentDescriptor::createState
Summary: This is pure syntactic change. Often we don't have a shared pointer to ShadowNodeFamily and only have just a reference. At the same time, `ComponentDescriptor::createState` does not have to accept a shared pointer. So, it's better to accept just a reference. Changelog: [Internal] Fabric-specific internal change. Reviewed By: sammy-SC Differential Revision: D20578787 fbshipit-source-id: 905277001e096d41e75007575b59ea2ea15fbf4b
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Facebook GitHub Bot
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@@ -116,7 +116,7 @@ class ComponentDescriptor {
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* State's data.
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*/
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virtual State::Shared createState(
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ShadowNodeFamily::Shared const &family,
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ShadowNodeFamily const &family,
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const StateData::Shared &data) const = 0;
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/*
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@@ -133,7 +133,7 @@ class ConcreteComponentDescriptor : public ComponentDescriptor {
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}
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virtual State::Shared createState(
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ShadowNodeFamily::Shared const &family,
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ShadowNodeFamily const &family,
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StateData::Shared const &data) const override {
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if (std::is_same<ConcreteStateData, StateData>::value) {
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// Default case: Returning `null` for nodes that don't use `State`.
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@@ -144,7 +144,7 @@ class ConcreteComponentDescriptor : public ComponentDescriptor {
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return std::make_shared<ConcreteState const>(
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std::static_pointer_cast<ConcreteStateData const>(data),
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*family->getMostRecentState());
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*family.getMostRecentState());
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}
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virtual ShadowNodeFamily::Shared createFamily(
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@@ -234,7 +234,7 @@ void UIManager::updateState(StateUpdate const &stateUpdate) const {
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auto newData =
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callback(oldShadowNode.getState()->getDataPointer());
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auto newState =
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componentDescriptor.createState(family, newData);
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componentDescriptor.createState(*family, newData);
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return oldShadowNode.clone({
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/* .props = */ ShadowNodeFragment::propsPlaceholder(),
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