Annotate deprecated APIs (#51599)

Summary:
Pull Request resolved: https://github.com/facebook/react-native/pull/51599

Adds `deprecated` to 2x API exports via `index.js.flow`. This will flag these APIs appropriately to the developer under TypeScript.

Changelog: [Internal]

Reviewed By: cortinico

Differential Revision: D75403796

fbshipit-source-id: 670c4bd0c262a58413e7703f09d6db2927d51408
This commit is contained in:
Alex Hunt
2025-05-26 05:51:00 -07:00
committed by Facebook GitHub Bot
parent 8ad43da3be
commit c93036ce7d
2 changed files with 53 additions and 50 deletions
@@ -31,55 +31,6 @@ const _emitter = new EventEmitter<{
const DEBUG_DELAY: 0 = 0;
const DEBUG: false = false;
/**
* InteractionManager allows long-running work to be scheduled after any
* interactions/animations have completed. In particular, this allows JavaScript
* animations to run smoothly.
*
* Applications can schedule tasks to run after interactions with the following:
*
* ```
* InteractionManager.runAfterInteractions(() => {
* // ...long-running synchronous task...
* });
* ```
*
* Compare this to other scheduling alternatives:
*
* - requestAnimationFrame(): for code that animates a view over time.
* - setImmediate/setTimeout(): run code later, note this may delay animations.
* - runAfterInteractions(): run code later, without delaying active animations.
*
* The touch handling system considers one or more active touches to be an
* 'interaction' and will delay `runAfterInteractions()` callbacks until all
* touches have ended or been cancelled.
*
* InteractionManager also allows applications to register animations by
* creating an interaction 'handle' on animation start, and clearing it upon
* completion:
*
* ```
* var handle = InteractionManager.createInteractionHandle();
* // run animation... (`runAfterInteractions` tasks are queued)
* // later, on animation completion:
* InteractionManager.clearInteractionHandle(handle);
* // queued tasks run if all handles were cleared
* ```
*
* `runAfterInteractions` takes either a plain callback function, or a
* `PromiseTask` object with a `gen` method that returns a `Promise`. If a
* `PromiseTask` is supplied, then it is fully resolved (including asynchronous
* dependencies that also schedule more tasks via `runAfterInteractions`) before
* starting on the next task that might have been queued up synchronously
* earlier.
*
* By default, queued tasks are executed together in a loop in one
* `setImmediate` batch. If `setDeadline` is called with a positive number, then
* tasks will only be executed until the deadline (in terms of js event loop run
* time) approaches, at which point execution will yield via setTimeout,
* allowing events such as touches to start interactions and block queued tasks
* from executing, making apps more responsive.
*/
const InteractionManagerImpl = {
Events: {
interactionStart: 'interactionStart',
@@ -226,6 +177,57 @@ function _processUpdate() {
_deleteInteractionSet.clear();
}
/**
* InteractionManager allows long-running work to be scheduled after any
* interactions/animations have completed. In particular, this allows JavaScript
* animations to run smoothly.
*
* Applications can schedule tasks to run after interactions with the following:
*
* ```
* InteractionManager.runAfterInteractions(() => {
* // ...long-running synchronous task...
* });
* ```
*
* Compare this to other scheduling alternatives:
*
* - requestAnimationFrame(): for code that animates a view over time.
* - setImmediate/setTimeout(): run code later, note this may delay animations.
* - runAfterInteractions(): run code later, without delaying active animations.
*
* The touch handling system considers one or more active touches to be an
* 'interaction' and will delay `runAfterInteractions()` callbacks until all
* touches have ended or been cancelled.
*
* InteractionManager also allows applications to register animations by
* creating an interaction 'handle' on animation start, and clearing it upon
* completion:
*
* ```
* var handle = InteractionManager.createInteractionHandle();
* // run animation... (`runAfterInteractions` tasks are queued)
* // later, on animation completion:
* InteractionManager.clearInteractionHandle(handle);
* // queued tasks run if all handles were cleared
* ```
*
* `runAfterInteractions` takes either a plain callback function, or a
* `PromiseTask` object with a `gen` method that returns a `Promise`. If a
* `PromiseTask` is supplied, then it is fully resolved (including asynchronous
* dependencies that also schedule more tasks via `runAfterInteractions`) before
* starting on the next task that might have been queued up synchronously
* earlier.
*
* By default, queued tasks are executed together in a loop in one
* `setImmediate` batch. If `setDeadline` is called with a positive number, then
* tasks will only be executed until the deadline (in terms of js event loop run
* time) approaches, at which point execution will yield via setTimeout,
* allowing events such as touches to start interactions and block queued tasks
* from executing, making apps more responsive.
*
* @deprecated
*/
const InteractionManager = (
ReactNativeFeatureFlags.disableInteractionManager()
? require('./InteractionManagerStub').default
@@ -167,10 +167,11 @@ export interface PushNotification {
}
/**
*
* Handle notifications for your app, including scheduling and permissions.
*
* See https://reactnative.dev/docs/pushnotificationios
*
* @deprecated Use [@react-native-community/push-notification-ios](https://www.npmjs.com/package/@react-native-community/push-notification-ios) instead
*/
class PushNotificationIOS {
_data: Object;