Summary:
Pull Request resolved: https://github.com/facebook/react-native/pull/52505
changelog: [internal]
there is a race condition where `startRenderCallbackIfNeeded` may be called from JS thread and the main thread at the same time, leading to a crash. To address this, this diff adds uses a boolean to make sure `startOnRenderCallback_` is only called once and `stopOnRenderCallback_` is only called after start was called.
Reviewed By: javache
Differential Revision: D77871230
fbshipit-source-id: 6d7fba596e7146adaff6f8dbe1f436ddd59950c6
Summary:
This follows https://github.com/facebook/react-native/pull/47554
Compared to the initial proposal, I had to remove the `edgeToEdgeEnabled` property from the root `gradle.properties` and put it in the app `gradle.properties` instead (explaining the `AgpConfiguratorUtils.kt` / `GenerateEntryPointTask.kt` / `ProjectUtils.kt` / `PropertyUtils.kt` changes)
This PR:
- Enable edge-to-edge for `MainActivity` (when `edgeToEdgeEnabled` is set to `true`)
- Disable `StatusBar` `backgroundColor` and `translucent` (when `edgeToEdgeEnabled` is set to `true`)
- Enforce `statusBarTranslucent` and `navigationBarTranslucent` on `Modal` when edge-to-edge is enabled
- Add an `isEdgeToEdge` constant to `DeviceInfoModule` for [`react-native-is-edge-to-edge`](https://github.com/zoontek/react-native-edge-to-edge/tree/main/react-native-is-edge-to-edge) detection
## Changelog:
<!-- Help reviewers and the release process by writing your own changelog entry.
Pick one each for the category and type tags:
[ANDROID|GENERAL|IOS|INTERNAL] [BREAKING|ADDED|CHANGED|DEPRECATED|REMOVED|FIXED|SECURITY] - Message
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- [Android] [Added] - Add edge-to-edge opt-in support
Pull Request resolved: https://github.com/facebook/react-native/pull/52088
Test Plan:
- Update `enableEdgeToEdge` value in `packages/rn-tester/android/app/gradle.properties`
- Recompile
https://github.com/user-attachments/assets/4c6beb98-fa88-427c-b62d-a42ffe5330f0
Rollback Plan:
Reviewed By: cortinico
Differential Revision: D76834213
Pulled By: alanleedev
fbshipit-source-id: c39b2cff1a5e94e31306e3b35651aa2de83d2fe6
Summary:
Pull Request resolved: https://github.com/facebook/react-native/pull/52296
## Changelog:
[Internal] [Changed] - Fewer calls to direct manipulation callback
`NativeAnimatedNodesManager::onRender` is supposed to run each frame for c++ animation, from the callstack sample trace, the vast majority of time is spent on `updateNodes` (run update on all AnimatedNodes) and `commitProps` (where either Fabric ShadowTree commit or direct manipulation is called). Change in this PR is supposed to reduce time spent in `commitProps`
{F1979788964}
Reviewed By: sammy-SC
Differential Revision: D77380842
fbshipit-source-id: 2f25ca1fba4171a7b3e485298738379d0daff3ad
Summary:
Pull Request resolved: https://github.com/facebook/react-native/pull/52293
# Changelog:
[Internal] -
Adds a helper method to the `IMountingManager` API in order to get the platform specific image loader implementation, if available.
Reviewed By: christophpurrer
Differential Revision: D77379053
fbshipit-source-id: b7595d78c83e9270ec1818daf2d0f1d342661e52
Summary:
Changelog: [Internal]
Fixes a thread safety bug in the C++ platform's `InspectorPackagerConnectionDelegate::WebSocket` implementation. Since D60520747 `IWebSocketDelegate` event calls have been required to be made on the inspector thread, but the C++ platform was making them on the platform's WebSocket thread instead.
Reviewed By: christophpurrer
Differential Revision: D77150289
fbshipit-source-id: f57de05eaccbbe9db674076fc9e60f8d0dd243c5
Summary:
Pull Request resolved: https://github.com/facebook/react-native/pull/52263
Changelog: [Internal]
Adds a bare-bones API to set the dev server host and port at the time of creating a `ReactInstance` in the C++ platform.
Reviewed By: rshest
Differential Revision: D77050457
fbshipit-source-id: 642dc96d3cb486a2e7faa177adcbf8a15b8fb668
Summary:
Pull Request resolved: https://github.com/facebook/react-native/pull/52198
# Changelog:
[Internal] -
This provides an implementation of what was the RnCxx ImageLoaderModule stub inside ReactCxxPlatform, allowing the clients use dependency injection to provide the actual platform specific image loading functionality.
Reviewed By: javache
Differential Revision: D77015269
fbshipit-source-id: 7355dd75692c1f564de8c3daffd6c8a79182dc09
Summary:
Pull Request resolved: https://github.com/facebook/react-native/pull/52110
## Changelog:
[General] [Internal] - Add Fantom test for layout props
With this test it turns out `layoutStyleUpdated_` on PropsAnimatedNode actually can change after animation update, because its connected StyleAnimatedNodes might be changing. This bug was introduced since D74602321
Reviewed By: rshest
Differential Revision: D76753864
fbshipit-source-id: 5bebb11340086390df20c89adf80abaa63cadc90
Summary:
Pull Request resolved: https://github.com/facebook/react-native/pull/52081
changelog: [internal]
# The problem in Java and Obj-C Native Animated
--------------------
Event based animations in Native Animated have one big problem: detecting when the gesture is completed. This has led to number of bugs over the years that manifest as Pressable's onPress not triggering. The root cause of the problem is disconnect between where a piece of UI is on the screen and where Fabric thinks it is. Fabric is used for hit testing, and other things like intersection observing, and if Fabric does not have up to date values, weird things start happening.
This diff implements completion detection for event based animations. Unlike previous solutions, it does not depend on sequence of events nor it uses React setState to update shadow tree.
# Completion Detection
--------------------
The key mechanism for marking event animations as completed is in the `onRender` method:
- After processing animations, if `onAnimationFrame` returns false - indicating no UI changes, the system assumes all event-driven animations have completed.
- it then:
* Collects all animated value nodes connected to event drivers.
* Updates all nodes connected to these "finished" animations.
* isEventAnimationInProgress_ to false.
* Commits final property values to the UI.
The benefits over the previous solution:
- It works across all platforms without the need to emit "completion events".
- It uses a UI frame that wouldn't animate anything to do syncing work. Using main thread IDLE time towards bookkeeping.
- No need to call into JavaScript for synchronisation.
Reviewed By: zeyap
Differential Revision: D76743467
fbshipit-source-id: b21ab5ef9c71ff93fd0250e6af6b22ded395be8d
Summary:
Pull Request resolved: https://github.com/facebook/react-native/pull/52062
changelog: [internal]
- update comments to be more descriptive.
- use `#pragma mark -` to better group methods in `NativeAnimatedNodesManager`. It is nicely formatted in VSCode.
{F1979345410}
Reviewed By: mdvacca
Differential Revision: D76737257
fbshipit-source-id: c4b22ca45cd5dec2c72e7931bfec4466cda3070c
Summary:
Pull Request resolved: https://github.com/facebook/react-native/pull/52012
changelog: [internal]
On iOS, once a prop on a view is controlled by animated, the control is never released to Fabric or React. That's why it is important to use direct manipulation to commit even final value.
Reviewed By: lenaic
Differential Revision: D76601913
fbshipit-source-id: ea02219e158f28977018b34ac7152b899723b35a
Summary:
Pull Request resolved: https://github.com/facebook/react-native/pull/51922
changelog: [internal]
fix existing C++ Animated tests and align with Android on how to go from current time to applied frame.
On iOS [floor](https://fburl.com/code/7zy5e5ul) is used to decide which frame to apply. On Android, [round](https://github.com/facebook/react-native/blob/main/packages/react-native/ReactAndroid/src/main/java/com/facebook/react/animated/FrameBasedAnimationDriver.kt#L65) is used.
In D75813200 I chose to use `std::ceil` as I wanted to have a predictable behaviour in tests. This is not wrong but it is better to align at least with one of the existing implementations. Let's go with Android as it strikes the balance of what we want to see in tests (an animation that is running for 1000ms should finish after 1000ms, not 1000ms + one frame) and C++ Animated is closer to at least one of the existing implementations.
Reviewed By: christophpurrer
Differential Revision: D76337384
fbshipit-source-id: 444c94d88c2fa60bb4f0649f57e0e42f5cd27626
Summary:
Pull Request resolved: https://github.com/facebook/react-native/pull/51802
changelog: [internal]
avoid conversions when dealing with time in C++ Animated. This makes tests more predictable.
Reviewed By: christophpurrer
Differential Revision: D75813200
fbshipit-source-id: b8934848237e5ea7c350d9a5f0175ac0f9202ffd
Summary:
Pull Request resolved: https://github.com/facebook/react-native/pull/51750
changelog: [internal]
inline call `onRender()` instead of calling it from `startRenderCallbackIfNeeded`. This has identical functionality but allows to use Fantom to test C++ Animated. In Fantom, there is only one thread the existing mechanism in C++ Animated uses thread locals to capture which thread in the UI thread. Therefore, some assumptions are broken. This is just an easy workaround around the problem.
Reviewed By: javache, zeyap
Differential Revision: D75787084
fbshipit-source-id: 8d70ef2d13e4ab14807deb7ca4cb0844980f5901
Summary:
Pull Request resolved: https://github.com/facebook/react-native/pull/51749
changelog: [internal]
Make it possible to inject time via `now` argument to C++ Animated. This will be used in testing.
Reviewed By: javache
Differential Revision: D75710463
fbshipit-source-id: 2d6da875c7379c4b229f8b7af0fa665cebc2ca8b
Summary:
Pull Request resolved: https://github.com/facebook/react-native/pull/51743
Noticed some of these were missing, which may lose us useful test signal, or prevent tests from being ran at all.
Changelog: [Internal]
Reviewed By: sammy-SC
Differential Revision: D75789456
fbshipit-source-id: 75645866c672c77d3dac34383105955ef6d25e60
Summary:
Pull Request resolved: https://github.com/facebook/react-native/pull/51705
changelog: [internal]
use if/else instead of unordered_map to map types of nodes/drivers from string to a class. This is faster and improves binary size.
Reviewed By: javache
Differential Revision: D75676701
fbshipit-source-id: be9b8b646ebd9472382e6f692768b8fe9703d88f
Summary:
Pull Request resolved: https://github.com/facebook/react-native/pull/51697
changelog: [internal]
as a general rule of thumb, do not call outside of your class when holding a mutex. It is easy to cause a deadlock because the outside code may end up trying to acquire the mutex down the stack, leading to deadlock.
Here, it happens because `startRenderCallbackIfNeeded` may end up calling onRender and in onRender, we try to acquire the mutex again
Reviewed By: javache
Differential Revision: D75675465
fbshipit-source-id: 46168ee154a54ae5cccaa74728b41f027519db59