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Summary: This is a Fabric-compliant implementation of `JSResponder` feature. To make it work e2e we also need to update FabricRenderer in React repository. But before we can do this, we need to ship the native changes. Changelog: [Internal] Fabric-specific internal change. Reviewed By: mdvacca Differential Revision: D24630027 fbshipit-source-id: 70c30e1250b554d83862956b536714704093072f
160 lines
5.3 KiB
C++
160 lines
5.3 KiB
C++
/*
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* Copyright (c) Facebook, Inc. and its affiliates.
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*
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* This source code is licensed under the MIT license found in the
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* LICENSE file in the root directory of this source tree.
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*/
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#pragma once
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#include <memory>
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#include <mutex>
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#include <ReactCommon/RuntimeExecutor.h>
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#include <react/config/ReactNativeConfig.h>
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#include <react/renderer/componentregistry/ComponentDescriptorFactory.h>
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#include <react/renderer/components/root/RootComponentDescriptor.h>
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#include <react/renderer/core/ComponentDescriptor.h>
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#include <react/renderer/core/LayoutConstraints.h>
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#include <react/renderer/mounting/MountingOverrideDelegate.h>
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#include <react/renderer/scheduler/SchedulerDelegate.h>
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#include <react/renderer/scheduler/SchedulerToolbox.h>
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#include <react/renderer/scheduler/SurfaceHandler.h>
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#include <react/renderer/scheduler/SurfaceManager.h>
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#include <react/renderer/uimanager/UIManagerAnimationDelegate.h>
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#include <react/renderer/uimanager/UIManagerBinding.h>
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#include <react/renderer/uimanager/UIManagerDelegate.h>
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#include <react/utils/ContextContainer.h>
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namespace facebook {
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namespace react {
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/*
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* Scheduler coordinates Shadow Tree updates and event flows.
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*/
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class Scheduler final : public UIManagerDelegate {
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public:
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Scheduler(
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SchedulerToolbox schedulerToolbox,
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UIManagerAnimationDelegate *animationDelegate,
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SchedulerDelegate *delegate);
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~Scheduler();
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#pragma mark - Surface Management
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/*
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* Registers and unregisters a `SurfaceHandler` object in the `Scheduler`.
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* All registered `SurfaceHandler` objects must be unregistered
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* (with the same `Scheduler`) before their deallocation.
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*/
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void registerSurface(SurfaceHandler const &surfaceHandler) const noexcept;
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void unregisterSurface(SurfaceHandler const &surfaceHandler) const noexcept;
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void startSurface(
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SurfaceId surfaceId,
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const std::string &moduleName,
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const folly::dynamic &initialProps,
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const LayoutConstraints &layoutConstraints = {},
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const LayoutContext &layoutContext = {}) const;
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void renderTemplateToSurface(
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SurfaceId surfaceId,
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const std::string &uiTemplate);
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void stopSurface(SurfaceId surfaceId) const;
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Size measureSurface(
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SurfaceId surfaceId,
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const LayoutConstraints &layoutConstraints,
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const LayoutContext &layoutContext) const;
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/*
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* Applies given `layoutConstraints` and `layoutContext` to a Surface.
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* The user interface will be relaid out as a result. The operation will be
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* performed synchronously (including mounting) if the method is called
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* on the main thread.
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* Can be called from any thread.
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*/
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void constraintSurfaceLayout(
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SurfaceId surfaceId,
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const LayoutConstraints &layoutConstraints,
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const LayoutContext &layoutContext) const;
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/*
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* This is broken. Please do not use.
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* `ComponentDescriptor`s are not designed to be used outside of `UIManager`,
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* there is no any guarantees about their lifetime.
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*/
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ComponentDescriptor const *
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findComponentDescriptorByHandle_DO_NOT_USE_THIS_IS_BROKEN(
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ComponentHandle handle) const;
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MountingCoordinator::Shared findMountingCoordinator(
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SurfaceId surfaceId) const;
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#pragma mark - Delegate
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/*
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* Sets and gets the Scheduler's delegate.
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* If you requesting a ComponentDescriptor and unsure that it's there, you are
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* doing something wrong.
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*/
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void setDelegate(SchedulerDelegate *delegate);
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SchedulerDelegate *getDelegate() const;
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#pragma mark - UIManagerAnimationDelegate
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// This is not needed on iOS or any platform that has a "pull" instead of
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// "push" MountingCoordinator model. This just tells the delegate an update
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// is available and that it should `pullTransaction`; we may want to rename
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// this to be more generic and not animation-specific.
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void animationTick() const;
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#pragma mark - UIManagerDelegate
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void uiManagerDidFinishTransaction(
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MountingCoordinator::Shared const &mountingCoordinator) override;
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void uiManagerDidCreateShadowNode(
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const ShadowNode::Shared &shadowNode) override;
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void uiManagerDidDispatchCommand(
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const ShadowNode::Shared &shadowNode,
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std::string const &commandName,
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folly::dynamic const args) override;
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void uiManagerDidSendAccessibilityEvent(
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const ShadowNode::Shared &shadowNode,
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std::string const &eventType) override;
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void uiManagerDidSetIsJSResponder(
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ShadowNode::Shared const &shadowView,
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bool isJSResponder) override;
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private:
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friend class SurfaceHandler;
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SurfaceManager surfaceManager_;
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SchedulerDelegate *delegate_;
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SharedComponentDescriptorRegistry componentDescriptorRegistry_;
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RuntimeExecutor runtimeExecutor_;
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std::shared_ptr<UIManager> uiManager_;
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std::shared_ptr<const ReactNativeConfig> reactNativeConfig_;
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std::vector<std::shared_ptr<UIManagerCommitHook const>> commitHooks_;
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/*
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* At some point, we have to have an owning shared pointer to something that
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* will become an `EventDispatcher` a moment later. That's why we have it as a
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* pointer to an optional: we construct the pointer first, share that with
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* parts that need to have ownership (and only ownership) of that, and then
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* fill the optional.
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*/
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std::shared_ptr<better::optional<EventDispatcher const>> eventDispatcher_;
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/*
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* Temporary flags.
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*/
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bool removeOutstandingSurfacesOnDestruction_{false};
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bool enableSurfaceManager_{false};
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};
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} // namespace react
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} // namespace facebook
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