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Summary: During debugging of undesired behavior using VirtualizedList with initialScrollIndex, it was found that zoomScale was sometimes undefined, which resulted in elementsThatOverlapOffsets returning not being able to find the frame at the given offsets. This does not cause any unexpected behavior when scrolling from the top, as the first item index in VirtualizedList is always calculated to be 0; however, when we set initialScrollIndex, the frame calculations are incorrect, resulting in wasteful re-renders of the VirtualizedList as it renders every frame (row) from the top. Changelog: [Internal][Fixed] - Default zoomScale to 1 for computeWindowedRenderLimits and elementsThatOverlapOffsets in order to fix render limit calculation. Differential Revision: D36294426 fbshipit-source-id: 1e1abec1c95f58a1913bafa2c9680e51e2dc26fa
246 lines
6.9 KiB
JavaScript
246 lines
6.9 KiB
JavaScript
/**
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* Copyright (c) Meta Platforms, Inc. and 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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* @flow
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* @format
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*/
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'use strict';
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import invariant from 'invariant';
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/**
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* Used to find the indices of the frames that overlap the given offsets. Useful for finding the
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* items that bound different windows of content, such as the visible area or the buffered overscan
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* area.
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*/
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export function elementsThatOverlapOffsets(
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offsets: Array<number>,
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itemCount: number,
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getFrameMetrics: (index: number) => {
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length: number,
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offset: number,
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...
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},
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zoomScale: number = 1,
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): Array<number> {
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const out = [];
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let outLength = 0;
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for (let ii = 0; ii < itemCount; ii++) {
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const frame = getFrameMetrics(ii);
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const trailingOffset = (frame.offset + frame.length) * zoomScale;
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for (let kk = 0; kk < offsets.length; kk++) {
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if (out[kk] == null && trailingOffset >= offsets[kk]) {
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out[kk] = ii;
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outLength++;
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if (kk === offsets.length - 1) {
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invariant(
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outLength === offsets.length,
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'bad offsets input, should be in increasing order: %s',
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JSON.stringify(offsets),
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);
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return out;
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}
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}
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}
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}
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return out;
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}
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/**
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* Computes the number of elements in the `next` range that are new compared to the `prev` range.
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* Handy for calculating how many new items will be rendered when the render window changes so we
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* can restrict the number of new items render at once so that content can appear on the screen
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* faster.
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*/
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export function newRangeCount(
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prev: {
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first: number,
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last: number,
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...
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},
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next: {
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first: number,
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last: number,
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...
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},
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): number {
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return (
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next.last -
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next.first +
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1 -
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Math.max(
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0,
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1 + Math.min(next.last, prev.last) - Math.max(next.first, prev.first),
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)
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);
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}
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/**
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* Custom logic for determining which items should be rendered given the current frame and scroll
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* metrics, as well as the previous render state. The algorithm may evolve over time, but generally
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* prioritizes the visible area first, then expands that with overscan regions ahead and behind,
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* biased in the direction of scroll.
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*/
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export function computeWindowedRenderLimits(
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data: any,
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getItemCount: (data: any) => number,
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maxToRenderPerBatch: number,
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windowSize: number,
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prev: {
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first: number,
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last: number,
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...
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},
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getFrameMetricsApprox: (index: number) => {
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length: number,
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offset: number,
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...
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},
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scrollMetrics: {
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dt: number,
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offset: number,
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velocity: number,
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visibleLength: number,
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zoomScale: number,
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...
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},
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): {
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first: number,
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last: number,
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...
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} {
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const itemCount = getItemCount(data);
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if (itemCount === 0) {
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return prev;
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}
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const {offset, velocity, visibleLength, zoomScale = 1} = scrollMetrics;
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// Start with visible area, then compute maximum overscan region by expanding from there, biased
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// in the direction of scroll. Total overscan area is capped, which should cap memory consumption
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// too.
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const visibleBegin = Math.max(0, offset);
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const visibleEnd = visibleBegin + visibleLength;
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const overscanLength = (windowSize - 1) * visibleLength;
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// Considering velocity seems to introduce more churn than it's worth.
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const leadFactor = 0.5; // Math.max(0, Math.min(1, velocity / 25 + 0.5));
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const fillPreference =
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velocity > 1 ? 'after' : velocity < -1 ? 'before' : 'none';
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const overscanBegin = Math.max(
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0,
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visibleBegin - (1 - leadFactor) * overscanLength,
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);
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const overscanEnd = Math.max(0, visibleEnd + leadFactor * overscanLength);
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const lastItemOffset =
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getFrameMetricsApprox(itemCount - 1).offset * zoomScale;
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if (lastItemOffset < overscanBegin) {
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// Entire list is before our overscan window
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return {
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first: Math.max(0, itemCount - 1 - maxToRenderPerBatch),
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last: itemCount - 1,
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};
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}
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// Find the indices that correspond to the items at the render boundaries we're targeting.
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let [overscanFirst, first, last, overscanLast] = elementsThatOverlapOffsets(
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[overscanBegin, visibleBegin, visibleEnd, overscanEnd],
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itemCount,
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getFrameMetricsApprox,
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zoomScale,
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);
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overscanFirst = overscanFirst == null ? 0 : overscanFirst;
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first = first == null ? Math.max(0, overscanFirst) : first;
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overscanLast = overscanLast == null ? itemCount - 1 : overscanLast;
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last =
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last == null
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? Math.min(overscanLast, first + maxToRenderPerBatch - 1)
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: last;
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const visible = {first, last};
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// We want to limit the number of new cells we're rendering per batch so that we can fill the
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// content on the screen quickly. If we rendered the entire overscan window at once, the user
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// could be staring at white space for a long time waiting for a bunch of offscreen content to
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// render.
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let newCellCount = newRangeCount(prev, visible);
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while (true) {
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if (first <= overscanFirst && last >= overscanLast) {
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// If we fill the entire overscan range, we're done.
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break;
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}
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const maxNewCells = newCellCount >= maxToRenderPerBatch;
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const firstWillAddMore = first <= prev.first || first > prev.last;
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const firstShouldIncrement =
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first > overscanFirst && (!maxNewCells || !firstWillAddMore);
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const lastWillAddMore = last >= prev.last || last < prev.first;
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const lastShouldIncrement =
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last < overscanLast && (!maxNewCells || !lastWillAddMore);
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if (maxNewCells && !firstShouldIncrement && !lastShouldIncrement) {
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// We only want to stop if we've hit maxNewCells AND we cannot increment first or last
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// without rendering new items. This let's us preserve as many already rendered items as
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// possible, reducing render churn and keeping the rendered overscan range as large as
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// possible.
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break;
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}
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if (
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firstShouldIncrement &&
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!(fillPreference === 'after' && lastShouldIncrement && lastWillAddMore)
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) {
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if (firstWillAddMore) {
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newCellCount++;
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}
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first--;
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}
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if (
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lastShouldIncrement &&
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!(fillPreference === 'before' && firstShouldIncrement && firstWillAddMore)
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) {
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if (lastWillAddMore) {
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newCellCount++;
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}
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last++;
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}
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}
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if (
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!(
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last >= first &&
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first >= 0 &&
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last < itemCount &&
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first >= overscanFirst &&
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last <= overscanLast &&
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first <= visible.first &&
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last >= visible.last
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)
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) {
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throw new Error(
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'Bad window calculation ' +
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JSON.stringify({
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first,
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last,
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itemCount,
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overscanFirst,
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overscanLast,
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visible,
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}),
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);
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}
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return {first, last};
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}
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export function keyExtractor(item: any, index: number): string {
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if (typeof item === 'object' && item?.key != null) {
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return item.key;
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}
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if (typeof item === 'object' && item?.id != null) {
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return item.id;
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}
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return String(index);
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}
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