Files
react-native/ReactCommon/react/renderer/scheduler/Scheduler.h
T
Valentin Shergin a82d9bdfbb Fabric: Removing the old state reconciliation infra
Summary:
The experiment is shipped on both platforms

Changelog: [Internal] Fabric-specific internal change.

Reviewed By: sammy-SC

Differential Revision: D23605898

fbshipit-source-id: 05aab7e621bfbf99534c8b0b98994cf72fbcf5dd
2020-09-09 15:08:23 -07:00

146 lines
4.9 KiB
C++

/*
* Copyright (c) Facebook, Inc. and its affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*/
#pragma once
#include <memory>
#include <mutex>
#include <ReactCommon/RuntimeExecutor.h>
#include <react/config/ReactNativeConfig.h>
#include <react/renderer/componentregistry/ComponentDescriptorFactory.h>
#include <react/renderer/components/root/RootComponentDescriptor.h>
#include <react/renderer/core/ComponentDescriptor.h>
#include <react/renderer/core/LayoutConstraints.h>
#include <react/renderer/mounting/MountingOverrideDelegate.h>
#include <react/renderer/scheduler/SchedulerDelegate.h>
#include <react/renderer/scheduler/SchedulerToolbox.h>
#include <react/renderer/uimanager/UIManagerAnimationDelegate.h>
#include <react/renderer/uimanager/UIManagerBinding.h>
#include <react/renderer/uimanager/UIManagerDelegate.h>
#include <react/utils/ContextContainer.h>
namespace facebook {
namespace react {
/*
* Scheduler coordinates Shadow Tree updates and event flows.
*/
class Scheduler final : public UIManagerDelegate {
public:
Scheduler(
SchedulerToolbox schedulerToolbox,
UIManagerAnimationDelegate *animationDelegate,
SchedulerDelegate *delegate);
~Scheduler();
#pragma mark - Surface Management
void startSurface(
SurfaceId surfaceId,
const std::string &moduleName,
const folly::dynamic &initialProps,
const LayoutConstraints &layoutConstraints = {},
const LayoutContext &layoutContext = {},
std::weak_ptr<MountingOverrideDelegate const> mountingOverrideDelegate =
{}) const;
void renderTemplateToSurface(
SurfaceId surfaceId,
const std::string &uiTemplate);
void stopSurface(SurfaceId surfaceId) const;
Size measureSurface(
SurfaceId surfaceId,
const LayoutConstraints &layoutConstraints,
const LayoutContext &layoutContext) const;
/*
* Applies given `layoutConstraints` and `layoutContext` to a Surface.
* The user interface will be relaid out as a result. The operation will be
* performed synchronously (including mounting) if the method is called
* on the main thread.
* Can be called from any thread.
*/
void constraintSurfaceLayout(
SurfaceId surfaceId,
const LayoutConstraints &layoutConstraints,
const LayoutContext &layoutContext) const;
/*
* This is broken. Please do not use.
* `ComponentDescriptor`s are not designed to be used outside of `UIManager`,
* there is no any garantees about their lifetime.
*/
ComponentDescriptor const *
findComponentDescriptorByHandle_DO_NOT_USE_THIS_IS_BROKEN(
ComponentHandle handle) const;
MountingCoordinator::Shared findMountingCoordinator(
SurfaceId surfaceId) const;
#pragma mark - Delegate
/*
* Sets and gets the Scheduler's delegate.
* If you requesting a ComponentDescriptor and unsure that it's there, you are
* doing something wrong.
*/
void setDelegate(SchedulerDelegate *delegate);
SchedulerDelegate *getDelegate() const;
#pragma mark - UIManagerAnimationDelegate
// This is not needed on iOS or any platform that has a "pull" instead of
// "push" MountingCoordinator model. This just tells the delegate an update
// is available and that it should `pullTransaction`; we may want to rename
// this to be more generic and not animation-specific.
void animationTick() const;
#pragma mark - UIManagerDelegate
void uiManagerDidFinishTransaction(
MountingCoordinator::Shared const &mountingCoordinator) override;
void uiManagerDidCreateShadowNode(
const ShadowNode::Shared &shadowNode) override;
void uiManagerDidDispatchCommand(
const ShadowNode::Shared &shadowNode,
std::string const &commandName,
folly::dynamic const args) override;
void uiManagerDidSetJSResponder(
SurfaceId surfaceId,
const ShadowNode::Shared &shadowView,
bool blockNativeResponder) override;
void uiManagerDidClearJSResponder() override;
private:
SchedulerDelegate *delegate_;
SharedComponentDescriptorRegistry componentDescriptorRegistry_;
std::unique_ptr<const RootComponentDescriptor> rootComponentDescriptor_;
RuntimeExecutor runtimeExecutor_;
std::shared_ptr<UIManager> uiManager_;
std::shared_ptr<const ReactNativeConfig> reactNativeConfig_;
/*
* At some point, we have to have an owning shared pointer to something that
* will become an `EventDispatcher` a moment later. That's why we have it as a
* pointer to an optional: we construct the pointer first, share that with
* parts that need to have ownership (and only ownership) of that, and then
* fill the optional.
*/
std::shared_ptr<better::optional<EventDispatcher const>> eventDispatcher_;
/*
* Temporary flags.
*/
bool enableReparentingDetection_{false};
bool removeOutstandingSurfacesOnDestruction_{false};
};
} // namespace react
} // namespace facebook