Files
react-native/ReactCommon/react/renderer/scheduler/Scheduler.h
T
Valentin Shergin 6079256fcc Fabric: SchedulerToolbox::commitHooks, a way to pass commit hooks to UIManager via Scheduler API
Summary:
Even though CommitHooks, in general, should be implemented as part of the Core and explicitly registered inside the code, sometimes it's handy to pass specify some additional commit hooks during Scheduler initialization (e.g. hooks that are parts of DevEx tools). Now it's possible.

We will use it soon in Timeline feature.

Changelog: [Internal] Fabric-specific internal change.

Differential Revision: D25920577

fbshipit-source-id: 00f33b7b576c9812afd70c364b5cceb3521da16b
2021-01-19 20:57:55 -08:00

150 lines
5.0 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 uiManagerDidSendAccessibilityEvent(
const ShadowNode::Shared &shadowNode,
std::string const &eventType) 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_;
std::vector<std::shared_ptr<UIManagerCommitHook const>> commitHooks_;
/*
* 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 removeOutstandingSurfacesOnDestruction_{false};
};
} // namespace react
} // namespace facebook