Files
react-native/Libraries/Lists/VirtualizeUtils.js
T
Nick Gerleman 479053cb3c Add VirtualizedList_EXPERIMENTAL (CellRenderMask Usage)
Summary:
# This Change

https://github.com/react-native-community/discussions-and-proposals/pull/335  discussed a set of problems with VirtualizedList and focus. These were seen as severe externally for a11y on desktop. The issues center on users of keyboard and accessibility tools, where users expect to be able to move focus in an uninterrupted loop.

The design and implementation evolved to be a bit more general, and without any API-surface behavior changes. It was implemented and rolled out externally as a series of changes. The remaining changes that were not upstreamed into RN are rolled into https://github.com/facebook/react-native/pull/32646

This diff brings this change into the repo, as a separate copy of VirtualizedList, to measure its impact to guardrail metrics, without yet making it the default implementation. The intention is for this to be temporary, until there is confidence the implementation is correct.

## List Implementation (more on GitHub)

This change makes it possible to synchronously move native focus to arbitrary items in a VirtualizedList. This is implemented by switching component state to a sparse bitset. This was previously implemented and upstreamed as `CellRenderMask`.

A usage of this is added, to keep the last focused item rendered. This allows the focus loop to remain unbroken, when scrolling away, or tab loops which leave/re-enter the list.

VirtualizedList tracks the last focused cell through the capture phase of `onFocus`. It will keep the cell, and a viewport above and below the last focused cell rendered, to allow movement to it without blanking (without using too much memory).

## Experimentation Implementation

A mechanism is added to gate the change via VirtualizedListInjection, mirroring the approach taken for Switch with D27381306 (https://github.com/facebook/react-native/commit/683b825b327e7fa71e87e3d613cb9acd37c24288).

It allows VirtualizedList to delegate to a global override. It has a slight penalty to needing to import both modules, but means code which imports VirtualizedList directly is affected the changes.

Changelog:
[Internal][Added] - Add VirtualizedList_EXPERIMENTAL (CellRenderMask Usage)

Reviewed By: lunaleaps

Differential Revision: D38020408

fbshipit-source-id: ad0aaa6791f3f4455e3068502a2841f3ffb40b41
2022-07-26 20:06:58 -07:00

253 lines
7.3 KiB
JavaScript

/**
* Copyright (c) Meta Platforms, Inc. and affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*
* @flow
* @format
*/
'use strict';
import invariant from 'invariant';
/**
* Used to find the indices of the frames that overlap the given offsets. Useful for finding the
* items that bound different windows of content, such as the visible area or the buffered overscan
* area.
*/
export function elementsThatOverlapOffsets(
offsets: Array<number>,
itemCount: number,
getFrameMetrics: (index: number) => {
length: number,
offset: number,
...
},
zoomScale: number = 1,
): Array<number> {
const result = [];
for (let offsetIndex = 0; offsetIndex < offsets.length; offsetIndex++) {
const currentOffset = offsets[offsetIndex];
let left = 0;
let right = itemCount - 1;
while (left <= right) {
// eslint-disable-next-line no-bitwise
const mid = left + ((right - left) >>> 1);
const frame = getFrameMetrics(mid);
const scaledOffsetStart = frame.offset * zoomScale;
const scaledOffsetEnd = (frame.offset + frame.length) * zoomScale;
// We want the first frame that contains the offset, with inclusive bounds. Thus, for the
// first frame the scaledOffsetStart is inclusive, while for other frames it is exclusive.
if (
(mid === 0 && currentOffset < scaledOffsetStart) ||
(mid !== 0 && currentOffset <= scaledOffsetStart)
) {
right = mid - 1;
} else if (currentOffset > scaledOffsetEnd) {
left = mid + 1;
} else {
result[offsetIndex] = mid;
break;
}
}
}
return result;
}
/**
* Computes the number of elements in the `next` range that are new compared to the `prev` range.
* Handy for calculating how many new items will be rendered when the render window changes so we
* can restrict the number of new items render at once so that content can appear on the screen
* faster.
*/
export function newRangeCount(
prev: {
first: number,
last: number,
...
},
next: {
first: number,
last: number,
...
},
): number {
return (
next.last -
next.first +
1 -
Math.max(
0,
1 + Math.min(next.last, prev.last) - Math.max(next.first, prev.first),
)
);
}
/**
* Custom logic for determining which items should be rendered given the current frame and scroll
* metrics, as well as the previous render state. The algorithm may evolve over time, but generally
* prioritizes the visible area first, then expands that with overscan regions ahead and behind,
* biased in the direction of scroll.
*/
export function computeWindowedRenderLimits(
data: any,
getItemCount: (data: any) => number,
maxToRenderPerBatch: number,
windowSize: number,
prev: {
first: number,
last: number,
},
getFrameMetricsApprox: (index: number) => {
length: number,
offset: number,
...
},
scrollMetrics: {
dt: number,
offset: number,
velocity: number,
visibleLength: number,
zoomScale: number,
...
},
): {
first: number,
last: number,
} {
const itemCount = getItemCount(data);
if (itemCount === 0) {
return prev;
}
const {offset, velocity, visibleLength, zoomScale = 1} = scrollMetrics;
// Start with visible area, then compute maximum overscan region by expanding from there, biased
// in the direction of scroll. Total overscan area is capped, which should cap memory consumption
// too.
const visibleBegin = Math.max(0, offset);
const visibleEnd = visibleBegin + visibleLength;
const overscanLength = (windowSize - 1) * visibleLength;
// Considering velocity seems to introduce more churn than it's worth.
const leadFactor = 0.5; // Math.max(0, Math.min(1, velocity / 25 + 0.5));
const fillPreference =
velocity > 1 ? 'after' : velocity < -1 ? 'before' : 'none';
const overscanBegin = Math.max(
0,
visibleBegin - (1 - leadFactor) * overscanLength,
);
const overscanEnd = Math.max(0, visibleEnd + leadFactor * overscanLength);
const lastItemOffset =
getFrameMetricsApprox(itemCount - 1).offset * zoomScale;
if (lastItemOffset < overscanBegin) {
// Entire list is before our overscan window
return {
first: Math.max(0, itemCount - 1 - maxToRenderPerBatch),
last: itemCount - 1,
};
}
// Find the indices that correspond to the items at the render boundaries we're targeting.
let [overscanFirst, first, last, overscanLast] = elementsThatOverlapOffsets(
[overscanBegin, visibleBegin, visibleEnd, overscanEnd],
itemCount,
getFrameMetricsApprox,
zoomScale,
);
overscanFirst = overscanFirst == null ? 0 : overscanFirst;
first = first == null ? Math.max(0, overscanFirst) : first;
overscanLast = overscanLast == null ? itemCount - 1 : overscanLast;
last =
last == null
? Math.min(overscanLast, first + maxToRenderPerBatch - 1)
: last;
const visible = {first, last};
// We want to limit the number of new cells we're rendering per batch so that we can fill the
// content on the screen quickly. If we rendered the entire overscan window at once, the user
// could be staring at white space for a long time waiting for a bunch of offscreen content to
// render.
let newCellCount = newRangeCount(prev, visible);
while (true) {
if (first <= overscanFirst && last >= overscanLast) {
// If we fill the entire overscan range, we're done.
break;
}
const maxNewCells = newCellCount >= maxToRenderPerBatch;
const firstWillAddMore = first <= prev.first || first > prev.last;
const firstShouldIncrement =
first > overscanFirst && (!maxNewCells || !firstWillAddMore);
const lastWillAddMore = last >= prev.last || last < prev.first;
const lastShouldIncrement =
last < overscanLast && (!maxNewCells || !lastWillAddMore);
if (maxNewCells && !firstShouldIncrement && !lastShouldIncrement) {
// We only want to stop if we've hit maxNewCells AND we cannot increment first or last
// without rendering new items. This let's us preserve as many already rendered items as
// possible, reducing render churn and keeping the rendered overscan range as large as
// possible.
break;
}
if (
firstShouldIncrement &&
!(fillPreference === 'after' && lastShouldIncrement && lastWillAddMore)
) {
if (firstWillAddMore) {
newCellCount++;
}
first--;
}
if (
lastShouldIncrement &&
!(fillPreference === 'before' && firstShouldIncrement && firstWillAddMore)
) {
if (lastWillAddMore) {
newCellCount++;
}
last++;
}
}
if (
!(
last >= first &&
first >= 0 &&
last < itemCount &&
first >= overscanFirst &&
last <= overscanLast &&
first <= visible.first &&
last >= visible.last
)
) {
throw new Error(
'Bad window calculation ' +
JSON.stringify({
first,
last,
itemCount,
overscanFirst,
overscanLast,
visible,
}),
);
}
return {first, last};
}
export function keyExtractor(item: any, index: number): string {
if (typeof item === 'object' && item?.key != null) {
return item.key;
}
if (typeof item === 'object' && item?.id != null) {
return item.id;
}
return String(index);
}