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node_modules/react-native-web/dist/vendor/react-native/VirtualizeUtils/index.js
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178
node_modules/react-native-web/dist/vendor/react-native/VirtualizeUtils/index.js
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/**
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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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*
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* @format
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*/
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'use strict';
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import invariant from 'fbjs/lib/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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function elementsThatOverlapOffsets(offsets, itemCount, getFrameMetrics) {
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var out = [];
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var outLength = 0;
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for (var ii = 0; ii < itemCount; ii++) {
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var frame = getFrameMetrics(ii);
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var trailingOffset = frame.offset + frame.length;
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for (var 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(outLength === offsets.length, 'bad offsets input, should be in increasing order: %s', JSON.stringify(offsets));
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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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function newRangeCount(prev, next) {
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return next.last - next.first + 1 - Math.max(0, 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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* 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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function computeWindowedRenderLimits(props, prev, getFrameMetricsApprox, scrollMetrics) {
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var data = props.data,
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getItemCount = props.getItemCount,
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maxToRenderPerBatch = props.maxToRenderPerBatch,
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windowSize = props.windowSize;
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var itemCount = getItemCount(data);
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if (itemCount === 0) {
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return prev;
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}
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var offset = scrollMetrics.offset,
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velocity = scrollMetrics.velocity,
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visibleLength = scrollMetrics.visibleLength; // 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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var visibleBegin = Math.max(0, offset);
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var visibleEnd = visibleBegin + visibleLength;
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var overscanLength = (windowSize - 1) * visibleLength; // Considering velocity seems to introduce more churn than it's worth.
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var leadFactor = 0.5; // Math.max(0, Math.min(1, velocity / 25 + 0.5));
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var fillPreference = velocity > 1 ? 'after' : velocity < -1 ? 'before' : 'none';
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var overscanBegin = Math.max(0, visibleBegin - (1 - leadFactor) * overscanLength);
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var overscanEnd = Math.max(0, visibleEnd + leadFactor * overscanLength);
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var lastItemOffset = getFrameMetricsApprox(itemCount - 1).offset;
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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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} // Find the indices that correspond to the items at the render boundaries we're targeting.
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var _elementsThatOverlapO = elementsThatOverlapOffsets([overscanBegin, visibleBegin, visibleEnd, overscanEnd], props.getItemCount(props.data), getFrameMetricsApprox),
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overscanFirst = _elementsThatOverlapO[0],
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first = _elementsThatOverlapO[1],
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last = _elementsThatOverlapO[2],
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overscanLast = _elementsThatOverlapO[3];
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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 = last == null ? Math.min(overscanLast, first + maxToRenderPerBatch - 1) : last;
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var visible = {
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first: first,
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last: 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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var 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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var maxNewCells = newCellCount >= maxToRenderPerBatch;
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var firstWillAddMore = first <= prev.first || first > prev.last;
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var firstShouldIncrement = first > overscanFirst && (!maxNewCells || !firstWillAddMore);
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var lastWillAddMore = last >= prev.last || last < prev.first;
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var lastShouldIncrement = 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 (firstShouldIncrement && !(fillPreference === 'after' && lastShouldIncrement && lastWillAddMore)) {
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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 (lastShouldIncrement && !(fillPreference === 'before' && firstShouldIncrement && firstWillAddMore)) {
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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 (!(last >= first && first >= 0 && last < itemCount && first >= overscanFirst && last <= overscanLast && first <= visible.first && last >= visible.last)) {
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throw new Error('Bad window calculation ' + JSON.stringify({
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first: first,
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last: last,
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itemCount: itemCount,
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overscanFirst: overscanFirst,
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overscanLast: overscanLast,
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visible: visible
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}));
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}
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return {
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first: first,
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last: last
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};
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}
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var VirtualizeUtils = {
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computeWindowedRenderLimits: computeWindowedRenderLimits,
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elementsThatOverlapOffsets: elementsThatOverlapOffsets,
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newRangeCount: newRangeCount
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};
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export { computeWindowedRenderLimits, elementsThatOverlapOffsets, newRangeCount };
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export default VirtualizeUtils;
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