react-native/Libraries/Experimental/VirtualizeUtils.js

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Better ListView - FlatList Summary: We really need a better list view - so here it is! Main changes from existing `ListView`: * Items are "virtualized" to limit memory - that is, items outside of the render window are unmounted and their memory is reclaimed. This means that instance state is not preserved when items scroll out of the render window. * No `DataSource` - just a simple `data` prop of shape `Array<any>`. By default, they are expected to be of the shape `{key: string}` but a custom `rowExtractor` function can be provided for different shapes, e.g. graphql data where you want to map `id` to `key`. Note the underlying `VirtualizedList` is much more flexible. * Fancy `scrollTo` functionality: `scrollToEnd`, `scrollToIndex`, and `scrollToItem` in addition to the normal `scrollToOffset`. * Built-in pull to refresh support - set set the `onRefresh` and `refreshing` props. * Rendering additional rows is usually done with low priority, after any interactions/animations complete, unless we're about to run out of rendered content. This should help apps feel more responsive. * Component props replace render functions, e.g. `ItemComponent: ReactClass<{item: Item, index: number}>` replaces `renderRow: (...) => React.Element<*>` * Supports dynamic items automatically by using `onLayout`, or `getItemLayout` can be provided for a perf boost and smoother `scrollToIndex` and scroll bar behavior. * Visibility callback replaced with more powerful viewability callback and works in vertical and horizontal mode on at least Android and iOS, but probably other platforms as well. Extra power comes from the `viewablePercentThreshold` that lets the client decide when an item should be considered viewable. Demo: https://www.facebook.com/groups/576288835853049/permalink/753923058089625/ Reviewed By: yungsters Differential Revision: D4412469 fbshipit-source-id: e2d891490bf76fe14df49294ecddf78a58adcf23
2017-02-04 18:25:32 +00:00
/**
* Copyright (c) 2013-present, Facebook, Inc.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* LICENSE file in the root directory of this source tree. An additional grant
* of patent rights can be found in the PATENTS file in the same directory.
*
* @providesModule VirtualizeUtils
* @flow
*/
'use strict';
const invariant = require('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.
*/
function elementsThatOverlapOffsets(
offsets: Array<number>,
itemCount: number,
getFrameMetrics: (index: number) => {length: number, offset: number},
): Array<number> {
const out = [];
for (let ii = 0; ii < itemCount; ii++) {
const frame = getFrameMetrics(ii);
const trailingOffset = frame.offset + frame.length;
for (let kk = 0; kk < offsets.length; kk++) {
if (out[kk] == null && trailingOffset >= offsets[kk]) {
out[kk] = ii;
if (kk === offsets.length - 1) {
invariant(
out.length === offsets.length,
'bad offsets input, should be in increasing order ' + JSON.stringify(offsets)
);
return out;
}
}
}
}
return out;
}
/**
* 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.
*/
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.
*/
function computeWindowedRenderLimits(
props: {
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},
): {first: number, last: number} {
const {data, getItemCount, maxToRenderPerBatch, windowSize} = props;
const itemCount = getItemCount(data);
if (itemCount === 0) {
return prev;
}
const {offset, velocity, visibleLength} = 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;
const leadFactor = Math.max(0, Math.min(1, velocity / 5 + 0.5));
const overscanBegin = Math.max(0, visibleBegin - (1 - leadFactor) * overscanLength);
const overscanEnd = Math.max(0, visibleEnd + leadFactor * overscanLength);
// Find the indices that correspond to the items at the render boundaries we're targetting.
let [overscanFirst, first, last, overscanLast] = elementsThatOverlapOffsets(
[overscanBegin, visibleBegin, visibleEnd, overscanEnd],
props.getItemCount(props.data),
getFrameMetricsApprox,
);
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) {
if (firstWillAddMore) {
newCellCount++;
}
first--;
}
if (lastShouldIncrement) {
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};
}
const VirtualizeUtils = {
computeWindowedRenderLimits,
elementsThatOverlapOffsets,
newRangeCount,
};
module.exports = VirtualizeUtils;