164 lines
6.0 KiB
JavaScript
164 lines
6.0 KiB
JavaScript
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/**
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* Copyright (c) 2013-present, Facebook, Inc.
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* All rights reserved.
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*
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* This source code is licensed under the BSD-style license found in the
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* LICENSE file in the root directory of this source tree. An additional grant
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* of patent rights can be found in the PATENTS file in the same directory.
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*
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* @providesModule VirtualizeUtils
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* @flow
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*/
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'use strict';
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const invariant = require('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(
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offsets: Array<number>,
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itemCount: number,
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getFrameMetrics: (index: number) => {length: number, offset: number},
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): Array<number> {
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const out = [];
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for (let ii = 0; ii < itemCount; ii++) {
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const frame = getFrameMetrics(ii);
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const trailingOffset = frame.offset + frame.length;
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for (let 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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if (kk === offsets.length - 1) {
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invariant(
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out.length === offsets.length,
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'bad offsets input, should be in increasing order ' + JSON.stringify(offsets)
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);
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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(
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prev: {first: number, last: number},
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next: {first: number, last: number},
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): number {
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return (next.last - next.first + 1) -
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Math.max(
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0,
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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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/**
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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(
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props: {
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data: any,
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getItemCount: (data: any) => number,
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maxToRenderPerBatch: number,
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windowSize: number,
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},
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prev: {first: number, last: number},
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getFrameMetricsApprox: (index: number) => {length: number, offset: number},
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scrollMetrics: {dt: number, offset: number, velocity: number, visibleLength: number},
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): {first: number, last: number} {
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const {data, getItemCount, maxToRenderPerBatch, windowSize} = props;
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const itemCount = getItemCount(data);
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if (itemCount === 0) {
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return prev;
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}
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const {offset, velocity, visibleLength} = scrollMetrics;
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// 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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const visibleBegin = Math.max(0, offset);
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const visibleEnd = visibleBegin + visibleLength;
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const overscanLength = (windowSize - 1) * visibleLength;
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const leadFactor = Math.max(0, Math.min(1, velocity / 5 + 0.5));
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const overscanBegin = Math.max(0, visibleBegin - (1 - leadFactor) * overscanLength);
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const overscanEnd = Math.max(0, visibleEnd + leadFactor * overscanLength);
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// Find the indices that correspond to the items at the render boundaries we're targetting.
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let [overscanFirst, first, last, overscanLast] = elementsThatOverlapOffsets(
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[overscanBegin, visibleBegin, visibleEnd, overscanEnd],
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props.getItemCount(props.data),
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getFrameMetricsApprox,
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);
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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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const visible = {first, 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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let 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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const maxNewCells = newCellCount >= maxToRenderPerBatch;
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const firstWillAddMore = first <= prev.first || first > prev.last;
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const firstShouldIncrement = first > overscanFirst && (!maxNewCells || !firstWillAddMore);
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const lastWillAddMore = last >= prev.last || last < prev.first;
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const 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) {
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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) {
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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 (!(
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last >= first &&
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first >= 0 && last < itemCount &&
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first >= overscanFirst && last <= overscanLast &&
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first <= visible.first && last >= visible.last
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)) {
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throw new Error('Bad window calculation ' +
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JSON.stringify({first, last, itemCount, overscanFirst, overscanLast, visible}));
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}
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return {first, last};
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}
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const VirtualizeUtils = {
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computeWindowedRenderLimits,
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elementsThatOverlapOffsets,
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newRangeCount,
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};
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module.exports = VirtualizeUtils;
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