/** * Copyright (c) 2015-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 InteractionManager * @flow */ 'use strict'; var ErrorUtils = require('ErrorUtils'); var EventEmitter = require('EventEmitter'); var Set = require('Set'); var invariant = require('invariant'); var keyMirror = require('keyMirror'); var setImmediate = require('setImmediate'); type Handle = number; var _emitter = new EventEmitter(); var _interactionSet = new Set(); var _addInteractionSet = new Set(); var _deleteInteractionSet = new Set(); var _nextUpdateHandle = null; var _queue = []; var _inc = 0; /** * InteractionManager allows long-running work to be scheduled after any * interactions/animations have completed. In particular, this allows JavaScript * animations to run smoothly. * * Applications can schedule tasks to run after interactions with the following: * * ``` * InteractionManager.runAfterInteractions(() => { * // ...long-running synchronous task... * }); * ``` * * Compare this to other scheduling alternatives: * * - requestAnimationFrame(): for code that animates a view over time. * - setImmediate/setTimeout(): run code later, note this may delay animations. * - runAfterInteractions(): run code later, without delaying active animations. * * The touch handling system considers one or more active touches to be an * 'interaction' and will delay `runAfterInteractions()` callbacks until all * touches have ended or been cancelled. * * InteractionManager also allows applications to register animations by * creating an interaction 'handle' on animation start, and clearing it upon * completion: * * ``` * var handle = InteractionManager.createInteractionHandle(); * // run animation... (`runAfterInteractions` tasks are queued) * // later, on animation completion: * InteractionManager.clearInteractionHandle(handle); * // queued tasks run if all handles were cleared * ``` */ var InteractionManager = { Events: keyMirror({ interactionStart: true, interactionComplete: true, }), /** * Schedule a function to run after all interactions have completed. */ runAfterInteractions(callback: Function) { invariant( typeof callback === 'function', 'Must specify a function to schedule.' ); scheduleUpdate(); _queue.push(callback); }, /** * Notify manager that an interaction has started. */ createInteractionHandle(): Handle { scheduleUpdate(); var handle = ++_inc; _addInteractionSet.add(handle); return handle; }, /** * Notify manager that an interaction has completed. */ clearInteractionHandle(handle: Handle) { invariant( !!handle, 'Must provide a handle to clear.' ); scheduleUpdate(); _addInteractionSet.delete(handle); _deleteInteractionSet.add(handle); }, addListener: _emitter.addListener.bind(_emitter), }; /** * Schedule an asynchronous update to the interaction state. */ function scheduleUpdate() { if (!_nextUpdateHandle) { _nextUpdateHandle = setImmediate(processUpdate); } } /** * Notify listeners, process queue, etc */ function processUpdate() { _nextUpdateHandle = null; var interactionCount = _interactionSet.size; _addInteractionSet.forEach(handle => _interactionSet.add(handle) ); _deleteInteractionSet.forEach(handle => _interactionSet.delete(handle) ); var nextInteractionCount = _interactionSet.size; if (interactionCount !== 0 && nextInteractionCount === 0) { // transition from 1+ --> 0 interactions _emitter.emit(InteractionManager.Events.interactionComplete); } else if (interactionCount === 0 && nextInteractionCount !== 0) { // transition from 0 --> 1+ interactions _emitter.emit(InteractionManager.Events.interactionStart); } // process the queue regardless of a transition if (nextInteractionCount === 0) { var queue = _queue; _queue = []; queue.forEach(callback => { ErrorUtils.applyWithGuard(callback); }); } _addInteractionSet.clear(); _deleteInteractionSet.clear(); } module.exports = InteractionManager;