react-native/Libraries/Interaction/InteractionManager.js
Spencer Ahrens be09cccb1f Make InteractionManager tasks cancellable
Summary:
Returns a promise-like object with a new cancel function that will dig through the queue
and remove relevant tasks before they are executed. Handy when tasks are scheduled in react
components but should be cleaned up in unmount.

Reviewed By: devknoll

Differential Revision: D3406953

fbshipit-source-id: edf1157d831d5d6b63f13ee64cfd1c46843e79fa
2016-06-08 22:58:19 -07:00

208 lines
6.4 KiB
JavaScript

/**
* 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';
const BatchedBridge = require('BatchedBridge');
const EventEmitter = require('EventEmitter');
const Set = require('Set');
const TaskQueue = require('TaskQueue');
const infoLog = require('infoLog');
const invariant = require('fbjs/lib/invariant');
const keyMirror = require('fbjs/lib/keyMirror');
const setImmediate = require('setImmediate');
type Handle = number;
import type {Task} from 'TaskQueue';
const _emitter = new EventEmitter();
const DEBUG_DELAY = 0;
const DEBUG = false;
/**
* 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
* ```
*
* `runAfterInteractions` takes either a plain callback function, or a
* `PromiseTask` object with a `gen` method that returns a `Promise`. If a
* `PromiseTask` is supplied, then it is fully resolved (including asynchronous
* dependencies that also schedule more tasks via `runAfterInteractions`) before
* starting on the next task that might have been queued up synchronously
* earlier.
*
* By default, queued tasks are executed together in a loop in one
* `setImmediate` batch. If `setDeadline` is called with a positive number, then
* tasks will only be executed until the deadline (in terms of js event loop run
* time) approaches, at which point execution will yield via setTimeout,
* allowing events such as touches to start interactions and block queued tasks
* from executing, making apps more responsive.
*/
var InteractionManager = {
Events: keyMirror({
interactionStart: true,
interactionComplete: true,
}),
/**
* Schedule a function to run after all interactions have completed. Returns a cancellable
* "promise".
*/
runAfterInteractions(task: ?Task): {then: Function, done: Function, cancel: Function} {
const tasks = [];
const promise = new Promise(resolve => {
_scheduleUpdate();
if (task) {
tasks.push(task);
}
tasks.push({run: resolve, name: 'resolve ' + (task && task.name || '?')});
_taskQueue.enqueueTasks(tasks);
});
return {
then: promise.then.bind(promise),
done: promise.done.bind(promise),
cancel: function() {
_taskQueue.cancelTasks(tasks);
},
};
},
/**
* Notify manager that an interaction has started.
*/
createInteractionHandle(): Handle {
DEBUG && infoLog('create interaction handle');
_scheduleUpdate();
var handle = ++_inc;
_addInteractionSet.add(handle);
return handle;
},
/**
* Notify manager that an interaction has completed.
*/
clearInteractionHandle(handle: Handle) {
DEBUG && infoLog('clear interaction handle');
invariant(
!!handle,
'Must provide a handle to clear.'
);
_scheduleUpdate();
_addInteractionSet.delete(handle);
_deleteInteractionSet.add(handle);
},
addListener: _emitter.addListener.bind(_emitter),
/**
* A positive number will use setTimeout to schedule any tasks after the
* eventLoopRunningTime hits the deadline value, otherwise all tasks will be
* executed in one setImmediate batch (default).
*/
setDeadline(deadline: number) {
_deadline = deadline;
},
};
const _interactionSet = new Set();
const _addInteractionSet = new Set();
const _deleteInteractionSet = new Set();
const _taskQueue = new TaskQueue({onMoreTasks: _scheduleUpdate});
let _nextUpdateHandle = 0;
let _inc = 0;
let _deadline = -1;
/**
* Schedule an asynchronous update to the interaction state.
*/
function _scheduleUpdate() {
if (!_nextUpdateHandle) {
if (_deadline > 0) {
_nextUpdateHandle = setTimeout(_processUpdate, 0 + DEBUG_DELAY);
} else {
_nextUpdateHandle = setImmediate(_processUpdate);
}
}
}
/**
* Notify listeners, process queue, etc
*/
function _processUpdate() {
_nextUpdateHandle = 0;
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) {
while (_taskQueue.hasTasksToProcess()) {
_taskQueue.processNext();
if (_deadline > 0 &&
BatchedBridge.getEventLoopRunningTime() >= _deadline) {
// Hit deadline before processing all tasks, so process more later.
_scheduleUpdate();
break;
}
}
}
_addInteractionSet.clear();
_deleteInteractionSet.clear();
}
module.exports = InteractionManager;