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Summary: Why do we need a dedicated registry class? * We need to simplify registry-related logic in Scheduler. * We need to couple threading aspect of the registry with the registry itself, otherwise it's not clear why exactly we acquire the mutex. We also should not acquire the mutex in a per-method way (as we did before), because it's incorrect and misleading (only lines that access the registry should by protected). * We need to have a way to share the registry with other classes (e.g. UIManager) without passing a reference to the whole Scheduler. Reviewed By: mdvacca Differential Revision: D13036550 fbshipit-source-id: 644da910e823666c586834a3da2b4cdcb90eebb2
101 lines
3.0 KiB
C++
101 lines
3.0 KiB
C++
// Copyright (c) Facebook, Inc. and its affiliates.
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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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#pragma once
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#include <memory>
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#include <mutex>
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#include <react/core/ComponentDescriptor.h>
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#include <react/core/LayoutConstraints.h>
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#include <react/uimanager/ComponentDescriptorRegistry.h>
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#include <react/uimanager/ContextContainer.h>
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#include <react/uimanager/SchedulerDelegate.h>
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#include <react/uimanager/ShadowTree.h>
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#include <react/uimanager/ShadowTreeDelegate.h>
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#include <react/uimanager/ShadowTreeRegistry.h>
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#include <react/uimanager/UIManagerBinding.h>
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#include <react/uimanager/UIManagerDelegate.h>
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#include <react/uimanager/primitives.h>
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namespace facebook {
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namespace react {
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/*
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* Scheduler coordinates Shadow Tree updates and event flows.
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*/
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class Scheduler final : public UIManagerDelegate, public ShadowTreeDelegate {
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public:
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Scheduler(const SharedContextContainer &contextContainer);
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~Scheduler();
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#pragma mark - Surface Management
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void startSurface(
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SurfaceId surfaceId,
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const std::string &moduleName,
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const folly::dynamic &initialProps,
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const LayoutConstraints &layoutConstraints = {},
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const LayoutContext &layoutContext = {}) const;
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void renderTemplateToSurface(
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SurfaceId surfaceId,
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const std::string &uiTemplate);
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void stopSurface(SurfaceId surfaceId) const;
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Size measureSurface(
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SurfaceId surfaceId,
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const LayoutConstraints &layoutConstraints,
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const LayoutContext &layoutContext) const;
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/*
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* Applies given `layoutConstraints` and `layoutContext` to a Surface.
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* The user interface will be relaid out as a result. The operation will be
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* performed synchronously (including mounting) if the method is called
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* on the main thread.
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* Can be called from any thread.
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*/
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void constraintSurfaceLayout(
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SurfaceId surfaceId,
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const LayoutConstraints &layoutConstraints,
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const LayoutContext &layoutContext) const;
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#pragma mark - Delegate
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/*
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* Sets and gets the Scheduler's delegate.
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* The delegate is stored as a raw pointer, so the owner must null
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* the pointer before being destroyed.
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*/
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void setDelegate(SchedulerDelegate *delegate);
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SchedulerDelegate *getDelegate() const;
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#pragma mark - UIManagerDelegate
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void uiManagerDidFinishTransaction(
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SurfaceId surfaceId,
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const SharedShadowNodeUnsharedList &rootChildNodes) override;
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void uiManagerDidCreateShadowNode(
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const SharedShadowNode &shadowNode) override;
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#pragma mark - ShadowTreeDelegate
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void shadowTreeDidCommit(
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const ShadowTree &shadowTree,
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const ShadowViewMutationList &mutations) const override;
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private:
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SchedulerDelegate *delegate_;
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SharedComponentDescriptorRegistry componentDescriptorRegistry_;
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ShadowTreeRegistry shadowTreeRegistry_;
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SharedContextContainer contextContainer_;
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RuntimeExecutor runtimeExecutor_;
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std::shared_ptr<UIManagerBinding> uiManagerBinding_;
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};
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} // namespace react
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} // namespace facebook
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