react-native/Libraries/Lists/VirtualizeUtils.js

164 lines
6.0 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 VirtualizeUtils
* @flow
*/
'use strict';
const invariant = require('fbjs/lib/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;