react-native-macos/Libraries/Image/RCTUIImageViewAnimated.m

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*/
CocoaPods frameworks compatibility: Step 2 (#25619) Summary: This is my proposal for fixing `use_frameworks!` compatibility without breaking all `<React/*>` imports I outlined in https://github.com/facebook/react-native/pull/25393#issuecomment-508457700. If accepted, it will fix https://github.com/facebook/react-native/issues/25349. It builds on the changes I made in https://github.com/facebook/react-native/pull/25496 by ensuring each podspec has a unique value for `header_dir` so that framework imports do not conflict. Every podspec which should be included in the `<React/*>` namespace now includes it's headers from `React-Core.podspec`. The following pods can still be imported with `<React/*>` and so should not have breaking changes: `React-ART`,`React-DevSupport`, `React-CoreModules`, `React-RCTActionSheet`, `React-RCTAnimation`, `React-RCTBlob`, `React-RCTImage`, `React-RCTLinking`, `React-RCTNetwork`, `React-RCTPushNotification`, `React-RCTSettings`, `React-RCTText`, `React-RCTSettings`, `React-RCTVibration`, `React-RCTWebSocket` . There are still a few breaking changes which I hope will be acceptable: - `React-Core.podspec` has been moved to the root of the project. Any `Podfile` that references it will need to update the path. - ~~`React-turbomodule-core`'s headers now live under `<turbomodule/*>`~~ Replaced by https://github.com/facebook/react-native/pull/25619#issuecomment-511091823. - ~~`React-turbomodulesamples`'s headers now live under `<turbomodulesamples/*>`~~ Replaced by https://github.com/facebook/react-native/pull/25619#issuecomment-511091823. - ~~`React-TypeSaferty`'s headers now live under `<TypeSafety/*>`~~ Replaced by https://github.com/facebook/react-native/pull/25619#issuecomment-511040967. - ~~`React-jscallinvoker`'s headers now live under `<jscallinvoker/*>`~~ Replaced by https://github.com/facebook/react-native/pull/25619#issuecomment-511091823. - Each podspec now uses `s.static_framework = true`. This means that a minimum of CocoaPods 1.5 ([released in April 2018](http://blog.cocoapods.org/CocoaPods-1.5.0/)) is now required. This is needed so that the ` __has_include` conditions can still work when frameworks are enabled. Still to do: - ~~Including `React-turbomodule-core` with `use_frameworks!` enabled causes the C++ import failures we saw in https://github.com/facebook/react-native/issues/25349. I'm sure it will be possible to fix this but I need to dig deeper (perhaps a custom modulemap would be needed).~~ Addressed by https://github.com/facebook/react-native/pull/25619/commits/33573511f02f3502a28bad48e085e9a4b8608302. - I haven't got Fabric working yet. I wonder if it would be acceptable to move Fabric out of the `<React/*>` namespace since it is new? � ## Changelog [iOS] [Fixed] - Fixed compatibility with CocoaPods frameworks. Pull Request resolved: https://github.com/facebook/react-native/pull/25619 Test Plan: ### FB ``` buck build catalyst ``` ### Sample Project Everything should work exactly as before, where `use_frameworks!` is not in `Podfile`s. I have a branch on my [sample project](https://github.com/jtreanor/react-native-cocoapods-frameworks) here which has `use_frameworks!` in its `Podfile` to demonstrate this is fixed. You can see that it works with these steps: 1. `git clone git@github.com:jtreanor/react-native-cocoapods-frameworks.git` 2. `git checkout fix-frameworks-subspecs` 3. `cd ios && pod install` 4. `cd .. && react-native run-ios` The sample app will build and run successfully. To see that it still works without frameworks, remove `use_frameworks!` from the `Podfile` and do steps 3 and 4 again. ### RNTesterPods `RNTesterPodsPods` can now work with or without `use_frameworks!`. 1. Go to the `RNTester` directory and run `pod install`. 2. Run the tests in `RNTesterPods.xcworkspace` to see that everything still works fine. 3. Uncomment the `use_frameworks!` line at the top of `RNTester/Podfile` and run `pod install` again. 4. Run the tests again and see that it still works with frameworks enabled. Reviewed By: PeteTheHeat Differential Revision: D16465247 Pulled By: PeteTheHeat fbshipit-source-id: cad837e9cced06d30cc5b372af1c65c7780b9e7a
2019-07-25 08:26:42 +03:00
#import <React/RCTUIImageViewAnimated.h>
#import <React/RCTDisplayWeakRefreshable.h>
#import <mach/mach.h>
#import <objc/runtime.h>
static NSUInteger RCTDeviceTotalMemory() {
return (NSUInteger)[[NSProcessInfo processInfo] physicalMemory];
}
static NSUInteger RCTDeviceFreeMemory() {
mach_port_t host_port = mach_host_self();
mach_msg_type_number_t host_size = sizeof(vm_statistics_data_t) / sizeof(integer_t);
vm_size_t page_size;
vm_statistics_data_t vm_stat;
kern_return_t kern;
kern = host_page_size(host_port, &page_size);
if (kern != KERN_SUCCESS) return 0;
kern = host_statistics(host_port, HOST_VM_INFO, (host_info_t)&vm_stat, &host_size);
if (kern != KERN_SUCCESS) return 0;
return (vm_stat.free_count - vm_stat.speculative_count) * page_size;
}
@interface RCTUIImageViewAnimated () <CALayerDelegate, RCTDisplayRefreshable>
@property (nonatomic, assign) NSUInteger maxBufferSize;
@property (nonatomic, strong, readwrite) UIImage *currentFrame;
@property (nonatomic, assign, readwrite) NSUInteger currentFrameIndex;
@property (nonatomic, assign, readwrite) NSUInteger currentLoopCount;
@property (nonatomic, assign) NSUInteger totalFrameCount;
@property (nonatomic, assign) NSUInteger totalLoopCount;
@property (nonatomic, strong) UIImage<RCTAnimatedImage> *animatedImage;
@property (nonatomic, strong) NSMutableDictionary<NSNumber *, UIImage *> *frameBuffer;
@property (nonatomic, assign) NSTimeInterval currentTime;
@property (nonatomic, assign) BOOL bufferMiss;
@property (nonatomic, assign) NSUInteger maxBufferCount;
@property (nonatomic, strong) NSOperationQueue *fetchQueue;
@property (nonatomic, strong) dispatch_semaphore_t lock;
@property (nonatomic, assign) CGFloat animatedImageScale;
@property (nonatomic, strong) CADisplayLink *displayLink;
@end
@implementation RCTUIImageViewAnimated
- (instancetype)initWithFrame:(CGRect)frame
{
if (self = [super initWithFrame:frame]) {
self.lock = dispatch_semaphore_create(1);
[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(didReceiveMemoryWarning:) name:UIApplicationDidReceiveMemoryWarningNotification object:nil];
}
return self;
}
- (void)resetAnimatedImage
{
self.animatedImage = nil;
self.totalFrameCount = 0;
self.totalLoopCount = 0;
self.currentFrame = nil;
self.currentFrameIndex = 0;
self.currentLoopCount = 0;
self.currentTime = 0;
self.bufferMiss = NO;
self.maxBufferCount = 0;
self.animatedImageScale = 1;
[_fetchQueue cancelAllOperations];
_fetchQueue = nil;
dispatch_semaphore_wait(self.lock, DISPATCH_TIME_FOREVER);
[_frameBuffer removeAllObjects];
_frameBuffer = nil;
dispatch_semaphore_signal(self.lock);
}
- (void)setImage:(UIImage *)image
{
if (self.image == image) {
return;
}
[self stop];
[self resetAnimatedImage];
if ([image respondsToSelector:@selector(animatedImageFrameAtIndex:)]) {
NSUInteger animatedImageFrameCount = ((UIImage<RCTAnimatedImage> *)image).animatedImageFrameCount;
// In case frame count is 0, there is no reason to continue.
if (animatedImageFrameCount == 0) {
return;
}
self.animatedImage = (UIImage<RCTAnimatedImage> *)image;
self.totalFrameCount = animatedImageFrameCount;
// Get the current frame and loop count.
self.totalLoopCount = self.animatedImage.animatedImageLoopCount;
self.animatedImageScale = image.scale;
self.currentFrame = image;
dispatch_semaphore_wait(self.lock, DISPATCH_TIME_FOREVER);
self.frameBuffer[@(self.currentFrameIndex)] = self.currentFrame;
dispatch_semaphore_signal(self.lock);
// Calculate max buffer size
[self calculateMaxBufferCount];
if ([self paused]) {
[self start];
}
[self.layer setNeedsDisplay];
} else {
super.image = image;
}
}
#pragma mark - Private
- (NSOperationQueue *)fetchQueue
{
if (!_fetchQueue) {
_fetchQueue = [NSOperationQueue new];
_fetchQueue.maxConcurrentOperationCount = 1;
}
return _fetchQueue;
}
- (NSMutableDictionary<NSNumber *,UIImage *> *)frameBuffer
{
if (!_frameBuffer) {
_frameBuffer = [NSMutableDictionary dictionary];
}
return _frameBuffer;
}
- (CADisplayLink *)displayLink
{
// We only need a displayLink in the case of animated images, so short-circuit this code and don't create one for most of the use cases.
// Since this class is used for all RCTImageView's, this is especially important.
if (!_animatedImage) {
return nil;
}
if (!_displayLink) {
_displayLink = [RCTDisplayWeakRefreshable displayLinkWithWeakRefreshable:self];
NSString *runLoopMode = [NSProcessInfo processInfo].activeProcessorCount > 1 ? NSRunLoopCommonModes : NSDefaultRunLoopMode;
[_displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:runLoopMode];
}
return _displayLink;
}
#pragma mark - Animation
- (void)start
{
self.displayLink.paused = NO;
}
- (void)stop
{
self.displayLink.paused = YES;
}
- (BOOL)paused
{
return self.displayLink.isPaused;
}
- (void)displayDidRefresh:(CADisplayLink *)displayLink
{
Initial UIKitForMac support (#25427) Summary: This PR adds initial support for Project Catalyst a.k.a. UIKitForMac. This is not yet meant for production, but this is enough for RNTester to successfully compile and mostly work :) Some APIs are not supported on the Mac -- e.g. telephony, and deprecated APIs are removed on Mac ���-- those had to be ifdef'd out via platform checks. The biggest limitation right now is that I couldn't get Web Socket code to successfully compile, and so there are a lot of temporary platform checks for that , and the RCTWebSocket.xcodeproj is marked as not supporting UIKitForMac. Again -- temporary, until someone with more knowledge knows how to fix this. https://github.com/react-native-community/discussions-and-proposals/issues/131 ## Changelog [iOS] [Added] - Fixed compilation for macOS (Project Catalyst) -- not meant for production use yet Pull Request resolved: https://github.com/facebook/react-native/pull/25427 Test Plan: - Open RNTester/RNTester.xcodeproj with Xcode 10.2, run it like a normal iOS app -- make sure it compiles and runs correctly (no regression) - Open the same project with Xcode 11 beta 2 (or higher) on macOS Catalina beta, select "My Mac" as device target, and run -- see that it actually compiles and runs. **Note** there are unfortunately some required steps: - change build configuration to Release (because packager doesn't work correctly yet) - change development team to yours if Xcode tells you to - go to RNTester project → Build phases → Link binary with libraries, and change `platforms` for `libRCTWebSocket.a` to `iOS` (without Mac compatibility). I can't commit that change because it breaks compatibility with earlier Xcode versions The two extra steps for successful compile will disappear once web socket compilation for Catalyst is fixed Reviewed By: mmmulani Differential Revision: D16088263 Pulled By: sammy-SC fbshipit-source-id: 9c0b932b048e50a8e0f336eaa0612851b1909cae
2019-07-04 20:27:03 +03:00
#if TARGET_OS_UIKITFORMAC
// TODO: `displayLink.frameInterval` is not available on UIKitForMac
NSTimeInterval durationToNextRefresh = displayLink.duration;
Initial UIKitForMac support (#25427) Summary: This PR adds initial support for Project Catalyst a.k.a. UIKitForMac. This is not yet meant for production, but this is enough for RNTester to successfully compile and mostly work :) Some APIs are not supported on the Mac -- e.g. telephony, and deprecated APIs are removed on Mac ���-- those had to be ifdef'd out via platform checks. The biggest limitation right now is that I couldn't get Web Socket code to successfully compile, and so there are a lot of temporary platform checks for that , and the RCTWebSocket.xcodeproj is marked as not supporting UIKitForMac. Again -- temporary, until someone with more knowledge knows how to fix this. https://github.com/react-native-community/discussions-and-proposals/issues/131 ## Changelog [iOS] [Added] - Fixed compilation for macOS (Project Catalyst) -- not meant for production use yet Pull Request resolved: https://github.com/facebook/react-native/pull/25427 Test Plan: - Open RNTester/RNTester.xcodeproj with Xcode 10.2, run it like a normal iOS app -- make sure it compiles and runs correctly (no regression) - Open the same project with Xcode 11 beta 2 (or higher) on macOS Catalina beta, select "My Mac" as device target, and run -- see that it actually compiles and runs. **Note** there are unfortunately some required steps: - change build configuration to Release (because packager doesn't work correctly yet) - change development team to yours if Xcode tells you to - go to RNTester project → Build phases → Link binary with libraries, and change `platforms` for `libRCTWebSocket.a` to `iOS` (without Mac compatibility). I can't commit that change because it breaks compatibility with earlier Xcode versions The two extra steps for successful compile will disappear once web socket compilation for Catalyst is fixed Reviewed By: mmmulani Differential Revision: D16088263 Pulled By: sammy-SC fbshipit-source-id: 9c0b932b048e50a8e0f336eaa0612851b1909cae
2019-07-04 20:27:03 +03:00
#else
// displaylink.duration -- time interval between frames, assuming maximumFramesPerSecond
// displayLink.preferredFramesPerSecond (>= iOS 10) -- Set to 30 for displayDidRefresh to be called at 30 fps
// durationToNextRefresh -- Time interval to the next time displayDidRefresh is called
NSTimeInterval durationToNextRefresh = displayLink.targetTimestamp - displayLink.timestamp;
Initial UIKitForMac support (#25427) Summary: This PR adds initial support for Project Catalyst a.k.a. UIKitForMac. This is not yet meant for production, but this is enough for RNTester to successfully compile and mostly work :) Some APIs are not supported on the Mac -- e.g. telephony, and deprecated APIs are removed on Mac ���-- those had to be ifdef'd out via platform checks. The biggest limitation right now is that I couldn't get Web Socket code to successfully compile, and so there are a lot of temporary platform checks for that , and the RCTWebSocket.xcodeproj is marked as not supporting UIKitForMac. Again -- temporary, until someone with more knowledge knows how to fix this. https://github.com/react-native-community/discussions-and-proposals/issues/131 ## Changelog [iOS] [Added] - Fixed compilation for macOS (Project Catalyst) -- not meant for production use yet Pull Request resolved: https://github.com/facebook/react-native/pull/25427 Test Plan: - Open RNTester/RNTester.xcodeproj with Xcode 10.2, run it like a normal iOS app -- make sure it compiles and runs correctly (no regression) - Open the same project with Xcode 11 beta 2 (or higher) on macOS Catalina beta, select "My Mac" as device target, and run -- see that it actually compiles and runs. **Note** there are unfortunately some required steps: - change build configuration to Release (because packager doesn't work correctly yet) - change development team to yours if Xcode tells you to - go to RNTester project → Build phases → Link binary with libraries, and change `platforms` for `libRCTWebSocket.a` to `iOS` (without Mac compatibility). I can't commit that change because it breaks compatibility with earlier Xcode versions The two extra steps for successful compile will disappear once web socket compilation for Catalyst is fixed Reviewed By: mmmulani Differential Revision: D16088263 Pulled By: sammy-SC fbshipit-source-id: 9c0b932b048e50a8e0f336eaa0612851b1909cae
2019-07-04 20:27:03 +03:00
#endif
NSUInteger totalFrameCount = self.totalFrameCount;
NSUInteger currentFrameIndex = self.currentFrameIndex;
NSUInteger nextFrameIndex = (currentFrameIndex + 1) % totalFrameCount;
// Check if we have the frame buffer firstly to improve performance
if (!self.bufferMiss) {
// Then check if timestamp is reached
self.currentTime += durationToNextRefresh;
NSTimeInterval currentDuration = [self.animatedImage animatedImageDurationAtIndex:currentFrameIndex];
if (self.currentTime < currentDuration) {
// Current frame timestamp not reached, return
return;
}
self.currentTime -= currentDuration;
// nextDuration - duration to wait before displaying next image
NSTimeInterval nextDuration = [self.animatedImage animatedImageDurationAtIndex:nextFrameIndex];
if (self.currentTime > nextDuration) {
// Do not skip frame
self.currentTime = nextDuration;
}
}
// Update the current frame
UIImage *currentFrame;
UIImage *fetchFrame;
dispatch_semaphore_wait(self.lock, DISPATCH_TIME_FOREVER);
currentFrame = self.frameBuffer[@(currentFrameIndex)];
fetchFrame = currentFrame ? self.frameBuffer[@(nextFrameIndex)] : nil;
dispatch_semaphore_signal(self.lock);
BOOL bufferFull = NO;
if (currentFrame) {
dispatch_semaphore_wait(self.lock, DISPATCH_TIME_FOREVER);
// Remove the frame buffer if need
if (self.frameBuffer.count > self.maxBufferCount) {
self.frameBuffer[@(currentFrameIndex)] = nil;
}
// Check whether we can stop fetch
if (self.frameBuffer.count == totalFrameCount) {
bufferFull = YES;
}
dispatch_semaphore_signal(self.lock);
self.currentFrame = currentFrame;
self.currentFrameIndex = nextFrameIndex;
self.bufferMiss = NO;
[self.layer setNeedsDisplay];
} else {
self.bufferMiss = YES;
}
// Update the loop count when last frame rendered
if (nextFrameIndex == 0 && !self.bufferMiss) {
// Update the loop count
self.currentLoopCount++;
// if reached the max loop count, stop animating, 0 means loop indefinitely
NSUInteger maxLoopCount = self.totalLoopCount;
if (maxLoopCount != 0 && (self.currentLoopCount >= maxLoopCount)) {
[self stop];
return;
}
}
// Check if we should prefetch next frame or current frame
NSUInteger fetchFrameIndex;
if (self.bufferMiss) {
// When buffer miss, means the decode speed is slower than render speed, we fetch current miss frame
fetchFrameIndex = currentFrameIndex;
} else {
// Or, most cases, the decode speed is faster than render speed, we fetch next frame
fetchFrameIndex = nextFrameIndex;
}
if (!fetchFrame && !bufferFull && self.fetchQueue.operationCount == 0) {
// Prefetch next frame in background queue
UIImage<RCTAnimatedImage> *animatedImage = self.animatedImage;
NSOperation *operation = [NSBlockOperation blockOperationWithBlock:^{
UIImage *frame = [animatedImage animatedImageFrameAtIndex:fetchFrameIndex];
dispatch_semaphore_wait(self.lock, DISPATCH_TIME_FOREVER);
self.frameBuffer[@(fetchFrameIndex)] = frame;
dispatch_semaphore_signal(self.lock);
}];
[self.fetchQueue addOperation:operation];
}
}
#pragma mark - CALayerDelegate
- (void)displayLayer:(CALayer *)layer
{
if (_currentFrame) {
layer.contentsScale = self.animatedImageScale;
layer.contents = (__bridge id)_currentFrame.CGImage;
} else {
[super displayLayer:layer];
}
}
#pragma mark - Util
- (void)calculateMaxBufferCount
{
NSUInteger bytes = CGImageGetBytesPerRow(self.currentFrame.CGImage) * CGImageGetHeight(self.currentFrame.CGImage);
if (bytes == 0) bytes = 1024;
NSUInteger max = 0;
if (self.maxBufferSize > 0) {
max = self.maxBufferSize;
} else {
// Calculate based on current memory, these factors are by experience
NSUInteger total = RCTDeviceTotalMemory();
NSUInteger free = RCTDeviceFreeMemory();
max = MIN(total * 0.2, free * 0.6);
}
NSUInteger maxBufferCount = (double)max / (double)bytes;
if (!maxBufferCount) {
// At least 1 frame
maxBufferCount = 1;
}
self.maxBufferCount = maxBufferCount;
}
#pragma mark - Lifecycle
- (void)dealloc
{
// Removes the display link from all run loop modes.
[_displayLink invalidate];
_displayLink = nil;
}
- (void)didReceiveMemoryWarning:(NSNotification *)notification
{
[_fetchQueue cancelAllOperations];
[_fetchQueue addOperationWithBlock:^{
NSNumber *currentFrameIndex = @(self.currentFrameIndex);
dispatch_semaphore_wait(self.lock, DISPATCH_TIME_FOREVER);
NSArray *keys = self.frameBuffer.allKeys;
// only keep the next frame for later rendering
for (NSNumber * key in keys) {
if (![key isEqualToNumber:currentFrameIndex]) {
[self.frameBuffer removeObjectForKey:key];
}
}
dispatch_semaphore_signal(self.lock);
}];
}
@end