feat: add Fabric on iOS without ComponentViews (#1821)

Version of #1754 without usage of ComponentViews. It seems like a more proper way, but introduces the necessity of clearing whole state of each component on recycling for it not to be used when view is recycled.

Still known problems:

We stringify props of type NumberProp since codegen only accepts props of a single type. It is the fastest way of dealing with it, but maybe there could be a better way to handle it.
Image resolving should be probably handled the same as in RN core
SvgView needs to set opaque = NO so it is does not have black background (it comes from the fact that RCTViewComponentView overrides backgroundColor setter which in turn somehow messes with the view being opaque). All other svg components do it already so maybe it is not such an issue.
transform prop won't work when set natively since it is not parsed in Fabric
This commit is contained in:
Wojciech Lewicki
2022-08-11 14:08:11 +02:00
committed by GitHub
parent f1fa606664
commit 8f1bda4856
228 changed files with 18136 additions and 1102 deletions
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#import "RNSVGPathMeasure.h"
#import "RNSVGBezierElement.h"
/* Some Bezier logic from PerformanceBezier */
/*
## License
<a rel="license" href="http://creativecommons.org/licenses/by/3.0/us/"><img alt="Creative Commons License" style="border-width:0" src="https://i.creativecommons.org/l/by/3.0/us/88x31.png" /></a><br />This work is licensed under a <a rel="license" href="http://creativecommons.org/licenses/by/3.0/us/">Creative Commons Attribution 3.0 United States License</a>.
For attribution, please include:
1. Mention original author "Adam Wulf for Loose Leaf app"
2. Link to https://getlooseleaf.com/opensource/
3. Link to https://github.com/adamwulf/PerformanceBezier
*/
static CGFloat idealFlatness = (CGFloat).01;
/**
* returns the distance between two points
*/
static CGFloat distance(CGPoint p1, CGPoint p2)
{
CGFloat dx = p2.x - p1.x;
CGFloat dy = p2.y - p1.y;
return hypot(dx, dy);
}
// Subdivide a Bézier (specific division)
/*
* (c) 2004 Alastair J. Houghton
* All Rights Reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* 3. The name of the author of this software may not be used to endorse
* or promote products derived from the software without specific prior
* written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDER "AS IS" AND ANY EXPRESS
* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT OWNER BE LIABLE FOR ANY DIRECT, INDIRECT,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
static void subdivideBezierAtT(const CGPoint bez[4], CGPoint bez1[4], CGPoint bez2[4], CGFloat t)
{
CGPoint q;
CGFloat mt = 1 - t;
bez1[0].x = bez[0].x;
bez1[0].y = bez[0].y;
bez2[3].x = bez[3].x;
bez2[3].y = bez[3].y;
q.x = mt * bez[1].x + t * bez[2].x;
q.y = mt * bez[1].y + t * bez[2].y;
bez1[1].x = mt * bez[0].x + t * bez[1].x;
bez1[1].y = mt * bez[0].y + t * bez[1].y;
bez2[2].x = mt * bez[2].x + t * bez[3].x;
bez2[2].y = mt * bez[2].y + t * bez[3].y;
bez1[2].x = mt * bez1[1].x + t * q.x;
bez1[2].y = mt * bez1[1].y + t * q.y;
bez2[1].x = mt * q.x + t * bez2[2].x;
bez2[1].y = mt * q.y + t * bez2[2].y;
bez1[3].x = bez2[0].x = mt * bez1[2].x + t * bez2[1].x;
bez1[3].y = bez2[0].y = mt * bez1[2].y + t * bez2[1].y;
}
@implementation RNSVGPathMeasure
- (void)addLine:(CGPoint *)last next:(const CGPoint *)next {
NSArray *line = @[[NSValue valueWithCGPoint:*last], [NSValue valueWithCGPoint:*next]];
_pathLength += distance(*last, *next);
[_lengths addObject:[NSNumber numberWithDouble:_pathLength]];
[_lines addObject:line];
*last = *next;
}
- (void)reset {
_lengths = nil;
_lines = nil;
_isClosed = NO;
_lineCount = 0;
_pathLength = 0;
_path = nil;
}
- (void)extractPathData:(CGPathRef)path {
if (path == _path) {
return;
}
_path = path;
CGPoint origin = CGPointMake (0.0, 0.0);
CGPoint last = CGPointMake (0.0, 0.0);
_lengths = [NSMutableArray array];
_lines = [NSMutableArray array];
_isClosed = NO;
_lineCount = 0;
_pathLength = 0;
NSArray *elements = [RNSVGBezierElement elementsFromCGPath:path];
for (RNSVGBezierElement *element in elements) {
switch (element.elementType)
{
case kCGPathElementMoveToPoint:
origin = last = element.point;
break;
case kCGPathElementAddLineToPoint: {
CGPoint next = element.point;
[self addLine:&last next:&next];
_lineCount++;
break;
}
case kCGPathElementAddQuadCurveToPoint:
case kCGPathElementAddCurveToPoint:
{
// handle both curve types gracefully
CGPoint curveTo = element.point;
CGPoint ctrl1 = element.controlPoint1;
CGPoint ctrl2 = element.elementType == kCGPathElementAddQuadCurveToPoint ? ctrl1 : element.controlPoint2;
// this is the bezier for our current element
CGPoint bezier[4] = { last, ctrl1, ctrl2, curveTo };
NSValue *arr = [NSValue valueWithBytes:&bezier objCType:@encode(CGPoint[4])];
NSMutableArray *curves = [NSMutableArray arrayWithObjects:arr, nil];
for (NSInteger curveIndex = 0; curveIndex >= 0; curveIndex--) {
CGPoint bez[4];
[curves[curveIndex] getValue:&bez];
[curves removeLastObject];
// calculate the error rate of the curve vs
// a line segment between the start and end points
CGPoint ctrl1 = bez[1];
CGPoint ctrl2 = bez[2];
CGPoint next = bez[3];
CGFloat polyLen =
distance(last, ctrl1) +
distance(ctrl1, ctrl2) +
distance(ctrl2, next);
CGFloat chordLen = distance(last, next);
CGFloat error = polyLen - chordLen;
// if the error is less than our accepted level of error
// then add a line, else, split the curve in half
if (error <= idealFlatness) {
[self addLine:&last next:&next];
_lineCount++;
} else {
CGPoint bez1[4], bez2[4];
subdivideBezierAtT(bez, bez1, bez2, .5);
[curves addObject:[NSValue valueWithBytes:&bez2 objCType:@encode(CGPoint[4])]];
[curves addObject:[NSValue valueWithBytes:&bez1 objCType:@encode(CGPoint[4])]];
curveIndex += 2;
}
}
break;
}
case kCGPathElementCloseSubpath: {
CGPoint next = origin;
[self addLine:&last next:&next];
_lineCount++;
_isClosed = YES;
break;
}
default:
break;
}
}
}
- (void)getPosAndTan:(CGFloat *)angle midPoint:(CGFloat)midPoint x:(CGFloat *)x y:(CGFloat *)y {
// Investigation suggests binary search is faster at lineCount >= 16
// https://gist.github.com/msand/4c7993319425f9d7933be58ad9ada1a4
NSUInteger i = _lineCount < 16 ?
[_lengths
indexOfObjectPassingTest:^(NSNumber* length, NSUInteger index, BOOL * _Nonnull stop) {
BOOL contains = midPoint <= [length doubleValue];
return contains;
}]
:
[_lengths
indexOfObject:[NSNumber numberWithDouble:midPoint]
inSortedRange:NSMakeRange(0, _lineCount)
options:NSBinarySearchingInsertionIndex
usingComparator:^(NSNumber* obj1, NSNumber* obj2) {
return [obj1 compare:obj2];
}];
CGFloat totalLength = (CGFloat)[_lengths[i] doubleValue];
CGFloat prevLength = i == 0 ? 0 : (CGFloat)[_lengths[i - 1] doubleValue];
CGFloat length = totalLength - prevLength;
CGFloat percent = (midPoint - prevLength) / length;
NSArray * points = [_lines objectAtIndex: i];
CGPoint p1 = [[points objectAtIndex: 0] CGPointValue];
CGPoint p2 = [[points objectAtIndex: 1] CGPointValue];
CGFloat ldx = p2.x - p1.x;
CGFloat ldy = p2.y - p1.y;
*angle = atan2(ldy, ldx);
*x = p1.x + ldx * percent;
*y = p1.y + ldy * percent;
}
@end