ASDisplayNodeExtras.mm
ASDisplayNodePerformBlockOnEveryNode
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void ASDisplayNodePerformBlockOnEveryNode(CALayer * _Nullable layer, ASDisplayNode * _Nullable node, BOOL traverseSublayers, void(^block)(ASDisplayNode *node))
{
if (!node) {
ASDisplayNodeCAssertNotNil(layer, @"Cannot recursively perform with nil node and nil layer");
ASDisplayNodeCAssertMainThread();
node = ASLayerToDisplayNode(layer);
}
if (node) {
block(node);
}
if (traverseSublayers && !layer && [node isNodeLoaded] && ASDisplayNodeThreadIsMain()) {
layer = node.layer;
}
if (traverseSublayers && layer && node.rasterizesSubtree == NO) {
/// NOTE: The docs say `sublayers` returns a copy, but it does not.
/// See: http://stackoverflow.com/questions/14854480/collection-calayerarray-0x1ed8faa0-was-mutated-while-being-enumerated
for (CALayer *sublayer in [[layer sublayers] copy]) {
ASDisplayNodePerformBlockOnEveryNode(sublayer, nil, traverseSublayers, block);
}
} else if (node) {
for (ASDisplayNode *subnode in [node subnodes]) {
ASDisplayNodePerformBlockOnEveryNode(nil, subnode, traverseSublayers, block);
}
}
}
ASDisplayNodePerformBlockOnEveryNodeBFS
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void ASDisplayNodePerformBlockOnEveryNodeBFS(ASDisplayNode *node, void(^block)(ASDisplayNode *node))
{
// Queue used to keep track of subnodes while traversing this layout in a BFS fashion.
std::queue<ASDisplayNode *> queue;
queue.push(node);
while (!queue.empty()) {
node = queue.front();
queue.pop();
block(node);
// Add all subnodes to process in next step
for (ASDisplayNode *subnode in node.subnodes) {
queue.push(subnode);
}
}
}
ASDisplayNodePerformBlockOnEverySubnode
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void ASDisplayNodePerformBlockOnEverySubnode(ASDisplayNode *node, BOOL traverseSublayers, void(^block)(ASDisplayNode *node))
{
for (ASDisplayNode *subnode in node.subnodes) {
ASDisplayNodePerformBlockOnEveryNode(nil, subnode, YES, block);
}
}
ASDisplayNodeFindFirstSupernode
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ASDisplayNode *ASDisplayNodeFindFirstSupernode(ASDisplayNode *node, BOOL (^block)(ASDisplayNode *node))
{
// This function has historically started with `self` but the name suggests
// that it wouldn't. Perhaps we should change the behavior.
for (ASDisplayNode *ancestor in node.supernodesIncludingSelf) {
if (block(ancestor)) {
return ancestor;
}
}
return nil;
}
__kindof ASDisplayNode *ASDisplayNodeFindFirstSupernodeOfClass(ASDisplayNode *start, Class c)
{
// This function has historically started with `self` but the name suggests
// that it wouldn't. Perhaps we should change the behavior.
return [start supernodeOfClass:c includingSelf:YES];
}
static void _ASCollectDisplayNodes(NSMutableArray *array, CALayer *layer)
{
ASDisplayNode *node = ASLayerToDisplayNode(layer);
if (nil != node) {
[array addObject:node];
}
for (CALayer *sublayer in layer.sublayers)
_ASCollectDisplayNodes(array, sublayer);
}
ASDisplayNodeFindFirstSupernodeOfClass
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__kindof ASDisplayNode *ASDisplayNodeFindFirstSupernodeOfClass(ASDisplayNode *start, Class c)
{
// This function has historically started with `self` but the name suggests
// that it wouldn't. Perhaps we should change the behavior.
return [start supernodeOfClass:c includingSelf:YES];
}
static void _ASCollectDisplayNodes(NSMutableArray *array, CALayer *layer)
{
ASDisplayNode *node = ASLayerToDisplayNode(layer);
if (nil != node) {
[array addObject:node];
}
for (CALayer *sublayer in layer.sublayers)
_ASCollectDisplayNodes(array, sublayer);
}
_ASCollectDisplayNodes
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static void _ASCollectDisplayNodes(NSMutableArray *array, CALayer *layer)
{
ASDisplayNode *node = ASLayerToDisplayNode(layer);
if (nil != node) {
[array addObject:node];
}
for (CALayer *sublayer in layer.sublayers)
_ASCollectDisplayNodes(array, sublayer);
}
ASCollectDisplayNodes
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NSArray<ASDisplayNode *> *ASCollectDisplayNodes(ASDisplayNode *node)
{
NSMutableArray *list = [[NSMutableArray alloc] init];
for (CALayer *sublayer in node.layer.sublayers) {
_ASCollectDisplayNodes(list, sublayer);
}
return list;
}
_ASDisplayNodeFindAllSubnodes
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static void _ASDisplayNodeFindAllSubnodes(NSMutableArray *array, ASDisplayNode *node, BOOL (^block)(ASDisplayNode *node))
{
if (!node)
return;
for (ASDisplayNode *subnode in node.subnodes) {
if (block(subnode)) {
[array addObject:subnode];
}
_ASDisplayNodeFindAllSubnodes(array, subnode, block);
}
}
ASFindWindowOfLayer
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UIWindow * _Nullable ASFindWindowOfLayer(CALayer *layer)
{
UIView *view = ASFindClosestViewOfLayer(layer);
if (UIWindow *window = ASDynamicCast(view, UIWindow)) {
return window;
} else {
return view.window;
}
}
ASFindClosestViewOfLayer
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UIView * _Nullable ASFindClosestViewOfLayer(CALayer *layer)
{
while (layer != nil) {
if (UIView *view = ASDynamicCast(layer.delegate, UIView)) {
return view;
}
layer = layer.superlayer;
}
return nil;
}
ASDisplayNodeFindClosestCommonAncestor
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ASDisplayNode *ASDisplayNodeFindClosestCommonAncestor(ASDisplayNode *node1, ASDisplayNode *node2)
{
ASDisplayNode *possibleAncestor = node1;
while (possibleAncestor) {
if (_ASDisplayNodeIsAncestorOfDisplayNode(possibleAncestor, node2)) {
break;
}
possibleAncestor = possibleAncestor.supernode;
}
ASDisplayNodeCAssertNotNil(possibleAncestor, @"Could not find a common ancestor between node1: %@ and node2: %@", node1, node2);
return possibleAncestor;
}
ASDisplayNodeUltimateParentOfNode
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ASDisplayNode *ASDisplayNodeUltimateParentOfNode(ASDisplayNode *node)
{
// node <- supernode on each loop
// previous <- node on each loop where node is not nil
// previous is the final non-nil value of supernode, i.e. the root node
ASDisplayNode *previousNode = node;
while ((node = [node supernode])) {
previousNode = node;
}
return previousNode;
}
ASDisplayNodeDefaultPlaceholderColor
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UIColor *ASDisplayNodeDefaultPlaceholderColor()
{
static UIColor *defaultPlaceholderColor;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
defaultPlaceholderColor = [UIColor colorWithWhite:0.95 alpha:1.0];
});
return defaultPlaceholderColor;
}
ASDisplayNodeDefaultTintColor
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UIColor *ASDisplayNodeDefaultTintColor()
{
static UIColor *defaultTintColor;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
defaultTintColor = [UIColor colorWithRed:0.0 green:0.478 blue:1.0 alpha:1.0];
});
return defaultTintColor;
}
ASDisplayNodeDisableHierarchyNotifications
void ASDisplayNodeDisableHierarchyNotifications(ASDisplayNode *node)
{
[node __incrementVisibilityNotificationsDisabled];
}
ASDisplayNodeEnableHierarchyNotifications
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void ASDisplayNodeEnableHierarchyNotifications(ASDisplayNode *node)
{
[node __decrementVisibilityNotificationsDisabled];
}