1 /*
2  * Copyright (c) 2021-2022 Huawei Device Co., Ltd.
3  * Licensed under the Apache License, Version 2.0 (the "License");
4  * you may not use this file except in compliance with the License.
5  * You may obtain a copy of the License at
6  *
7  *     http://www.apache.org/licenses/LICENSE-2.0
8  *
9  * Unless required by applicable law or agreed to in writing, software
10  * distributed under the License is distributed on an "AS IS" BASIS,
11  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12  * See the License for the specific language governing permissions and
13  * limitations under the License.
14  */
15 
16 #include "frameworks/core/pipeline/base/multi_composed_element.h"
17 
18 #include "core/pipeline/base/multi_composed_component.h"
19 
20 namespace OHOS::Ace {
21 
CanUpdate(const RefPtr<Component> & newComponent)22 bool MultiComposedElement::CanUpdate(const RefPtr<Component>& newComponent)
23 {
24     auto multiComposed = AceType::DynamicCast<MultiComposedComponent>(newComponent);
25     return multiComposed ? id_ == multiComposed->GetId() : false;
26 }
27 
PerformBuild()28 void MultiComposedElement::PerformBuild()
29 {
30     auto multiComposed = AceType::DynamicCast<MultiComposedComponent>(component_);
31     if (!multiComposed) {
32         LOGW("MultiComposedElement: component MUST be instance of MultiComposedComponent");
33         return;
34     }
35 
36     UpdateChildren(multiComposed->GetChildren());
37 }
38 
UpdateChildren(const std::list<RefPtr<Component>> & newComponents)39 void MultiComposedElement::UpdateChildren(const std::list<RefPtr<Component>>& newComponents)
40 {
41     if (component_->GetUpdateType() == UpdateType::REBUILD) {
42         UpdateChildrenForRebuild(newComponents);
43         return;
44     }
45     int32_t slot = 0;
46     countRenderNode_ = 0;
47     bool useSlot = GetRenderSlot() < 0 ? false : true;
48     if (children_.empty()) {
49         for (const auto& component : newComponents) {
50             auto newChild = UpdateChildWithSlot(
51                 nullptr, component, slot++, useSlot ? countRenderNode_ + GetRenderSlot() : DEFAULT_RENDER_SLOT);
52             countRenderNode_ += newChild->CountRenderNode();
53         }
54         return;
55     }
56 
57     // For declarative frontend, the component tree is very stable,
58     // so size of children MUST be matched between elements and components
59     if (children_.size() != newComponents.size()) {
60         LOGW("Size of old children and new components are mismatched");
61         return;
62     }
63 
64     auto itChild = children_.begin();
65     for (const auto& component : newComponents) {
66         auto newChild = UpdateChildWithSlot(
67             *(itChild++), component, slot++, useSlot ? countRenderNode_ + GetRenderSlot() : DEFAULT_RENDER_SLOT);
68         countRenderNode_ += newChild->CountRenderNode();
69     }
70 }
71 
UpdateChildrenForRebuild(const std::list<RefPtr<Component>> & newComponents)72 void MultiComposedElement::UpdateChildrenForRebuild(const std::list<RefPtr<Component>>& newComponents)
73 {
74     auto itChildStart = children_.begin();
75     auto itChildEnd = children_.end();
76     auto itComponentStart = newComponents.begin();
77     auto itComponentEnd = newComponents.end();
78     int32_t slot = 0;
79 
80     countRenderNode_ = 0;
81     bool useSlot = GetRenderSlot() < 0 ? false : true;
82 
83     // 1. Try to update children at start with new components by order
84     while (itChildStart != itChildEnd && itComponentStart != itComponentEnd) {
85         const auto& child = *itChildStart;
86         const auto& component = *itComponentStart;
87         if (!child->CanUpdate(component)) {
88             break;
89         }
90         auto newChild = UpdateChildWithSlot(
91             child, component, slot++, useSlot ? countRenderNode_ + GetRenderSlot() : DEFAULT_RENDER_SLOT);
92         countRenderNode_ += newChild->CountRenderNode();
93         ++itChildStart;
94         ++itComponentStart;
95     }
96 
97     // 2. Try to find children at end with new components by order
98     while (itChildStart != itChildEnd && itComponentStart != itComponentEnd) {
99         const auto& child = *(--itChildEnd);
100         const auto& component = *(--itComponentEnd);
101         if (!child->CanUpdate(component)) {
102             ++itChildEnd;
103             ++itComponentEnd;
104             break;
105         }
106     }
107 
108     // 3. Collect children at middle
109     std::unordered_multimap<ComposeId, RefPtr<Element>> elements;
110     while (itChildStart != itChildEnd) {
111         const auto& child = *(itChildStart++);
112         auto composedElement = AceType::DynamicCast<ComposedElement>(child);
113         if (composedElement) {
114             elements.emplace(composedElement->GetId(), child);
115         } else {
116             UpdateChildWithSlot(child, nullptr, DEFAULT_ELEMENT_SLOT, DEFAULT_RENDER_SLOT);
117         }
118     }
119 
120     // 4. Try to update children at middle with new components by order
121     while (itComponentStart != itComponentEnd) {
122         const auto& component = *(itComponentStart++);
123         auto composedComponent = AceType::DynamicCast<BaseComposedComponent>(component);
124         if (!composedComponent) {
125             auto newChild = UpdateChildWithSlot(
126                 nullptr, component, slot++, useSlot ? countRenderNode_ + GetRenderSlot() : DEFAULT_RENDER_SLOT);
127             countRenderNode_ += newChild->CountRenderNode();
128             continue;
129         }
130         auto it = elements.find(composedComponent->GetId());
131         if (it == elements.end()) {
132             auto newChild = UpdateChildWithSlot(
133                 nullptr, component, slot++, useSlot ? countRenderNode_ + GetRenderSlot() : DEFAULT_RENDER_SLOT);
134             countRenderNode_ += newChild->CountRenderNode();
135             continue;
136         }
137 
138         const auto& child = it->second;
139         if (child->CanUpdate(component)) {
140             auto newChild = UpdateChildWithSlot(
141                 child, component, slot++, useSlot ? countRenderNode_ + GetRenderSlot() : DEFAULT_RENDER_SLOT);
142             countRenderNode_ += newChild->CountRenderNode();
143         } else {
144             auto newChild = UpdateChildWithSlot(
145                 nullptr, component, slot++, useSlot ? countRenderNode_ + GetRenderSlot() : DEFAULT_RENDER_SLOT);
146             countRenderNode_ += newChild->CountRenderNode();
147             continue;
148         }
149 
150         elements.erase(it);
151     }
152 
153     // 5. Remove these useless children
154     for (const auto& node : elements) {
155         UpdateChildWithSlot(node.second, nullptr, DEFAULT_ELEMENT_SLOT, DEFAULT_RENDER_SLOT);
156     }
157 
158     // 6. Try to update children at end with new components by order
159     while (itChildEnd != children_.end() && itComponentEnd != newComponents.end()) {
160         auto child = *(itChildEnd++);
161         auto newChild = UpdateChildWithSlot(child, *(itComponentEnd++), slot++,
162             useSlot ? countRenderNode_ + GetRenderSlot() : DEFAULT_RENDER_SLOT);
163         countRenderNode_ += newChild->CountRenderNode();
164     }
165 }
166 
167 } // namespace OHOS::Ace
168