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iOS AsyncDisplayKit 代码阅读笔记

iOS AsyncDisplayKit 代码阅读笔记

作者: 杨柳小易 | 来源:发表于2017-06-05 17:52 被阅读1600次

如果看过 保持界面流畅技巧
这篇文章肯定会对AsyncDisplayKit 有强烈的好奇心。

此文章系 AsyncDisplayKit 的源码阅读笔记。零散的记录一些点。读完了说不定就能开始分析 AsyncDisplayKit 了

1:后台释放变量
void ASPerformBlockOnDeallocationQueue(void (^block)())
{
  static dispatch_queue_t queue;
  static dispatch_once_t onceToken;
  dispatch_once(&onceToken, ^{
    queue = dispatch_queue_create("org.AsyncDisplayKit.deallocationQueue", DISPATCH_QUEUE_SERIAL);
  });
  
  dispatch_async(queue, block);
}

ASPerformBlockOnDeallocationQueue用来释放对象在后台线程,让界面更流畅。 比如应用

- (void)_clearImage
{
  // Destruction of bigger images on the main thread can be expensive
  // and can take some time, so we dispatch onto a bg queue to
  // actually dealloc.
  __block UIImage *image = self.image;
  CGSize imageSize = image.size;
  BOOL shouldReleaseImageOnBackgroundThread = imageSize.width > kMinReleaseImageOnBackgroundSize.width ||
                                              imageSize.height > kMinReleaseImageOnBackgroundSize.height;
  if (shouldReleaseImageOnBackgroundThread) {
    ASPerformBlockOnDeallocationQueue(^{
      image = nil;
    });
  }
///TODO
///

根据注释看,说大图在主线程释放的时候会消耗更好的性能和时间。此处,最小尺寸是

static const CGSize kMinReleaseImageOnBackgroundSize = {20.0, 20.0};

20x20尺寸的图,在我们的应用里比这个大很多的多的是吧!但是从来没有想过,要在其他线程释放!
所以 AsyncDisplayKit 性能好是有道理的,性能处理,做到极致!!

2:一些特定的方法只能在父类中实现。
BOOL ASSubclassOverridesSelector(Class superclass, Class subclass, SEL selector)
{
  Method superclassMethod = class_getInstanceMethod(superclass, selector);
  Method subclassMethod = class_getInstanceMethod(subclass, selector);
  IMP superclassIMP = superclassMethod ? method_getImplementation(superclassMethod) : NULL;
  IMP subclassIMP = subclassMethod ? method_getImplementation(subclassMethod) : NULL;
  return (superclassIMP != subclassIMP);
}

ASSubclassOverridesSelector用来判断子类是不是实现了父类的某个方法,用法,配合#define ASDisplayNodeAssert(...) NSAssert(__VA_ARGS__)宏,在initialize方法中进行断言,某些方法,子类一定不能实现。。

比如ASImageNode

+ (void)initialize
{
  [super initialize];
  
  if (self != [ASImageNode class]) {
    // Prevent custom drawing in subclasses
    ASDisplayNodeAssert(!ASSubclassOverridesClassSelector([ASImageNode class], self, @selector(displayWithParameters:isCancelled:)), @"Subclass %@ must not override displayWithParameters:isCancelled: method. Custom drawing in %@ subclass is not supported.", NSStringFromClass(self), NSStringFromClass([ASImageNode class]));
  }
}

3:任务放到主线程的正确姿势
void ASPerformBlockOnMainThread(void (^block)())
{
  if (block == nil){
    return;
  }
  if (ASDisplayNodeThreadIsMain()) {
    block();
  } else {
    dispatch_async(dispatch_get_main_queue(), block);
  }
}

如果不做判断,就会让任务执行的时机发生变化!

4:消耗性能的操作,尽量只做一次求值操作

比如:

CGFloat ASScreenScale()
{
  static CGFloat __scale = 0.0;
  static dispatch_once_t onceToken;
  dispatch_once(&onceToken, ^{
    ASDisplayNodeCAssertMainThread();
    __scale = [[UIScreen mainScreen] scale];
  });
  return __scale;
}

ASScreenScale的调用时机在 ASDisplayNodeload方法中

+ (void)load
{
  // Ensure this value is cached on the main thread before needed in the background.
  ASScreenScale();
}

确保scale 的值已经计算好了,并且是在主线程中计算的。因为使用UIKit相关代码了,所以一定要确保在主线程。

5:ASSentinel

ASSentinel 的作用是防止 layer 被重复渲染使用的,比如,一个layer 已经超出屏幕或者下一次渲染的数据已经来了,那么,需要一个标示,来标记,此次不用渲染了。

@interface ASSentinel : NSObject
- (int32_t)value;
- (int32_t)increment;
@end

定义很简单,返回一个值,increment 递增当前的值。
在基类的 _initializeInstance函数中初始化,

_displaySentinel = [[ASSentinel alloc] init];

在需要关闭当前渲染的时候进行自增

- (void)cancelDisplayAsyncLayer:(_ASDisplayLayer *)asyncLayer
{
  [_displaySentinel increment];
}
或者 
- (void)cancelAsyncDisplay
{
  ASDisplayNodeAssertMainThread();
  [_displaySentinel increment];
.........
}

delegate 函数的判断,也可以使用结构体标示有没有实现某个方法,比如:

struct ASDisplayNodeFlags {
    // public properties
    unsigned synchronous:1;
    unsigned layerBacked:1;
    unsigned displaysAsynchronously:1;
    unsigned shouldRasterizeDescendants:1;
    unsigned shouldBypassEnsureDisplay:1;
    unsigned displaySuspended:1;
    unsigned shouldAnimateSizeChanges:1;
    unsigned hasCustomDrawingPriority:1;
    }

具体使用如下(ps鄙人项目中的使用):

struct {
        unsigned hasJingxiangAction:1;
        unsigned hasCameraAction   :1;
        unsigned hasMuteAction     :1;
        unsigned hasRoomManagerAction:1;
        unsigned hasFollowlistAction:1;
    }_delefateAction; ///<delelgate 行为
    
    设置代理的时候
    - (void)setDelegate:(id<PXYMoreActionDelegate>)delegate {
    _delegate = delegate;
    _delefateAction.hasJingxiangAction = [_delegate respondsToSelector:@selector(jingxiangAction)];
    _delefateAction.hasCameraAction = [_delegate respondsToSelector:@selector(cameraAction)];
    _delefateAction.hasMuteAction = [_delegate respondsToSelector:@selector(muteAction)];
    _delefateAction.hasRoomManagerAction = [_delegate respondsToSelector:@selector(roomManagerAciton)];
    _delefateAction.hasFollowlistAction = [_delegate respondsToSelector:@selector(followerListAction)];
}

不用每次都调用respondsToSelector 方法,稍微提升一点效率,使用的时候就可以这样子判断了

if (_delefateAction.hasRoomManagerAction) {
     [_delegate roomManagerAciton];
   }

省去了之前繁琐的判断。

华丽分割线!!!!

我们看看 node 是什么时候创建 view 或者 layer 的。(显示视图,肯定是 view或者layer了)


- (void)addSubnode:(ASDisplayNode *)subnode
{
  ///断言 #省略
  ASDisplayNodeAssert(subnode, @"Cannot insert a nil subnode");
  ASDisplayNode *oldParent = subnode.supernode;
  ///#不能重复添加或者自己添加自己
  if (!subnode || subnode == self || oldParent == self) {
    return;
  }
  ///#添加子节点
  BOOL isMovingEquivalentParents = disableNotificationsForMovingBetweenParents(oldParent, self);
  if (isMovingEquivalentParents) {
    [subnode __incrementVisibilityNotificationsDisabled];
  }
  [subnode removeFromSupernode];

  if (!_subnodes) {
    _subnodes = [[NSMutableArray alloc] init];
  }

  [_subnodes addObject:subnode];
  
  // This call will apply our .hierarchyState to the new subnode.
  // If we are a managed hierarchy, as in ASCellNode trees, it will also apply our .interfaceState.
  [subnode __setSupernode:self];
  ///#如果当前的node 已经有 view 或者 layer 就给子节点同样创建一个 view 或者 layer并且添加进来。。
  if (self.nodeLoaded) {
    ASPerformBlockOnMainThread(^{
      [self _addSubnodeSubviewOrSublayer:subnode];
    });
  }

  ASDisplayNodeAssert(isMovingEquivalentParents == disableNotificationsForMovingBetweenParents(oldParent, self), @"Invariant violated");
  if (isMovingEquivalentParents) {
    [subnode __decrementVisibilityNotificationsDisabled];
  }
}

从流程上看,在 addSubnode 的时候,如果父node已经有显示出来了,就创建。

还有另外一种情况,调用 view的 addSubnode 方法:

- (void)addSubnode:(ASDisplayNode *)subnode
{
  if (subnode.layerBacked) {
    // Call -addSubnode: so that we use the asyncdisplaykit_node path if possible.
    [self.layer addSubnode:subnode];
  } else {
    ASDisplayNode *selfNode = self.asyncdisplaykit_node;
    if (selfNode) {
      [selfNode addSubnode:subnode];
    } else {
      [self addSubview:subnode.view];
    }
  }
}

最后如果一步 [self addSubview:subnode.view];的时候,就开始走 view的创建流程了。

view 的创建流程:

- (UIView *)view
{
 if (_flags.layerBacked) {
    return nil;
  }
  if (!_view) {
    ASDisplayNodeAssertMainThread();
    [self _loadViewOrLayerIsLayerBacked:NO];
  }
  return _view;
}

- (CALayer *)layer
{
  if (!_layer) {
    ASDisplayNodeAssertMainThread();

    if (!_flags.layerBacked) {
      return self.view.layer;
    }
    [self _loadViewOrLayerIsLayerBacked:YES];
  }
  return _layer;
}

创建 view 或者 layer 的时候,都会使用 ASDisplayNodeAssertMainThread(); 宏来限定,只能在主线程创建。。最后都会调用 _loadViewOrLayerIsLayerBacked 函数。如果创建layer 传入 YES 创建 view 传入 NO

- (void)_loadViewOrLayerIsLayerBacked:(BOOL)isLayerBacked
{
  /// 如果node 已经是释放状态,不创建
  if (self._isDeallocating) {
    return;
  }

  /// 如果没有父节点,直接返回
  if (![self __shouldLoadViewOrLayer]) {
    return;
  }

  /// 创建 layer
  if (isLayerBacked) {
    _layer = [self _layerToLoad];
    _layer.delegate = (id<CALayerDelegate>)self;
  } else {
  /// 创建 view
    _view = [self _viewToLoad];
    _view.asyncdisplaykit_node = self;
    _layer = _view.layer;
  }
  _layer.asyncdisplaykit_node = self;

  self.asyncLayer.asyncDelegate = self;

///# 其他状态设置
  ......
}

创建view 的过程 如下:

- (UIView *)_viewToLoad
{
  UIView *view;
  ASDN::MutexLocker l(__instanceLock__);

  if (_viewBlock) {
    view = _viewBlock();
    ASDisplayNodeAssertNotNil(view, @"View block returned nil");
    ASDisplayNodeAssert(![view isKindOfClass:[_ASDisplayView class]], @"View block should return a synchronously displayed view");
    _viewBlock = nil;
    _viewClass = [view class];
  } else {
    if (!_viewClass) {
      _viewClass = [self.class viewClass];
    }
    view = [[_viewClass alloc] init];
  }
  
  // Update flags related to special handling of UIImageView layers. More details on the flags
  if (_flags.synchronous && [_viewClass isSubclassOfClass:[UIImageView class]]) {
    _flags.canClearContentsOfLayer = NO;
    _flags.canCallSetNeedsDisplayOfLayer = NO;
  }

  return view;
}

如果初始化的时候有提供_viewBlock,就是用 _viewBlock 返回一个view,要么就是用默认的view进行创建。

+ (Class)viewClass
{
  return [_ASDisplayView class];
}

+ (Class)layerClass
{
  return [_ASDisplayLayer class];
}

ASDisplayNode 提供了内置的 view 和 layer ,_ASDisplayView 用来转发一些事件,_ASDisplayLayer 是 性能提升的关键。

从上面可以看出 node 节点就是包装了 view 和 layer 的 载体,可以通过node 设置 view 或者 layer的属性。在view 或者 layer需要显示的时候,把属性设置上去。

这里忽略掉了布局相关的代码。以后有空了补补

_ASDisplayView

_ASDisplayView 是 ASDisplayNode 的 一个私有类,只能在ASDisplayNode 中使用,不能继承和重写。前面有提到过

+ (Class)viewClass
{
  return [_ASDisplayView class];
}

_ASDisplayView 的 作用就是重写了UIView的一些方法用来转发一些事件给 ASDisplayNode,下面,我们看看主要的函数。

+ (Class)layerClass
{
  return [_ASDisplayLayer class];
}

重写 layerClass 函数,使用可以异步绘制的 类 _ASDisplayLayer。

- (void)willMoveToWindow:(UIWindow *)newWindow
{
  BOOL visible = (newWindow != nil);
  if (visible && !_node.inHierarchy) {
    [_node __enterHierarchy];
  }
}

将要添加到window上的时候,把事件转给Node. 当然还有其他的类似 didMoveToWindow

- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
  if (_node.methodOverrides & ASDisplayNodeMethodOverrideTouchesBegan) {
    [_node touchesBegan:touches withEvent:event];
  } else {
    [super touchesBegan:touches withEvent:event];
  }
}

touche 系列的函数的重写,判断当前node 是否实现了对应的方法,如果实现了,就把事件转发给node. ASControlNode的实现,就得益于touch 函数的转发。

分割线

判断两个obj是否相等

ASDISPLAYNODE_INLINE BOOL ASObjectIsEqual(id<NSObject> obj, id<NSObject> otherObj)
{
  return obj == otherObj || [obj isEqual:otherObj];
}

参数可以为nil 此处!

_ASDisplayLayer

看看_ASDisplayLayer 的实现。

typedef BOOL(^asdisplaynode_iscancelled_block_t)(void);

用来标示当前异步的操作是否已经结束

@interface _ASDisplayLayer : CALayer
///#设置是否异步展示
@property (nonatomic, assign) BOOL displaysAsynchronously;
///#关闭当前的异步展示
- (void)cancelAsyncDisplay;
///#异步展示的队列
+ (dispatch_queue_t)displayQueue;
///#计数器,之前讲过的
@property (nonatomic, strong, readonly) ASSentinel *displaySentinel;
///#展示过程中的代理
@property (nonatomic, weak) id<_ASDisplayLayerDelegate> asyncDelegate;
///#挂起异步显示
@property (nonatomic, assign, getter=isDisplaySuspended) BOOL displaySuspended;
///#直接展示
- (void)displayImmediately;
ASCALayerExtendedDelegate

bounds 改变的时候回调用这个代理的方法。

_ASDisplayLayerDelegate

异步渲染的时候一些回调,node 可以实现这些方法,来实现自己的渲染,

_ASDisplayLayer实现

- (instancetype)init
{
  if ((self = [super init])) {
    _displaySentinel = [[ASSentinel alloc] init];

    self.opaque = YES;
  }
  return self;
}

_displaySentinel 初始化异步展示关闭的条件。

看一些主要的方法。

+ (id)defaultValueForKey:(NSString *)key
{
  if ([key isEqualToString:@"displaysAsynchronously"]) {
    return @YES;
  } else {
    return [super defaultValueForKey:key];
  }
}

设置layer的默认的属性值,这是设置 displaysAsynchronously 默认为 YES。(默认开启异步展示效果)

- (void)setNeedsDisplay
{
///#判断是不是主线程
  ASDisplayNodeAssertMainThread();
///#线程锁
  _displaySuspendedLock.lock();
  ///关闭当前的绘制,已经在绘制的不能被关闭,如果还没有开始绘制,但是在队列里面,是能关闭的
  [self cancelAsyncDisplay];

  // Short circuit if display is suspended. When resumed, we will setNeedsDisplay at that time.
  if (!_displaySuspended) {
    [super setNeedsDisplay];
  }
  _displaySuspendedLock.unlock();
}

setNeedsDisplay 设置内容需要重新绘制。开始绘制之前,先关闭上次还没有开始绘制的任务!

+ (dispatch_queue_t)displayQueue
{
  static dispatch_queue_t displayQueue = NULL;
  static dispatch_once_t onceToken;
  dispatch_once(&onceToken, ^{
    displayQueue = dispatch_queue_create("org.AsyncDisplayKit.ASDisplayLayer.displayQueue", DISPATCH_QUEUE_CONCURRENT);
    // we use the highpri queue to prioritize UI rendering over other async operations
    dispatch_set_target_queue(displayQueue, dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_HIGH, 0));
  });

  return displayQueue;
}

displayQueue 异步绘制的队列。注意,队列是 DISPATCH_QUEUE_CONCURRENT 并行的。并且 dispatch_set_target_queue 设置的 DISPATCH_QUEUE_PRIORITY_HIGH。跟UI绘制相关的队列,优先级最高。

- (void)display
{
///#此方法只能在主线程调用
  ASDisplayNodeAssertMainThread();
  [self _hackResetNeedsDisplay];
///如果已经挂起了,返回
  if (self.isDisplaySuspended) {
    return;
  }
///开始调用绘制
  [self display:self.displaysAsynchronously];
}

- (void)display:(BOOL)asynchronously
{
///如果大小为0 的时候是否绘制
  if (CGRectIsEmpty(self.bounds)) {
    _attemptedDisplayWhileZeroSized = YES;
  }

  id<_ASDisplayLayerDelegate> NS_VALID_UNTIL_END_OF_SCOPE strongAsyncDelegate;
  {
    _asyncDelegateLock.lock();
    strongAsyncDelegate = _asyncDelegate;
    _asyncDelegateLock.unlock();
  }
  ///开始调用代理的方法,进行绘制
  [strongAsyncDelegate displayAsyncLayer:self asynchronously:asynchronously];
}

so,绘制部分交给了代理,也就是Node....ok,我们看一下node的绘制部分。。。
相关代码在ASDisplayNode+AsyncDisplay.mm文件中

- (void)displayAsyncLayer:(_ASDisplayLayer *)asyncLayer asynchronously:(BOOL)asynchronously
{
///必须在主线程进行
  ASDisplayNodeAssertMainThread();
///上锁
  ASDN::MutexLocker l(__instanceLock__);

  if (_hierarchyState & ASHierarchyStateRasterized) {
    return;
  }
///判断有没有取消当前绘制的block
  ASSentinel *displaySentinel = (asynchronously ? _displaySentinel : nil);
  int32_t displaySentinelValue = [displaySentinel increment];
  asdisplaynode_iscancelled_block_t isCancelledBlock = ^{
    return BOOL(displaySentinelValue != displaySentinel.value);
  };

  ///生成绘制的block 返回一个image 直接设置在layer上
  asyncdisplaykit_async_transaction_operation_block_t displayBlock = [self _displayBlockWithAsynchronous:asynchronously isCancelledBlock:isCancelledBlock rasterizing:NO];
  ///#如果没有绘制的block,那就没有必要进行了
  if (!displayBlock) {
    return;
  }
  ///插入runloop的block
  ASDisplayNodeAssert(_layer, @"Expect _layer to be not nil");
  asyncdisplaykit_async_transaction_operation_completion_block_t completionBlock = ^(id<NSObject> value, BOOL canceled){
    ASDisplayNodeCAssertMainThread();
    if (!canceled && !isCancelledBlock()) {
      UIImage *image = (UIImage *)value;
      BOOL stretchable = (NO == UIEdgeInsetsEqualToEdgeInsets(image.capInsets, UIEdgeInsetsZero));
      if (stretchable) {
        ASDisplayNodeSetupLayerContentsWithResizableImage(_layer, image);
      } else {
        _layer.contentsScale = self.contentsScale;
        _layer.contents = (id)image.CGImage;
      }
      [self didDisplayAsyncLayer:self.asyncLayer];
    }
  };
///调用即将渲染layer的函数
  [self willDisplayAsyncLayer:self.asyncLayer];

  if (asynchronously) {///如果是异步的,加入到runloop中
    // Async rendering operations are contained by a transaction, which allows them to proceed and concurrently
    // while synchronizing the final application of the results to the layer's contents property (completionBlock).
    
    // First, look to see if we are expected to join a parent's transaction container.
    CALayer *containerLayer = _layer.asyncdisplaykit_parentTransactionContainer ? : _layer;
    
    // In the case that a transaction does not yet exist (such as for an individual node outside of a container),
    // this call will allocate the transaction and add it to _ASAsyncTransactionGroup.
    // It will automatically commit the transaction at the end of the runloop.
    _ASAsyncTransaction *transaction = containerLayer.asyncdisplaykit_asyncTransaction;
    
    // Adding this displayBlock operation to the transaction will start it IMMEDIATELY.
    // The only function of the transaction commit is to gate the calling of the completionBlock.
    [transaction addOperationWithBlock:displayBlock priority:self.drawingPriority queue:[_ASDisplayLayer displayQueue] completion:completionBlock];
  } else {
  ///不是异步,直接把image,设置在layer上!!
    UIImage *contents = (UIImage *)displayBlock();
    completionBlock(contents, NO);
  }
}

此处,相关技术可以通过YY大神博客了解 保持界面流畅技巧

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