diff --git a/CHANGELOG.md b/CHANGELOG.md index 87165dc7e..1f6ea8c3a 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -10,7 +10,7 @@ - [ASScrollNode] Ensure the node respects the given size range while calculating its layout. [#637](https://github.com/TextureGroup/Texture/pull/637) [Huy Nguyen](https://github.com/nguyenhuy) - [ASScrollNode] Invalidate the node's calculated layout if its scrollable directions changed. Also add unit tests for the class. [#637](https://github.com/TextureGroup/Texture/pull/637) [Huy Nguyen](https://github.com/nguyenhuy) - Add new unit testing to the layout engine. [Adlai Holler](https://github.com/Adlai-Holler) [#424](https://github.com/TextureGroup/Texture/pull/424) -- [Automatic Subnode Management] Nodes with ASM enabled now insert/delete their subnodes as soon as they enter preload state, so the subnodes can preload too. [Huy Nguyen](https://github.com/nguyenhuy) [#706](https://github.com/TextureGroup/Texture/pull/706) +- [Automatic Subnode Management] Nodes with ASM enabled now insert/delete their subnodes as soon as they enter preload state, so subnodes can start preloading right away. [Huy Nguyen](https://github.com/nguyenhuy) [#706](https://github.com/TextureGroup/Texture/pull/706) [#751](https://github.com/TextureGroup/Texture/pull/751) - [ASCollectionNode] Added support for interactive item movement. [Adlai Holler](https://github.com/Adlai-Holler) - Added an experimental "no-copy" rendering API. See ASGraphicsContext.h for info. [Adlai Holler](https://github.com/Adlai-Holler) - Dropped support for iOS 8. [Adlai Holler](https://github.com/Adlai-Holler) diff --git a/Source/ASDisplayNode.mm b/Source/ASDisplayNode.mm index 0f2bf7719..899331ea4 100644 --- a/Source/ASDisplayNode.mm +++ b/Source/ASDisplayNode.mm @@ -3079,16 +3079,23 @@ - (void)didEnterPreloadState ASDisplayNodeAssertMainThread(); ASDisplayNodeAssertLockUnownedByCurrentThread(__instanceLock__); - if (self.automaticallyManagesSubnodes) { - // Tell the node to apply its applicable pending layout, if any, so that its subnodes are inserted/deleted - // and start preloading right away. - // - // If this node has an up-to-date layout (and subnodes), calling layoutIfNeeded will be fast. - // - // If this node doesn't have a calculated or pending layout that fits its current bounds, a measurement pass will occur - // (see __layout and _u_measureNodeWithBoundsIfNecessary:). - // This scenario should be uncommon, and running a measurement pass here is a fine trade-off because preloading - // any time after this point would be late. + // If this node has ASM enabled and is not yet visible, force a layout pass to apply its applicable pending layout, if any, + // so that its subnodes are inserted/deleted and start preloading right away. + // + // - If it has an up-to-date layout (and subnodes), calling -layoutIfNeeded will be fast. + // + // - If it doesn't have a calculated or pending layout that fits its current bounds, a measurement pass will occur + // (see -__layout and -_u_measureNodeWithBoundsIfNecessary:). This scenario is uncommon, + // and running a measurement pass here is a fine trade-off because preloading any time after this point would be late. + // + // Don't force a layout pass if the node is already visible. Soon CoreAnimation will trigger + // a (coalesced, thus more efficient) pass on the backing store. Rely on it instead. + BOOL shouldForceLayoutPass = NO; + { + ASDN::MutexLocker l(__instanceLock__); + shouldForceLayoutPass = _automaticallyManagesSubnodes && !ASInterfaceStateIncludesVisible(_interfaceState); + } + if (shouldForceLayoutPass) { [self layoutIfNeeded]; }