Move app/src (mostly) to flipper-ui-core/src

Summary:
This diff moves all UI code from app/src to app/flipper-ui-core. That is now slightly too much (e.g. node deps are not removed yet), but from here it should be easier to move things out again, as I don't want this diff to be open for too long to avoid too much merge conflicts.

* But at least flipper-ui-core is Electron free :)
* Killed all cross module imports as well, as they where now even more in the way
* Some unit test needed some changes, most not too big (but emotion hashes got renumbered in the snapshots, feel free to ignore that)
* Found some files that were actually meaningless (tsconfig in plugins, WatchTools files, that start generating compile errors, removed those

Follow up work:
* make flipper-ui-core configurable, and wire up flipper-server-core in Electron instead of here
* remove node deps (aigoncharov)
* figure out correct place to load GKs, plugins, make intern requests etc., and move to the correct module
* clean up deps

Reviewed By: aigoncharov

Differential Revision: D32427722

fbshipit-source-id: 14fe92e1ceb15b9dcf7bece367c8ab92df927a70
This commit is contained in:
Michel Weststrate
2021-11-16 05:25:40 -08:00
committed by Facebook GitHub Bot
parent 54b7ce9308
commit 7e50c0466a
293 changed files with 483 additions and 497 deletions

View File

@@ -0,0 +1,92 @@
/**
* Copyright (c) Facebook, Inc. and its affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*
* @format
*/
import React, {useEffect, useRef} from 'react';
import {fpsEmitter} from '../dispatcher/tracking';
const width = 36;
const height = 36;
const graphHeight = 20;
export default function FpsGraph({sampleRate = 200}: {sampleRate?: number}) {
const canvasRef = useRef<HTMLCanvasElement>(null);
useEffect(() => {
const fps: number[] = new Array<number>(width).fill(0, 0, width);
let lastFps = 0;
let lastDraw = Date.now();
const handler = (xfps: number) => {
// at any interval, take the lowest to better show slow downs
lastFps = Math.min(lastFps, xfps);
};
const interval = setInterval(() => {
const ctx = canvasRef.current!.getContext('2d')!;
ctx.clearRect(0, 0, width, height);
ctx.strokeStyle = '#ddd';
const now = Date.now();
let missedFrames = 0;
// check if we missed some measurements, in that case the CPU was fully choked!
for (let i = 0; i < Math.floor((now - lastDraw) / sampleRate) - 1; i++) {
fps.push(0);
fps.shift();
missedFrames++;
}
lastDraw = now;
// latest measurement
fps.push(lastFps);
fps.shift();
ctx.font = 'lighter 10px arial';
ctx.strokeText(
'' +
(missedFrames
? // if we were chocked, show FPS based on frames missed
Math.floor((1000 / sampleRate) * missedFrames)
: lastFps) +
' fps',
0,
height - 4,
);
ctx.moveTo(0, height);
ctx.beginPath();
ctx.lineWidth = 1;
fps.forEach((num, idx) => {
ctx.lineTo(idx, graphHeight - (Math.min(60, num) / 60) * graphHeight);
});
ctx.strokeStyle = missedFrames ? '#ff0000' : '#ddd';
ctx.stroke();
lastFps = 60;
}, sampleRate);
fpsEmitter.on('fps', handler);
return () => {
clearInterval(interval);
fpsEmitter.off('fps', handler);
};
}, []);
return (
<div style={{width, height}}>
<canvas
ref={canvasRef}
width={width}
height={height}
title="Current framerate in FPS"
/>
</div>
);
}