-If you're looking for a simple, flat-color rounded rectangle or circle, AsyncDisplayKit offers a variety of conveniences to provide this. See `UIImage+ASConveniences.h` for methods to create flat-colored, rounded-corner resizable images using precomposited corners (both alpha and opaque are supported). These are great for use as placeholders for image nodes or backgrounds for ASButtonNode. More precomposited corner methods will be released with AsyncDisplayKit 2.0 release.
+If you're looking for a simple, flat-color rounded rectangle or circle, Texture offers a variety of conveniences to provide this. See `UIImage+ASConveniences.h` for methods to create flat-colored, rounded-corner resizable images using precomposited corners (both alpha and opaque are supported). These are great for use as placeholders for image nodes or backgrounds for ASButtonNode. More precomposited corner methods will be released with Texture 2.0 release.
### Clip Corner
@@ -81,7 +81,7 @@ Clip corners applies to two main types of corner rounding situations:
Note: This affects the default implementation of
-hitTest
and
-pointInside
, so subclasses should call super if you override it and want hitTestSlop applied.
diff --git a/docs/_docs/image-node.md b/docs/_docs/image-node.md
index 77b2bdd5c..4067aba04 100755
--- a/docs/_docs/image-node.md
+++ b/docs/_docs/image-node.md
@@ -6,7 +6,7 @@ prevPage: text-node.html
nextPage: network-image-node.html
---
-`ASImageNode` is the ASDK equivalent to `UIImageView`. The most basic difference is that images are decoded asynchronously by default. Of course, there are more advanced improvments as well such as GIF support and `imageModificationBlock`s.
+`ASImageNode` is the Texture equivalent to `UIImageView`. The most basic difference is that images are decoded asynchronously by default. Of course, there are more advanced improvments as well such as GIF support and `imageModificationBlock`s.
### Basic Usage
diff --git a/docs/_docs/installation.md b/docs/_docs/installation.md
index 10f39e8bd..69b995d75 100755
--- a/docs/_docs/installation.md
+++ b/docs/_docs/installation.md
@@ -6,7 +6,7 @@ prevPage: resources.html
nextPage: adoption-guide-2-0-beta1.html
---
-AsyncDisplayKit may be added to your project via CocoaPods or Carthage. Do not forget to import the framework header:
+Texture may be added to your project via CocoaPods or Carthage. Do not forget to import the framework header:
@@ -16,17 +16,17 @@ AsyncDisplayKit may be added to your project via CocoaPods or Carthage. Do not f
-or create a
Objective-C bridging header (Swift). If you have any problems installing AsyncDisplayKit, please contact us on Github or
Slack!
+or create a
Objective-C bridging header (Swift). If you have any problems installing Texture, please contact us on Github or
Slack!
## CocoaPods
-AsyncDisplayKit is available on
CocoaPods. Add the following to your Podfile:
+Texture is available on
CocoaPods. Add the following to your Podfile:
target 'MyApp' do
- pod "AsyncDisplayKit"
+ pod "Texture"
end
@@ -44,12 +44,12 @@ Quit Xcode completely before running
in the project directory in Terminal.
-To update your version of AsyncDisplayKit, run
+To update your version of Texture, run
-> pod update AsyncDisplayKit
+> pod update Texture
@@ -64,14 +64,14 @@ Don't forget to use the workspace `.xcworkspace` file, _not_ the project `.xcode
The standard way to use Carthage is to have a Cartfile list the dependencies, and then run `carthage update` to download the dependenices into the `Cathage/Checkouts` folder and build each of those into frameworks located in the `Carthage/Build` folder, and finally the developer has to manually integrate in the project.
-AsyncDisplayKit is also available through
Carthage.
+Texture is also available through
Carthage.
Add the following to your Cartfile to get the **latest release** branch:
-github "facebook/AsyncDisplayKit"
+github "texturegroup/texture"
@@ -82,13 +82,13 @@ Or, to get the **master** branch:
-github "facebook/AsyncDisplayKit" "master"
+github "facetexturegroup/textureaster"
-AsyncDisplayKit has its own Cartfile which lists its dependencies, so this is the only line you will need to include in your Cartfile.
+Texture has its own Cartfile which lists its dependencies, so this is the only line you will need to include in your Cartfile.
Run
@@ -103,12 +103,12 @@ Run
in Terminal. This will fetch dependencies into a `Carthage/Checkouts` folder, then build each one.
-Look for terminal output confirming `AsyncDisplayKit`, `PINRemoteImage (3.0.0-beta.2)` and `PINCache` are all fetched and built. The ASDK framework Cartfile should handle the dependencies correctly.
+Look for terminal output confirming `Texture`, `PINRemoteImage (3.0.0-beta.2)` and `PINCache` are all fetched and built. The Texture framework Cartfile should handle the dependencies correctly.
In Xcode, on your application targets’ **“General”** settings tab, in the **“Linked Frameworks and Libraries”** section, drag and drop each framework you want to use from the `Carthage/Build` folder on disk.
## Carthage (light)
-AsyncDisplayKit does not yet support the lighter way of using Carthage, in which you manually add the project files. This is because one of its dependencies, `PINCache` (a nested dependency of `PINRemoteImage`) does not yet have a project file.
+Texture does not yet support the lighter way of using Carthage, in which you manually add the project files. This is because one of its dependencies, `PINCache` (a nested dependency of `PINRemoteImage`) does not yet have a project file.
-Without including `PINRemoteImage` and `PINCache`, you will not get AsyncDisplayKit's full image feature set.
+Without including `PINRemoteImage` and `PINCache`, you will not get Texture's full image feature set.
diff --git a/docs/_docs/intelligent-preloading.md b/docs/_docs/intelligent-preloading.md
index e5353a594..24440f1ac 100755
--- a/docs/_docs/intelligent-preloading.md
+++ b/docs/_docs/intelligent-preloading.md
@@ -6,7 +6,7 @@ prevPage: upgrading.html
nextPage: containers-overview.html
---
-While a node's ability to be rendered and measured asynchronously and concurrently makes it quite powerful, another crucially important layer to ASDK is the idea of intelligent preloading.
+While a node's ability to be rendered and measured asynchronously and concurrently makes it quite powerful, another crucially important layer to Texture is the idea of intelligent preloading.
As was pointed out in
Getting Started, it is rarely advantageous to use a node outside of the context of one of the node containers. This is due to the fact that all nodes have a notion of their current interface state.
diff --git a/docs/_docs/inversion.md b/docs/_docs/inversion.md
index d28edb1e9..2231c20b9 100755
--- a/docs/_docs/inversion.md
+++ b/docs/_docs/inversion.md
@@ -6,7 +6,7 @@ prevPage: automatic-subnode-mgmt.html
nextPage: image-modification-block.html
---
-`ASTableNode` and `ASCollectionNode` have a `inverted` property of type `BOOL` that when set to `YES`, will automatically invert the content so that it's layed out bottom to top, that is the 'first' (indexPath 0, 0) node is at the bottom rather than the top as usual.
This is extremely covenient for chat/messaging apps, and with AsyncDisplayKit it only takes one property.
+`ASTableNode` and `ASCollectionNode` have a `inverted` property of type `BOOL` that when set to `YES`, will automatically invert the content so that it's layed out bottom to top, that is the 'first' (indexPath 0, 0) node is at the bottom rather than the top as usual.
This is extremely covenient for chat/messaging apps, and with Texture it only takes one property.
When this is enabled, developers only have to take one more step to have full inversion support and that is to adjust the `contentInset` of their `ASTableNode` or `ASCollectionNode` like so:
@@ -29,4 +29,4 @@ When this is enabled, developers only have to take one more step to have full in
-See the
SwiftObjective-C
diff --git a/docs/_docs/layout-api-debugging.md b/docs/_docs/layout-api-debugging.md
index 495098d7c..5b8601257 100755
--- a/docs/_docs/layout-api-debugging.md
+++ b/docs/_docs/layout-api-debugging.md
@@ -12,8 +12,8 @@ Here are some helpful questions to ask yourself when you encounter any issues co
Certain `ASLayoutable` properties will _only_ apply when the layoutable is a child of a _stack_ spec (the child is called an ASStackLayoutable), while other properties _only_ apply when the layoutable is a child of a _static_ spec (the child is called an ASStaticLayoutable).
-- table of [`ASStackLayoutables` properties](http://asyncdisplaykit.org/docs/automatic-layout-containers.html#asstacklayoutable-properties)
-- table of [`ASStaticLayoutable` properties](http://asyncdisplaykit.org/docs/automatic-layout-containers.html#asstaticlayoutable-properties)
+- table of [`ASStackLayoutables` properties](http://texturegroup.org/docs/automatic-layout-containers.html#asstacklayoutable-properties)
+- table of [`ASStaticLayoutable` properties](http://texturegroup.org/docs/automatic-layout-containers.html#asstaticlayoutable-properties)
All ASLayoutable properties can be applied to _any_ layoutable (e.g. any node or layout spec), however certain properties will only take effect depending on the type of the parent layout spec they are wrapped in.
@@ -25,7 +25,7 @@ A common examples of this confusion involves flex grow and flex shrink. E.g. a n
## Have I provided sizes for any node that lacks an intrinsic size?
-AsyncDisplayKit's layout pass is recursive, starting at the layout spec returned from `-layoutSpecThatFits:` and proceeding down until it reaches the leaf nodes included in any nested layout specs.
+Texture's layout pass is recursive, starting at the layout spec returned from `-layoutSpecThatFits:` and proceeding down until it reaches the leaf nodes included in any nested layout specs.
Some leaf nodes have a concept of their own intrinsic size, such as ASTextNode or ASImageNode. A text node knows the length of its formatted string and an ASImageNode knows the size of its static image. Other leaf nodes require an intrinsic size to be set.
@@ -49,11 +49,11 @@ Set `.preferredFrameSize` to set a size for any node. Note that setting .preferr
Set `.sizeRange` to set a size range for any node or layout spec that is the child of a *static* spec consisting. `.sizeRange` is the *only* way to set a size on a layout spec. Again, when using `.sizeRange`, you *must wrap the layoutable in a static layout spec for it to take effect.*
-A `.sizeRange` consists of a minimum and maximum constrained size (these sizes can be a specific point value or a relative value, like 70%). For details on the `.sizeRange` property's custom value type, check out our [Layout API Sizing guide](http://asyncdisplaykit.org/docs/layout-api-sizing.html).
+A `.sizeRange` consists of a minimum and maximum constrained size (these sizes can be a specific point value or a relative value, like 70%). For details on the `.sizeRange` property's custom value type, check out our [Layout API Sizing guide](http://texturegroup.org/docs/layout-api-sizing.html).
## `ASRelativeDimension` vs `ASRelativeSize` vs `ASRelativeSizeRange` vs `ASSizeRange`
-AsyncDisplayKit's Layout API supports configuring node and layout spec sizes with specific point values as well as relative values. Read the [Layout API Sizing guide](http://asyncdisplaykit.org/docs/layout-api-sizing.html) for a helpful chart and documentation on our custom layout value types.
+Texture's Layout API supports configuring node and layout spec sizes with specific point values as well as relative values. Read the [Layout API Sizing guide](http://texturegroup.org/docs/layout-api-sizing.html) for a helpful chart and documentation on our custom layout value types.
## Debugging layout specs with ASCII art
diff --git a/docs/_docs/layout-engine.md b/docs/_docs/layout-engine.md
index 79af87a44..f73bed322 100755
--- a/docs/_docs/layout-engine.md
+++ b/docs/_docs/layout-engine.md
@@ -6,7 +6,7 @@ prevPage: subclassing.html
nextPage: containers-overview.html
---
-AsyncDisplayKit's layout engine is based on the CSS Box Model. While it is the feature of the framework that bears the weakest resemblance to the UIKit equivalent (AutoLayout), it is also among the most useful features once you've gotten used to it. With enough practice, you may just come to prefer creating declarative layouts to the constraint based approach. ;]
+Texture's layout engine is based on the CSS Box Model. While it is the feature of the framework that bears the weakest resemblance to the UIKit equivalent (AutoLayout), it is also among the most useful features once you've gotten used to it. With enough practice, you may just come to prefer creating declarative layouts to the constraint based approach. ;]
The main way you participate in this system is by implementing `-layoutSpecThatFits:` in a node subclass. Here, you declaratively build up layout specs from the inside out, returning the final spec which will contain the rest.
diff --git a/docs/_docs/layout-options.md b/docs/_docs/layout-options.md
index cdefd2a6f..709a7f8be 100755
--- a/docs/_docs/layout-options.md
+++ b/docs/_docs/layout-options.md
@@ -6,10 +6,10 @@ prevPage: automatic-layout-debugging.html
nextPage: layer-backing.html
---
-When using ASDK, you have three options for layout. Note that UIKit Autolayout is **not** supported by ASDK.
+When using Texture, you have three options for layout. Note that UIKit Autolayout is **not** supported by Texture.
#Manual Sizing & Layout
-This original layout method shipped with ASDK 1.0 and is analogous to UIKit's layout methods. Use this method for ASViewControllers (unless you subclass the node).
+This original layout method shipped with Texture 1.0 and is analogous to UIKit's layout methods. Use this method for ASViewControllers (unless you subclass the node).
`[ASDisplayNode calculateSizeThatFits:]` **vs.** `[UIView sizeThatFits:]`
diff --git a/docs/_docs/layout-transition-api.md b/docs/_docs/layout-transition-api.md
index 1af89390d..02ba1bbef 100755
--- a/docs/_docs/layout-transition-api.md
+++ b/docs/_docs/layout-transition-api.md
@@ -6,9 +6,9 @@ prevPage: layout2-api-sizing.html
nextPage: hit-test-slop.html
---
-The Layout Transition API was designed to make all animations with AsyncDisplayKit easy - even transforming an entire set of views into a completely different set of views!
+The Layout Transition API was designed to make all animations with Texture easy - even transforming an entire set of views into a completely different set of views!
-With this system, you simply specify the desired layout and AsyncDisplayKit will do the work to figure out differences from the current layout. It will automatically add new elements, remove unneeded elements after the transiton, and update the position of any existing elements.
+With this system, you simply specify the desired layout and Texture will do the work to figure out differences from the current layout. It will automatically add new elements, remove unneeded elements after the transiton, and update the position of any existing elements.
There are also easy to use APIs that allow you to fully customize the starting position of newly introduced elements, as well as the ending position of removed elements.
@@ -184,11 +184,11 @@ override func animateLayoutTransition(_ context: ASContextTransitioning) {
-The passed