AnimatedImageView.swift 23 KB

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  1. //
  2. // AnimatableImageView.swift
  3. // Kingfisher
  4. //
  5. // Created by bl4ckra1sond3tre on 4/22/16.
  6. //
  7. // The AnimatableImageView, AnimatedFrame and Animator is a modified version of
  8. // some classes from kaishin's Gifu project (https://github.com/kaishin/Gifu)
  9. //
  10. // The MIT License (MIT)
  11. //
  12. // Copyright (c) 2019 Reda Lemeden.
  13. //
  14. // Permission is hereby granted, free of charge, to any person obtaining a copy of
  15. // this software and associated documentation files (the "Software"), to deal in
  16. // the Software without restriction, including without limitation the rights to
  17. // use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
  18. // the Software, and to permit persons to whom the Software is furnished to do so,
  19. // subject to the following conditions:
  20. //
  21. // The above copyright notice and this permission notice shall be included in all
  22. // copies or substantial portions of the Software.
  23. //
  24. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  25. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
  26. // FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
  27. // COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
  28. // IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
  29. // CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  30. //
  31. // The name and characters used in the demo of this software are property of their
  32. // respective owners.
  33. #if !os(watchOS)
  34. #if canImport(UIKit)
  35. import UIKit
  36. import ImageIO
  37. /// Protocol of `AnimatedImageView`.
  38. public protocol AnimatedImageViewDelegate: AnyObject {
  39. /// Called after the animatedImageView has finished each animation loop.
  40. ///
  41. /// - Parameters:
  42. /// - imageView: The `AnimatedImageView` that is being animated.
  43. /// - count: The looped count.
  44. func animatedImageView(_ imageView: AnimatedImageView, didPlayAnimationLoops count: UInt)
  45. /// Called after the `AnimatedImageView` has reached the max repeat count.
  46. ///
  47. /// - Parameter imageView: The `AnimatedImageView` that is being animated.
  48. func animatedImageViewDidFinishAnimating(_ imageView: AnimatedImageView)
  49. }
  50. extension AnimatedImageViewDelegate {
  51. public func animatedImageView(_ imageView: AnimatedImageView, didPlayAnimationLoops count: UInt) {}
  52. public func animatedImageViewDidFinishAnimating(_ imageView: AnimatedImageView) {}
  53. }
  54. let KFRunLoopModeCommon = RunLoop.Mode.common
  55. /// Represents a subclass of `UIImageView` for displaying animated image.
  56. /// Different from showing animated image in a normal `UIImageView` (which load all frames at one time),
  57. /// `AnimatedImageView` only tries to load several frames (defined by `framePreloadCount`) to reduce memory usage.
  58. /// It provides a tradeoff between memory usage and CPU time. If you have a memory issue when using a normal image
  59. /// view to load GIF data, you could give this class a try.
  60. ///
  61. /// Kingfisher supports setting GIF animated data to either `UIImageView` and `AnimatedImageView` out of box. So
  62. /// it would be fairly easy to switch between them.
  63. open class AnimatedImageView: UIImageView {
  64. /// Proxy object for preventing a reference cycle between the `CADDisplayLink` and `AnimatedImageView`.
  65. class TargetProxy {
  66. private weak var target: AnimatedImageView?
  67. init(target: AnimatedImageView) {
  68. self.target = target
  69. }
  70. @objc func onScreenUpdate() {
  71. target?.updateFrameIfNeeded()
  72. }
  73. }
  74. /// Enumeration that specifies repeat count of GIF
  75. public enum RepeatCount: Equatable {
  76. case once
  77. case finite(count: UInt)
  78. case infinite
  79. public static func ==(lhs: RepeatCount, rhs: RepeatCount) -> Bool {
  80. switch (lhs, rhs) {
  81. case let (.finite(l), .finite(r)):
  82. return l == r
  83. case (.once, .once),
  84. (.infinite, .infinite):
  85. return true
  86. case (.once, .finite(let count)),
  87. (.finite(let count), .once):
  88. return count == 1
  89. case (.once, _),
  90. (.infinite, _),
  91. (.finite, _):
  92. return false
  93. }
  94. }
  95. }
  96. // MARK: - Public property
  97. /// Whether automatically play the animation when the view become visible. Default is `true`.
  98. public var autoPlayAnimatedImage = true
  99. /// The count of the frames should be preloaded before shown.
  100. public var framePreloadCount = 10
  101. /// Specifies whether the GIF frames should be pre-scaled to the image view's size or not.
  102. /// If the downloaded image is larger than the image view's size, it will help to reduce some memory use.
  103. /// Default is `true`.
  104. public var needsPrescaling = true
  105. /// Decode the GIF frames in background thread before using. It will decode frames data and do a off-screen
  106. /// rendering to extract pixel information in background. This can reduce the main thread CPU usage.
  107. public var backgroundDecode = true
  108. /// The animation timer's run loop mode. Default is `RunLoop.Mode.common`.
  109. /// Set this property to `RunLoop.Mode.default` will make the animation pause during UIScrollView scrolling.
  110. public var runLoopMode = KFRunLoopModeCommon {
  111. willSet {
  112. guard runLoopMode != newValue else { return }
  113. stopAnimating()
  114. displayLink.remove(from: .main, forMode: runLoopMode)
  115. displayLink.add(to: .main, forMode: newValue)
  116. startAnimating()
  117. }
  118. }
  119. /// The repeat count. The animated image will keep animate until it the loop count reaches this value.
  120. /// Setting this value to another one will reset current animation.
  121. ///
  122. /// Default is `.infinite`, which means the animation will last forever.
  123. public var repeatCount = RepeatCount.infinite {
  124. didSet {
  125. if oldValue != repeatCount {
  126. reset()
  127. setNeedsDisplay()
  128. layer.setNeedsDisplay()
  129. }
  130. }
  131. }
  132. /// Delegate of this `AnimatedImageView` object. See `AnimatedImageViewDelegate` protocol for more.
  133. public weak var delegate: AnimatedImageViewDelegate?
  134. /// The `Animator` instance that holds the frames of a specific image in memory.
  135. public private(set) var animator: Animator?
  136. // MARK: - Private property
  137. // Dispatch queue used for preloading images.
  138. private lazy var preloadQueue: DispatchQueue = {
  139. return DispatchQueue(label: "com.onevcat.Kingfisher.Animator.preloadQueue")
  140. }()
  141. // A flag to avoid invalidating the displayLink on deinit if it was never created, because displayLink is so lazy.
  142. private var isDisplayLinkInitialized: Bool = false
  143. // A display link that keeps calling the `updateFrame` method on every screen refresh.
  144. private lazy var displayLink: CADisplayLink = {
  145. isDisplayLinkInitialized = true
  146. let displayLink = CADisplayLink(target: TargetProxy(target: self), selector: #selector(TargetProxy.onScreenUpdate))
  147. displayLink.add(to: .main, forMode: runLoopMode)
  148. displayLink.isPaused = true
  149. return displayLink
  150. }()
  151. // MARK: - Override
  152. override open var image: KFCrossPlatformImage? {
  153. didSet {
  154. if image != oldValue {
  155. reset()
  156. }
  157. setNeedsDisplay()
  158. layer.setNeedsDisplay()
  159. }
  160. }
  161. open override var isHighlighted: Bool {
  162. get {
  163. super.isHighlighted
  164. }
  165. set {
  166. // Highlighted image is unsupported for animated images.
  167. // See https://github.com/onevcat/Kingfisher/issues/1679
  168. if displayLink.isPaused {
  169. super.isHighlighted = newValue
  170. }
  171. }
  172. }
  173. deinit {
  174. if isDisplayLinkInitialized {
  175. displayLink.invalidate()
  176. }
  177. }
  178. override open var isAnimating: Bool {
  179. if isDisplayLinkInitialized {
  180. return !displayLink.isPaused
  181. } else {
  182. return super.isAnimating
  183. }
  184. }
  185. /// Starts the animation.
  186. override open func startAnimating() {
  187. guard !isAnimating else { return }
  188. guard let animator = animator else { return }
  189. guard !animator.isReachMaxRepeatCount else { return }
  190. displayLink.isPaused = false
  191. }
  192. /// Stops the animation.
  193. override open func stopAnimating() {
  194. super.stopAnimating()
  195. if isDisplayLinkInitialized {
  196. displayLink.isPaused = true
  197. }
  198. }
  199. override open func display(_ layer: CALayer) {
  200. if let currentFrame = animator?.currentFrameImage {
  201. layer.contents = currentFrame.cgImage
  202. } else {
  203. if #available(iOS 15, *), ProcessInfo.processInfo.operatingSystemVersion.majorVersion >= 15 {
  204. super.display(layer)
  205. } else {
  206. layer.contents = image?.cgImage
  207. }
  208. }
  209. }
  210. override open func didMoveToWindow() {
  211. super.didMoveToWindow()
  212. didMove()
  213. }
  214. override open func didMoveToSuperview() {
  215. super.didMoveToSuperview()
  216. didMove()
  217. }
  218. // This is for back compatibility that using regular `UIImageView` to show animated image.
  219. override func shouldPreloadAllAnimation() -> Bool {
  220. return false
  221. }
  222. // Reset the animator.
  223. private func reset() {
  224. animator = nil
  225. if let image = image, let imageSource = image.kf.imageSource {
  226. let targetSize = bounds.scaled(UIScreen.main.scale).size
  227. let animator = Animator(
  228. imageSource: imageSource,
  229. contentMode: contentMode,
  230. size: targetSize,
  231. imageSize: image.kf.size,
  232. imageScale: image.kf.scale,
  233. framePreloadCount: framePreloadCount,
  234. repeatCount: repeatCount,
  235. preloadQueue: preloadQueue)
  236. animator.delegate = self
  237. animator.needsPrescaling = needsPrescaling
  238. animator.backgroundDecode = backgroundDecode
  239. animator.prepareFramesAsynchronously()
  240. self.animator = animator
  241. }
  242. didMove()
  243. }
  244. private func didMove() {
  245. if autoPlayAnimatedImage && animator != nil {
  246. if let _ = superview, let _ = window {
  247. startAnimating()
  248. } else {
  249. stopAnimating()
  250. }
  251. }
  252. }
  253. /// Update the current frame with the displayLink duration.
  254. private func updateFrameIfNeeded() {
  255. guard let animator = animator else {
  256. return
  257. }
  258. guard !animator.isFinished else {
  259. stopAnimating()
  260. delegate?.animatedImageViewDidFinishAnimating(self)
  261. return
  262. }
  263. let duration: CFTimeInterval
  264. // CA based display link is opt-out from ProMotion by default.
  265. // So the duration and its FPS might not match.
  266. // See [#718](https://github.com/onevcat/Kingfisher/issues/718)
  267. // By setting CADisableMinimumFrameDuration to YES in Info.plist may
  268. // cause the preferredFramesPerSecond being 0
  269. let preferredFramesPerSecond = displayLink.preferredFramesPerSecond
  270. if preferredFramesPerSecond == 0 {
  271. duration = displayLink.duration
  272. } else {
  273. // Some devices (like iPad Pro 10.5) will have a different FPS.
  274. duration = 1.0 / TimeInterval(preferredFramesPerSecond)
  275. }
  276. animator.shouldChangeFrame(with: duration) { [weak self] hasNewFrame in
  277. if hasNewFrame {
  278. self?.layer.setNeedsDisplay()
  279. }
  280. }
  281. }
  282. }
  283. protocol AnimatorDelegate: AnyObject {
  284. func animator(_ animator: AnimatedImageView.Animator, didPlayAnimationLoops count: UInt)
  285. }
  286. extension AnimatedImageView: AnimatorDelegate {
  287. func animator(_ animator: Animator, didPlayAnimationLoops count: UInt) {
  288. delegate?.animatedImageView(self, didPlayAnimationLoops: count)
  289. }
  290. }
  291. extension AnimatedImageView {
  292. // Represents a single frame in a GIF.
  293. struct AnimatedFrame {
  294. // The image to display for this frame. Its value is nil when the frame is removed from the buffer.
  295. let image: UIImage?
  296. // The duration that this frame should remain active.
  297. let duration: TimeInterval
  298. // A placeholder frame with no image assigned.
  299. // Used to replace frames that are no longer needed in the animation.
  300. var placeholderFrame: AnimatedFrame {
  301. return AnimatedFrame(image: nil, duration: duration)
  302. }
  303. // Whether this frame instance contains an image or not.
  304. var isPlaceholder: Bool {
  305. return image == nil
  306. }
  307. // Returns a new instance from an optional image.
  308. //
  309. // - parameter image: An optional `UIImage` instance to be assigned to the new frame.
  310. // - returns: An `AnimatedFrame` instance.
  311. func makeAnimatedFrame(image: UIImage?) -> AnimatedFrame {
  312. return AnimatedFrame(image: image, duration: duration)
  313. }
  314. }
  315. }
  316. extension AnimatedImageView {
  317. // MARK: - Animator
  318. /// An animator which used to drive the data behind `AnimatedImageView`.
  319. public class Animator {
  320. private let size: CGSize
  321. private let imageSize: CGSize
  322. private let imageScale: CGFloat
  323. /// The maximum count of image frames that needs preload.
  324. public let maxFrameCount: Int
  325. private let imageSource: CGImageSource
  326. private let maxRepeatCount: RepeatCount
  327. private let maxTimeStep: TimeInterval = 1.0
  328. private let animatedFrames = SafeArray<AnimatedFrame>()
  329. private var frameCount = 0
  330. private var timeSinceLastFrameChange: TimeInterval = 0.0
  331. private var currentRepeatCount: UInt = 0
  332. var isFinished: Bool = false
  333. var needsPrescaling = true
  334. var backgroundDecode = true
  335. weak var delegate: AnimatorDelegate?
  336. // Total duration of one animation loop
  337. var loopDuration: TimeInterval = 0
  338. /// The image of the current frame.
  339. public var currentFrameImage: UIImage? {
  340. return frame(at: currentFrameIndex)
  341. }
  342. /// The duration of the current active frame duration.
  343. public var currentFrameDuration: TimeInterval {
  344. return duration(at: currentFrameIndex)
  345. }
  346. /// The index of the current animation frame.
  347. public internal(set) var currentFrameIndex = 0 {
  348. didSet {
  349. previousFrameIndex = oldValue
  350. }
  351. }
  352. var previousFrameIndex = 0 {
  353. didSet {
  354. preloadQueue.async {
  355. self.updatePreloadedFrames()
  356. }
  357. }
  358. }
  359. var isReachMaxRepeatCount: Bool {
  360. switch maxRepeatCount {
  361. case .once:
  362. return currentRepeatCount >= 1
  363. case .finite(let maxCount):
  364. return currentRepeatCount >= maxCount
  365. case .infinite:
  366. return false
  367. }
  368. }
  369. /// Whether the current frame is the last frame or not in the animation sequence.
  370. public var isLastFrame: Bool {
  371. return currentFrameIndex == frameCount - 1
  372. }
  373. var preloadingIsNeeded: Bool {
  374. return maxFrameCount < frameCount - 1
  375. }
  376. var contentMode = UIView.ContentMode.scaleToFill
  377. private lazy var preloadQueue: DispatchQueue = {
  378. return DispatchQueue(label: "com.onevcat.Kingfisher.Animator.preloadQueue")
  379. }()
  380. /// Creates an animator with image source reference.
  381. ///
  382. /// - Parameters:
  383. /// - source: The reference of animated image.
  384. /// - mode: Content mode of the `AnimatedImageView`.
  385. /// - size: Size of the `AnimatedImageView`.
  386. /// - imageSize: Size of the `KingfisherWrapper`.
  387. /// - imageScale: Scale of the `KingfisherWrapper`.
  388. /// - count: Count of frames needed to be preloaded.
  389. /// - repeatCount: The repeat count should this animator uses.
  390. /// - preloadQueue: Dispatch queue used for preloading images.
  391. init(imageSource source: CGImageSource,
  392. contentMode mode: UIView.ContentMode,
  393. size: CGSize,
  394. imageSize: CGSize,
  395. imageScale: CGFloat,
  396. framePreloadCount count: Int,
  397. repeatCount: RepeatCount,
  398. preloadQueue: DispatchQueue) {
  399. self.imageSource = source
  400. self.contentMode = mode
  401. self.size = size
  402. self.imageSize = imageSize
  403. self.imageScale = imageScale
  404. self.maxFrameCount = count
  405. self.maxRepeatCount = repeatCount
  406. self.preloadQueue = preloadQueue
  407. GraphicsContext.begin(size: imageSize, scale: imageScale)
  408. }
  409. deinit {
  410. GraphicsContext.end()
  411. }
  412. /// Gets the image frame of a given index.
  413. /// - Parameter index: The index of desired image.
  414. /// - Returns: The decoded image at the frame. `nil` if the index is out of bound or the image is not yet loaded.
  415. public func frame(at index: Int) -> KFCrossPlatformImage? {
  416. return animatedFrames[index]?.image
  417. }
  418. public func duration(at index: Int) -> TimeInterval {
  419. return animatedFrames[index]?.duration ?? .infinity
  420. }
  421. func prepareFramesAsynchronously() {
  422. frameCount = Int(CGImageSourceGetCount(imageSource))
  423. animatedFrames.reserveCapacity(frameCount)
  424. preloadQueue.async { [weak self] in
  425. self?.setupAnimatedFrames()
  426. }
  427. }
  428. func shouldChangeFrame(with duration: CFTimeInterval, handler: (Bool) -> Void) {
  429. incrementTimeSinceLastFrameChange(with: duration)
  430. if currentFrameDuration > timeSinceLastFrameChange {
  431. handler(false)
  432. } else {
  433. resetTimeSinceLastFrameChange()
  434. incrementCurrentFrameIndex()
  435. handler(true)
  436. }
  437. }
  438. private func setupAnimatedFrames() {
  439. resetAnimatedFrames()
  440. var duration: TimeInterval = 0
  441. (0..<frameCount).forEach { index in
  442. let frameDuration = GIFAnimatedImage.getFrameDuration(from: imageSource, at: index)
  443. duration += min(frameDuration, maxTimeStep)
  444. animatedFrames.append(AnimatedFrame(image: nil, duration: frameDuration))
  445. if index > maxFrameCount { return }
  446. animatedFrames[index] = animatedFrames[index]?.makeAnimatedFrame(image: loadFrame(at: index))
  447. }
  448. self.loopDuration = duration
  449. }
  450. private func resetAnimatedFrames() {
  451. animatedFrames.removeAll()
  452. }
  453. private func loadFrame(at index: Int) -> UIImage? {
  454. let resize = needsPrescaling && size != .zero
  455. let options: [CFString: Any]?
  456. if resize {
  457. options = [
  458. kCGImageSourceCreateThumbnailFromImageIfAbsent: true,
  459. kCGImageSourceCreateThumbnailWithTransform: true,
  460. kCGImageSourceShouldCacheImmediately: true,
  461. kCGImageSourceThumbnailMaxPixelSize: max(size.width, size.height)
  462. ]
  463. } else {
  464. options = nil
  465. }
  466. guard let cgImage = CGImageSourceCreateImageAtIndex(imageSource, index, options as CFDictionary?) else {
  467. return nil
  468. }
  469. let image = KFCrossPlatformImage(cgImage: cgImage)
  470. guard let context = GraphicsContext.current(size: imageSize, scale: imageScale, inverting: true, cgImage: cgImage) else {
  471. return image
  472. }
  473. return backgroundDecode ? image.kf.decoded(on: context) : image
  474. }
  475. private func updatePreloadedFrames() {
  476. guard preloadingIsNeeded else {
  477. return
  478. }
  479. animatedFrames[previousFrameIndex] = animatedFrames[previousFrameIndex]?.placeholderFrame
  480. preloadIndexes(start: currentFrameIndex).forEach { index in
  481. guard let currentAnimatedFrame = animatedFrames[index] else { return }
  482. if !currentAnimatedFrame.isPlaceholder { return }
  483. animatedFrames[index] = currentAnimatedFrame.makeAnimatedFrame(image: loadFrame(at: index))
  484. }
  485. }
  486. private func incrementCurrentFrameIndex() {
  487. let wasLastFrame = isLastFrame
  488. currentFrameIndex = increment(frameIndex: currentFrameIndex)
  489. if isLastFrame {
  490. currentRepeatCount += 1
  491. if isReachMaxRepeatCount {
  492. isFinished = true
  493. // Notify the delegate here because the animation is stopping.
  494. delegate?.animator(self, didPlayAnimationLoops: currentRepeatCount)
  495. }
  496. } else if wasLastFrame {
  497. // Notify the delegate that the loop completed
  498. delegate?.animator(self, didPlayAnimationLoops: currentRepeatCount)
  499. }
  500. }
  501. private func incrementTimeSinceLastFrameChange(with duration: TimeInterval) {
  502. timeSinceLastFrameChange += min(maxTimeStep, duration)
  503. }
  504. private func resetTimeSinceLastFrameChange() {
  505. timeSinceLastFrameChange -= currentFrameDuration
  506. }
  507. private func increment(frameIndex: Int, by value: Int = 1) -> Int {
  508. return (frameIndex + value) % frameCount
  509. }
  510. private func preloadIndexes(start index: Int) -> [Int] {
  511. let nextIndex = increment(frameIndex: index)
  512. let lastIndex = increment(frameIndex: index, by: maxFrameCount)
  513. if lastIndex >= nextIndex {
  514. return [Int](nextIndex...lastIndex)
  515. } else {
  516. return [Int](nextIndex..<frameCount) + [Int](0...lastIndex)
  517. }
  518. }
  519. }
  520. }
  521. class SafeArray<Element> {
  522. private var array: Array<Element> = []
  523. private let lock = NSLock()
  524. subscript(index: Int) -> Element? {
  525. get {
  526. lock.lock()
  527. defer { lock.unlock() }
  528. return array.indices ~= index ? array[index] : nil
  529. }
  530. set {
  531. lock.lock()
  532. defer { lock.unlock() }
  533. if let newValue = newValue, array.indices ~= index {
  534. array[index] = newValue
  535. }
  536. }
  537. }
  538. var count : Int {
  539. lock.lock()
  540. defer { lock.unlock() }
  541. return array.count
  542. }
  543. func reserveCapacity(_ count: Int) {
  544. lock.lock()
  545. defer { lock.unlock() }
  546. array.reserveCapacity(count)
  547. }
  548. func append(_ element: Element) {
  549. lock.lock()
  550. defer { lock.unlock() }
  551. array += [element]
  552. }
  553. func removeAll() {
  554. lock.lock()
  555. defer { lock.unlock() }
  556. array = []
  557. }
  558. }
  559. #endif
  560. #endif