AnimatedImageView.swift 12 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) 2017 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. import UIKit
  34. import ImageIO
  35. /// `AnimatedImageView` is a subclass of `UIImageView` for displaying animated image.
  36. open class AnimatedImageView: UIImageView {
  37. /// Proxy object for prevending a reference cycle between the CADDisplayLink and AnimatedImageView.
  38. class TargetProxy {
  39. private weak var target: AnimatedImageView?
  40. init(target: AnimatedImageView) {
  41. self.target = target
  42. }
  43. @objc func onScreenUpdate() {
  44. target?.updateFrame()
  45. }
  46. }
  47. // MARK: - Public property
  48. /// Whether automatically play the animation when the view become visible. Default is true.
  49. public var autoPlayAnimatedImage = true
  50. /// The size of the frame cache.
  51. public var framePreloadCount = 10
  52. /// Specifies whether the GIF frames should be pre-scaled to save memory. Default is true.
  53. public var needsPrescaling = true
  54. /// The animation timer's run loop mode. Default is `NSRunLoopCommonModes`. Set this property to `NSDefaultRunLoopMode` will make the animation pause during UIScrollView scrolling.
  55. public var runLoopMode = RunLoopMode.commonModes {
  56. willSet {
  57. if runLoopMode == newValue {
  58. return
  59. } else {
  60. stopAnimating()
  61. displayLink.remove(from: .main, forMode: runLoopMode)
  62. displayLink.add(to: .main, forMode: newValue)
  63. startAnimating()
  64. }
  65. }
  66. }
  67. // MARK: - Private property
  68. /// `Animator` instance that holds the frames of a specific image in memory.
  69. private var animator: Animator?
  70. /// A flag to avoid invalidating the displayLink on deinit if it was never created, because displayLink is so lazy. :D
  71. private var isDisplayLinkInitialized: Bool = false
  72. /// A display link that keeps calling the `updateFrame` method on every screen refresh.
  73. private lazy var displayLink: CADisplayLink = {
  74. self.isDisplayLinkInitialized = true
  75. let displayLink = CADisplayLink(target: TargetProxy(target: self), selector: #selector(TargetProxy.onScreenUpdate))
  76. displayLink.add(to: .main, forMode: self.runLoopMode)
  77. displayLink.isPaused = true
  78. return displayLink
  79. }()
  80. // MARK: - Override
  81. override open var image: Image? {
  82. didSet {
  83. if image != oldValue {
  84. reset()
  85. }
  86. setNeedsDisplay()
  87. layer.setNeedsDisplay()
  88. }
  89. }
  90. deinit {
  91. if isDisplayLinkInitialized {
  92. displayLink.invalidate()
  93. }
  94. }
  95. override open var isAnimating: Bool {
  96. if isDisplayLinkInitialized {
  97. return !displayLink.isPaused
  98. } else {
  99. return super.isAnimating
  100. }
  101. }
  102. /// Starts the animation.
  103. override open func startAnimating() {
  104. if self.isAnimating {
  105. return
  106. } else {
  107. displayLink.isPaused = false
  108. }
  109. }
  110. /// Stops the animation.
  111. override open func stopAnimating() {
  112. super.stopAnimating()
  113. if isDisplayLinkInitialized {
  114. displayLink.isPaused = true
  115. }
  116. }
  117. override open func display(_ layer: CALayer) {
  118. if let currentFrame = animator?.currentFrame {
  119. layer.contents = currentFrame.cgImage
  120. } else {
  121. layer.contents = image?.cgImage
  122. }
  123. }
  124. override open func didMoveToWindow() {
  125. super.didMoveToWindow()
  126. didMove()
  127. }
  128. override open func didMoveToSuperview() {
  129. super.didMoveToSuperview()
  130. didMove()
  131. }
  132. // This is for back compatibility that using regular UIImageView to show GIF.
  133. override func shouldPreloadAllGIF() -> Bool {
  134. return false
  135. }
  136. // MARK: - Private method
  137. /// Reset the animator.
  138. private func reset() {
  139. animator = nil
  140. if let imageSource = image?.kf.imageSource?.imageRef {
  141. animator = Animator(imageSource: imageSource, contentMode: contentMode, size: bounds.size, framePreloadCount: framePreloadCount)
  142. animator?.needsPrescaling = needsPrescaling
  143. animator?.prepareFramesAsynchronously()
  144. }
  145. didMove()
  146. }
  147. private func didMove() {
  148. if autoPlayAnimatedImage && animator != nil {
  149. if let _ = superview, let _ = window {
  150. startAnimating()
  151. } else {
  152. stopAnimating()
  153. }
  154. }
  155. }
  156. /// Update the current frame with the displayLink duration.
  157. private func updateFrame() {
  158. if animator?.updateCurrentFrame(duration: displayLink.duration) ?? false {
  159. layer.setNeedsDisplay()
  160. }
  161. }
  162. }
  163. /// Keeps a reference to an `Image` instance and its duration as a GIF frame.
  164. struct AnimatedFrame {
  165. var image: Image?
  166. let duration: TimeInterval
  167. static let null: AnimatedFrame = AnimatedFrame(image: .none, duration: 0.0)
  168. }
  169. // MARK: - Animator
  170. class Animator {
  171. // MARK: Private property
  172. fileprivate let size: CGSize
  173. fileprivate let maxFrameCount: Int
  174. fileprivate let imageSource: CGImageSource
  175. fileprivate var animatedFrames = [AnimatedFrame]()
  176. fileprivate let maxTimeStep: TimeInterval = 1.0
  177. fileprivate var frameCount = 0
  178. fileprivate var currentFrameIndex = 0
  179. fileprivate var currentPreloadIndex = 0
  180. fileprivate var timeSinceLastFrameChange: TimeInterval = 0.0
  181. fileprivate var needsPrescaling = true
  182. /// Loop count of animatd image.
  183. private var loopCount = 0
  184. var currentFrame: UIImage? {
  185. return frame(at: currentFrameIndex)
  186. }
  187. var contentMode = UIViewContentMode.scaleToFill
  188. private lazy var preloadQueue: DispatchQueue = {
  189. return DispatchQueue(label: "com.onevcat.Kingfisher.Animator.preloadQueue")
  190. }()
  191. /**
  192. Init an animator with image source reference.
  193. - parameter imageSource: The reference of animated image.
  194. - parameter contentMode: Content mode of AnimatedImageView.
  195. - parameter size: Size of AnimatedImageView.
  196. - parameter framePreloadCount: Frame cache size.
  197. - returns: The animator object.
  198. */
  199. init(imageSource source: CGImageSource, contentMode mode: UIViewContentMode, size: CGSize, framePreloadCount count: Int) {
  200. self.imageSource = source
  201. self.contentMode = mode
  202. self.size = size
  203. self.maxFrameCount = count
  204. }
  205. func frame(at index: Int) -> Image? {
  206. return animatedFrames[safe: index]?.image
  207. }
  208. func prepareFramesAsynchronously() {
  209. preloadQueue.async { [weak self] in
  210. self?.prepareFrames()
  211. }
  212. }
  213. private func prepareFrames() {
  214. frameCount = CGImageSourceGetCount(imageSource)
  215. if let properties = CGImageSourceCopyProperties(imageSource, nil),
  216. let gifInfo = (properties as NSDictionary)[kCGImagePropertyGIFDictionary as String] as? NSDictionary,
  217. let loopCount = gifInfo[kCGImagePropertyGIFLoopCount as String] as? Int
  218. {
  219. self.loopCount = loopCount
  220. }
  221. let frameToProcess = min(frameCount, maxFrameCount)
  222. animatedFrames.reserveCapacity(frameToProcess)
  223. animatedFrames = (0..<frameToProcess).reduce([]) { $0 + pure(prepareFrame(at: $1))}
  224. }
  225. private func prepareFrame(at index: Int) -> AnimatedFrame {
  226. guard let imageRef = CGImageSourceCreateImageAtIndex(imageSource, index, nil) else {
  227. return AnimatedFrame.null
  228. }
  229. let frameDuration = imageSource.kf.gifProperties(at: index).flatMap {
  230. gifInfo -> Double? in
  231. let unclampedDelayTime = gifInfo[kCGImagePropertyGIFUnclampedDelayTime as String] as Double?
  232. let delayTime = gifInfo[kCGImagePropertyGIFDelayTime as String] as Double?
  233. let duration = unclampedDelayTime ?? delayTime ?? 0.0
  234. /**
  235. http://opensource.apple.com/source/WebCore/WebCore-7600.1.25/platform/graphics/cg/ImageSourceCG.cpp
  236. Many annoying ads specify a 0 duration to make an image flash as quickly as
  237. possible. We follow Safari and Firefox's behavior and use a duration of 100 ms
  238. for any frames that specify a duration of <= 10 ms.
  239. See <rdar://problem/7689300> and <http://webkit.org/b/36082> for more information.
  240. See also: http://nullsleep.tumblr.com/post/16524517190/animated-gif-minimum-frame-delay-browser.
  241. */
  242. return duration > 0.011 ? duration : 0.100
  243. }
  244. let image = Image(cgImage: imageRef)
  245. let scaledImage: Image?
  246. if needsPrescaling {
  247. scaledImage = image.kf.resize(to: size, for: contentMode)
  248. } else {
  249. scaledImage = image
  250. }
  251. return AnimatedFrame(image: scaledImage, duration: frameDuration ?? 0.0)
  252. }
  253. /**
  254. Updates the current frame if necessary using the frame timer and the duration of each frame in `animatedFrames`.
  255. */
  256. func updateCurrentFrame(duration: CFTimeInterval) -> Bool {
  257. timeSinceLastFrameChange += min(maxTimeStep, duration)
  258. guard let frameDuration = animatedFrames[safe: currentFrameIndex]?.duration, frameDuration <= timeSinceLastFrameChange else {
  259. return false
  260. }
  261. timeSinceLastFrameChange -= frameDuration
  262. let lastFrameIndex = currentFrameIndex
  263. currentFrameIndex += 1
  264. currentFrameIndex = currentFrameIndex % animatedFrames.count
  265. if animatedFrames.count < frameCount {
  266. preloadFrameAsynchronously(at: lastFrameIndex)
  267. }
  268. return true
  269. }
  270. private func preloadFrameAsynchronously(at index: Int) {
  271. preloadQueue.async { [weak self] in
  272. self?.preloadFrame(at: index)
  273. }
  274. }
  275. private func preloadFrame(at index: Int) {
  276. animatedFrames[index] = prepareFrame(at: currentPreloadIndex)
  277. currentPreloadIndex += 1
  278. currentPreloadIndex = currentPreloadIndex % frameCount
  279. }
  280. }
  281. extension CGImageSource: KingfisherCompatible { }
  282. extension Kingfisher where Base: CGImageSource {
  283. func gifProperties(at index: Int) -> [String: Double]? {
  284. let properties = CGImageSourceCopyPropertiesAtIndex(base, index, nil) as Dictionary?
  285. return properties?[kCGImagePropertyGIFDictionary] as? [String: Double]
  286. }
  287. }
  288. extension Array {
  289. subscript(safe index: Int) -> Element? {
  290. return indices ~= index ? self[index] : nil
  291. }
  292. }
  293. private func pure<T>(_ value: T) -> [T] {
  294. return [value]
  295. }