AnimatedImageView.swift 20 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. #if swift(>=4.2)
  55. let KFRunLoopModeCommon = RunLoop.Mode.common
  56. #else
  57. let KFRunLoopModeCommon = RunLoopMode.commonModes
  58. #endif
  59. /// Represents a subclass of `UIImageView` for displaying animated image.
  60. /// Different from showing animated image in a normal `UIImageView` (which load all frames at one time),
  61. /// `AnimatedImageView` only tries to load several frames (defined by `framePreloadCount`) to reduce memory usage.
  62. /// It provides a tradeoff between memory usage and CPU time. If you have a memory issue when using a normal image
  63. /// view to load GIF data, you could give this class a try.
  64. ///
  65. /// Kingfisher supports setting GIF animated data to either `UIImageView` and `AnimatedImageView` out of box. So
  66. /// it would be fairly easy to switch between them.
  67. open class AnimatedImageView: UIImageView {
  68. /// Proxy object for preventing a reference cycle between the `CADDisplayLink` and `AnimatedImageView`.
  69. class TargetProxy {
  70. private weak var target: AnimatedImageView?
  71. init(target: AnimatedImageView) {
  72. self.target = target
  73. }
  74. @objc func onScreenUpdate() {
  75. target?.updateFrameIfNeeded()
  76. }
  77. }
  78. /// Enumeration that specifies repeat count of GIF
  79. public enum RepeatCount: Equatable {
  80. case once
  81. case finite(count: UInt)
  82. case infinite
  83. public static func ==(lhs: RepeatCount, rhs: RepeatCount) -> Bool {
  84. switch (lhs, rhs) {
  85. case let (.finite(l), .finite(r)):
  86. return l == r
  87. case (.once, .once),
  88. (.infinite, .infinite):
  89. return true
  90. case (.once, .finite(let count)),
  91. (.finite(let count), .once):
  92. return count == 1
  93. case (.once, _),
  94. (.infinite, _),
  95. (.finite, _):
  96. return false
  97. }
  98. }
  99. }
  100. // MARK: - Public property
  101. /// Whether automatically play the animation when the view become visible. Default is `true`.
  102. public var autoPlayAnimatedImage = true
  103. /// The count of the frames should be preloaded before shown.
  104. public var framePreloadCount = 10
  105. /// Specifies whether the GIF frames should be pre-scaled to the image view's size or not.
  106. /// If the downloaded image is larger than the image view's size, it will help to reduce some memory use.
  107. /// Default is `true`.
  108. public var needsPrescaling = true
  109. /// Decode the GIF frames in background thread before using. It will decode frames data and do a off-screen
  110. /// rendering to extract pixel information in background. This can reduce the main thread CPU usage.
  111. public var backgroundDecode = true
  112. /// The animation timer's run loop mode. Default is `RunLoop.Mode.common`.
  113. /// Set this property to `RunLoop.Mode.default` will make the animation pause during UIScrollView scrolling.
  114. public var runLoopMode = KFRunLoopModeCommon {
  115. willSet {
  116. guard runLoopMode == newValue else { return }
  117. stopAnimating()
  118. displayLink.remove(from: .main, forMode: runLoopMode)
  119. displayLink.add(to: .main, forMode: newValue)
  120. startAnimating()
  121. }
  122. }
  123. /// The repeat count. The animated image will keep animate until it the loop count reaches this value.
  124. /// Setting this value to another one will reset current animation.
  125. ///
  126. /// Default is `.infinite`, which means the animation will last forever.
  127. public var repeatCount = RepeatCount.infinite {
  128. didSet {
  129. if oldValue != repeatCount {
  130. reset()
  131. setNeedsDisplay()
  132. layer.setNeedsDisplay()
  133. }
  134. }
  135. }
  136. /// Delegate of this `AnimatedImageView` object. See `AnimatedImageViewDelegate` protocol for more.
  137. public weak var delegate: AnimatedImageViewDelegate?
  138. // MARK: - Private property
  139. /// `Animator` instance that holds the frames of a specific image in memory.
  140. private var animator: Animator?
  141. // Dispatch queue used for preloading images.
  142. private lazy var preloadQueue: DispatchQueue = {
  143. return DispatchQueue(label: "com.onevcat.Kingfisher.Animator.preloadQueue")
  144. }()
  145. // A flag to avoid invalidating the displayLink on deinit if it was never created, because displayLink is so lazy.
  146. private var isDisplayLinkInitialized: Bool = false
  147. // A display link that keeps calling the `updateFrame` method on every screen refresh.
  148. private lazy var displayLink: CADisplayLink = {
  149. isDisplayLinkInitialized = true
  150. let displayLink = CADisplayLink(
  151. target: TargetProxy(target: self), selector: #selector(TargetProxy.onScreenUpdate))
  152. displayLink.add(to: .main, forMode: runLoopMode)
  153. displayLink.isPaused = true
  154. return displayLink
  155. }()
  156. // MARK: - Override
  157. override open var image: Image? {
  158. didSet {
  159. if image != oldValue {
  160. reset()
  161. }
  162. setNeedsDisplay()
  163. layer.setNeedsDisplay()
  164. }
  165. }
  166. deinit {
  167. if isDisplayLinkInitialized {
  168. displayLink.invalidate()
  169. }
  170. }
  171. override open var isAnimating: Bool {
  172. if isDisplayLinkInitialized {
  173. return !displayLink.isPaused
  174. } else {
  175. return super.isAnimating
  176. }
  177. }
  178. /// Starts the animation.
  179. override open func startAnimating() {
  180. guard !isAnimating else { return }
  181. if animator?.isReachMaxRepeatCount ?? false {
  182. return
  183. }
  184. displayLink.isPaused = false
  185. }
  186. /// Stops the animation.
  187. override open func stopAnimating() {
  188. super.stopAnimating()
  189. if isDisplayLinkInitialized {
  190. displayLink.isPaused = true
  191. }
  192. }
  193. override open func display(_ layer: CALayer) {
  194. if let currentFrame = animator?.currentFrameImage {
  195. layer.contents = currentFrame.cgImage
  196. } else {
  197. layer.contents = image?.cgImage
  198. }
  199. }
  200. override open func didMoveToWindow() {
  201. super.didMoveToWindow()
  202. didMove()
  203. }
  204. override open func didMoveToSuperview() {
  205. super.didMoveToSuperview()
  206. didMove()
  207. }
  208. // This is for back compatibility that using regular `UIImageView` to show animated image.
  209. override func shouldPreloadAllAnimation() -> Bool {
  210. return false
  211. }
  212. // Reset the animator.
  213. private func reset() {
  214. animator = nil
  215. if let imageSource = image?.kf.imageSource {
  216. let targetSize = bounds.scaled(UIScreen.main.scale).size
  217. let animator = Animator(
  218. imageSource: imageSource,
  219. contentMode: contentMode,
  220. size: targetSize,
  221. framePreloadCount: framePreloadCount,
  222. repeatCount: repeatCount,
  223. preloadQueue: preloadQueue)
  224. animator.delegate = self
  225. animator.needsPrescaling = needsPrescaling
  226. animator.backgroundDecode = backgroundDecode
  227. animator.prepareFramesAsynchronously()
  228. self.animator = animator
  229. }
  230. didMove()
  231. }
  232. private func didMove() {
  233. if autoPlayAnimatedImage && animator != nil {
  234. if let _ = superview, let _ = window {
  235. startAnimating()
  236. } else {
  237. stopAnimating()
  238. }
  239. }
  240. }
  241. /// Update the current frame with the displayLink duration.
  242. private func updateFrameIfNeeded() {
  243. guard let animator = animator else {
  244. return
  245. }
  246. guard !animator.isFinished else {
  247. stopAnimating()
  248. delegate?.animatedImageViewDidFinishAnimating(self)
  249. return
  250. }
  251. let duration: CFTimeInterval
  252. // CA based display link is opt-out from ProMotion by default.
  253. // So the duration and its FPS might not match.
  254. // See [#718](https://github.com/onevcat/Kingfisher/issues/718)
  255. // By setting CADisableMinimumFrameDuration to YES in Info.plist may
  256. // cause the preferredFramesPerSecond being 0
  257. if displayLink.preferredFramesPerSecond == 0 {
  258. duration = displayLink.duration
  259. } else {
  260. // Some devices (like iPad Pro 10.5) will have a different FPS.
  261. duration = 1.0 / Double(displayLink.preferredFramesPerSecond)
  262. }
  263. animator.shouldChangeFrame(with: duration) { [weak self] hasNewFrame in
  264. if hasNewFrame {
  265. self?.layer.setNeedsDisplay()
  266. }
  267. }
  268. }
  269. }
  270. protocol AnimatorDelegate: AnyObject {
  271. func animator(_ animator: AnimatedImageView.Animator, didPlayAnimationLoops count: UInt)
  272. }
  273. extension AnimatedImageView: AnimatorDelegate {
  274. func animator(_ animator: Animator, didPlayAnimationLoops count: UInt) {
  275. delegate?.animatedImageView(self, didPlayAnimationLoops: count)
  276. }
  277. }
  278. extension AnimatedImageView {
  279. // Represents a single frame in a GIF.
  280. struct AnimatedFrame {
  281. // The image to display for this frame. Its value is nil when the frame is removed from the buffer.
  282. let image: UIImage?
  283. // The duration that this frame should remain active.
  284. let duration: TimeInterval
  285. // A placeholder frame with no image assigned.
  286. // Used to replace frames that are no longer needed in the animation.
  287. var placeholderFrame: AnimatedFrame {
  288. return AnimatedFrame(image: nil, duration: duration)
  289. }
  290. // Whether this frame instance contains an image or not.
  291. var isPlaceholder: Bool {
  292. return image == nil
  293. }
  294. // Returns a new instance from an optional image.
  295. //
  296. // - parameter image: An optional `UIImage` instance to be assigned to the new frame.
  297. // - returns: An `AnimatedFrame` instance.
  298. func makeAnimatedFrame(image: UIImage?) -> AnimatedFrame {
  299. return AnimatedFrame(image: image, duration: duration)
  300. }
  301. }
  302. }
  303. extension AnimatedImageView {
  304. // MARK: - Animator
  305. class Animator {
  306. private let size: CGSize
  307. private let maxFrameCount: Int
  308. private let imageSource: CGImageSource
  309. private let maxRepeatCount: RepeatCount
  310. private let maxTimeStep: TimeInterval = 1.0
  311. private var animatedFrames = [AnimatedFrame]()
  312. private var frameCount = 0
  313. private var timeSinceLastFrameChange: TimeInterval = 0.0
  314. private var currentRepeatCount: UInt = 0
  315. var isFinished: Bool = false
  316. var needsPrescaling = true
  317. var backgroundDecode = true
  318. weak var delegate: AnimatorDelegate?
  319. // Total duration of one animation loop
  320. var loopDuration: TimeInterval = 0
  321. // Current active frame image
  322. var currentFrameImage: UIImage? {
  323. return frame(at: currentFrameIndex)
  324. }
  325. // Current active frame duration
  326. var currentFrameDuration: TimeInterval {
  327. return duration(at: currentFrameIndex)
  328. }
  329. // The index of the current GIF frame.
  330. var currentFrameIndex = 0 {
  331. didSet {
  332. previousFrameIndex = oldValue
  333. }
  334. }
  335. var previousFrameIndex = 0 {
  336. didSet {
  337. preloadQueue.async {
  338. self.updatePreloadedFrames()
  339. }
  340. }
  341. }
  342. var isReachMaxRepeatCount: Bool {
  343. switch maxRepeatCount {
  344. case .once:
  345. return currentRepeatCount >= 1
  346. case .finite(let maxCount):
  347. return currentRepeatCount >= maxCount
  348. case .infinite:
  349. return false
  350. }
  351. }
  352. var isLastFrame: Bool {
  353. return currentFrameIndex == frameCount - 1
  354. }
  355. var preloadingIsNeeded: Bool {
  356. return maxFrameCount < frameCount - 1
  357. }
  358. var contentMode = UIView.ContentMode.scaleToFill
  359. private lazy var preloadQueue: DispatchQueue = {
  360. return DispatchQueue(label: "com.onevcat.Kingfisher.Animator.preloadQueue")
  361. }()
  362. /// Creates an animator with image source reference.
  363. ///
  364. /// - Parameters:
  365. /// - source: The reference of animated image.
  366. /// - mode: Content mode of the `AnimatedImageView`.
  367. /// - size: Size of the `AnimatedImageView`.
  368. /// - count: Count of frames needed to be preloaded.
  369. /// - repeatCount: The repeat count should this animator uses.
  370. init(imageSource source: CGImageSource,
  371. contentMode mode: UIView.ContentMode,
  372. size: CGSize,
  373. framePreloadCount count: Int,
  374. repeatCount: RepeatCount,
  375. preloadQueue: DispatchQueue) {
  376. self.imageSource = source
  377. self.contentMode = mode
  378. self.size = size
  379. self.maxFrameCount = count
  380. self.maxRepeatCount = repeatCount
  381. self.preloadQueue = preloadQueue
  382. }
  383. func frame(at index: Int) -> Image? {
  384. return animatedFrames[safe: index]?.image
  385. }
  386. func duration(at index: Int) -> TimeInterval {
  387. return animatedFrames[safe: index]?.duration ?? .infinity
  388. }
  389. func prepareFramesAsynchronously() {
  390. frameCount = Int(CGImageSourceGetCount(imageSource))
  391. animatedFrames.reserveCapacity(frameCount)
  392. preloadQueue.async { [weak self] in
  393. self?.setupAnimatedFrames()
  394. }
  395. }
  396. func shouldChangeFrame(with duration: CFTimeInterval, handler: (Bool) -> Void) {
  397. incrementTimeSinceLastFrameChange(with: duration)
  398. if currentFrameDuration > timeSinceLastFrameChange {
  399. handler(false)
  400. } else {
  401. resetTimeSinceLastFrameChange()
  402. incrementCurrentFrameIndex()
  403. handler(true)
  404. }
  405. }
  406. private func setupAnimatedFrames() {
  407. resetAnimatedFrames()
  408. var duration: TimeInterval = 0
  409. (0..<frameCount).forEach { index in
  410. let frameDuration = GIFAnimatedImage.getFrameDuration(from: imageSource, at: index)
  411. duration += min(frameDuration, maxTimeStep)
  412. animatedFrames += [AnimatedFrame(image: nil, duration: frameDuration)]
  413. if index > maxFrameCount { return }
  414. animatedFrames[index] = animatedFrames[index].makeAnimatedFrame(image: loadFrame(at: index))
  415. }
  416. self.loopDuration = duration
  417. }
  418. private func resetAnimatedFrames() {
  419. animatedFrames = []
  420. }
  421. private func loadFrame(at index: Int) -> UIImage? {
  422. let options: [CFString: Any] = [
  423. kCGImageSourceCreateThumbnailFromImageIfAbsent: true,
  424. kCGImageSourceCreateThumbnailWithTransform: true,
  425. kCGImageSourceShouldCacheImmediately: true,
  426. kCGImageSourceThumbnailMaxPixelSize: max(size.width, size.height)
  427. ]
  428. let resize = needsPrescaling && size != .zero
  429. guard let cgImage = CGImageSourceCreateImageAtIndex(imageSource,
  430. index,
  431. resize ? options as CFDictionary : nil) else {
  432. return nil
  433. }
  434. let image = Image(cgImage: cgImage)
  435. return backgroundDecode ? image.kf.decoded : image
  436. }
  437. private func updatePreloadedFrames() {
  438. guard preloadingIsNeeded else {
  439. return
  440. }
  441. animatedFrames[previousFrameIndex] = animatedFrames[previousFrameIndex].placeholderFrame
  442. preloadIndexes(start: currentFrameIndex).forEach { index in
  443. let currentAnimatedFrame = animatedFrames[index]
  444. if !currentAnimatedFrame.isPlaceholder { return }
  445. animatedFrames[index] = currentAnimatedFrame.makeAnimatedFrame(image: loadFrame(at: index))
  446. }
  447. }
  448. private func incrementCurrentFrameIndex() {
  449. currentFrameIndex = increment(frameIndex: currentFrameIndex)
  450. if isReachMaxRepeatCount && isLastFrame {
  451. isFinished = true
  452. } else if currentFrameIndex == 0 {
  453. currentRepeatCount += 1
  454. delegate?.animator(self, didPlayAnimationLoops: currentRepeatCount)
  455. }
  456. }
  457. private func incrementTimeSinceLastFrameChange(with duration: TimeInterval) {
  458. timeSinceLastFrameChange += min(maxTimeStep, duration)
  459. }
  460. private func resetTimeSinceLastFrameChange() {
  461. timeSinceLastFrameChange -= currentFrameDuration
  462. }
  463. private func increment(frameIndex: Int, by value: Int = 1) -> Int {
  464. return (frameIndex + value) % frameCount
  465. }
  466. private func preloadIndexes(start index: Int) -> [Int] {
  467. let nextIndex = increment(frameIndex: index)
  468. let lastIndex = increment(frameIndex: index, by: maxFrameCount)
  469. if lastIndex >= nextIndex {
  470. return [Int](nextIndex...lastIndex)
  471. } else {
  472. return [Int](nextIndex..<frameCount) + [Int](0...lastIndex)
  473. }
  474. }
  475. }
  476. }
  477. extension Array {
  478. subscript(safe index: Int) -> Element? {
  479. return indices ~= index ? self[index] : nil
  480. }
  481. }
  482. #endif
  483. #endif