AnimatedImageView.swift 17 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) 2018 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. /// Protocol of `AnimatedImageView`.
  36. public protocol AnimatedImageViewDelegate: AnyObject {
  37. /**
  38. Called after the animatedImageView has finished each animation loop.
  39. - parameter imageView: The animatedImageView that is being animated.
  40. - parameter count: The looped count.
  41. */
  42. func animatedImageView(_ imageView: AnimatedImageView, didPlayAnimationLoops count: UInt)
  43. /**
  44. Called after the animatedImageView has reached the max repeat count.
  45. - parameter imageView: The animatedImageView that is being animated.
  46. */
  47. func animatedImageViewDidFinishAnimating(_ imageView: AnimatedImageView)
  48. }
  49. extension AnimatedImageViewDelegate {
  50. public func animatedImageView(_ imageView: AnimatedImageView, didPlayAnimationLoops count: UInt) {}
  51. public func animatedImageViewDidFinishAnimating(_ imageView: AnimatedImageView) {}
  52. }
  53. /// `AnimatedImageView` is a subclass of `UIImageView` for displaying animated image.
  54. open class AnimatedImageView: UIImageView {
  55. /// Proxy object for prevending a reference cycle between the CADDisplayLink and AnimatedImageView.
  56. class TargetProxy {
  57. private weak var target: AnimatedImageView?
  58. init(target: AnimatedImageView) {
  59. self.target = target
  60. }
  61. @objc func onScreenUpdate() {
  62. target?.updateFrame()
  63. }
  64. }
  65. /// Enumeration that specifies repeat count of GIF
  66. public enum RepeatCount: Equatable {
  67. case once
  68. case finite(count: UInt)
  69. case infinite
  70. public static func ==(lhs: RepeatCount, rhs: RepeatCount) -> Bool {
  71. switch (lhs, rhs) {
  72. case let (.finite(l), .finite(r)):
  73. return l == r
  74. case (.once, .once),
  75. (.infinite, .infinite):
  76. return true
  77. case (.once, .finite(let count)),
  78. (.finite(let count), .once):
  79. return count == 1
  80. case (.once, _),
  81. (.infinite, _),
  82. (.finite, _):
  83. return false
  84. }
  85. }
  86. }
  87. // MARK: - Public property
  88. /// Whether automatically play the animation when the view become visible. Default is true.
  89. public var autoPlayAnimatedImage = true
  90. /// The size of the frame cache.
  91. public var framePreloadCount = 10
  92. /// Specifies whether the GIF frames should be pre-scaled to save memory. Default is true.
  93. public var needsPrescaling = true
  94. /// The animation timer's run loop mode. Default is `NSRunLoopCommonModes`. Set this property to `NSDefaultRunLoopMode` will make the animation pause during UIScrollView scrolling.
  95. public var runLoopMode = RunLoopMode.commonModes {
  96. willSet {
  97. if runLoopMode == newValue {
  98. return
  99. } else {
  100. stopAnimating()
  101. displayLink.remove(from: .main, forMode: runLoopMode)
  102. displayLink.add(to: .main, forMode: newValue)
  103. startAnimating()
  104. }
  105. }
  106. }
  107. /// The repeat count.
  108. public var repeatCount = RepeatCount.infinite {
  109. didSet {
  110. if oldValue != repeatCount {
  111. reset()
  112. setNeedsDisplay()
  113. layer.setNeedsDisplay()
  114. }
  115. }
  116. }
  117. /// Delegate of this `AnimatedImageView` object. See `AnimatedImageViewDelegate` protocol for more.
  118. public weak var delegate: AnimatedImageViewDelegate?
  119. // MARK: - Private property
  120. /// `Animator` instance that holds the frames of a specific image in memory.
  121. private var animator: Animator?
  122. /// A flag to avoid invalidating the displayLink on deinit if it was never created, because displayLink is so lazy. :D
  123. private var isDisplayLinkInitialized: Bool = false
  124. /// A display link that keeps calling the `updateFrame` method on every screen refresh.
  125. private lazy var displayLink: CADisplayLink = {
  126. self.isDisplayLinkInitialized = true
  127. let displayLink = CADisplayLink(target: TargetProxy(target: self), selector: #selector(TargetProxy.onScreenUpdate))
  128. displayLink.add(to: .main, forMode: self.runLoopMode)
  129. displayLink.isPaused = true
  130. return displayLink
  131. }()
  132. // MARK: - Override
  133. override open var image: Image? {
  134. didSet {
  135. if image != oldValue {
  136. reset()
  137. }
  138. setNeedsDisplay()
  139. layer.setNeedsDisplay()
  140. }
  141. }
  142. deinit {
  143. if isDisplayLinkInitialized {
  144. displayLink.invalidate()
  145. }
  146. }
  147. override open var isAnimating: Bool {
  148. if isDisplayLinkInitialized {
  149. return !displayLink.isPaused
  150. } else {
  151. return super.isAnimating
  152. }
  153. }
  154. /// Starts the animation.
  155. override open func startAnimating() {
  156. if self.isAnimating {
  157. return
  158. } else {
  159. if animator?.isReachMaxRepeatCount ?? false {
  160. return
  161. }
  162. displayLink.isPaused = false
  163. }
  164. }
  165. /// Stops the animation.
  166. override open func stopAnimating() {
  167. super.stopAnimating()
  168. if isDisplayLinkInitialized {
  169. displayLink.isPaused = true
  170. }
  171. }
  172. override open func display(_ layer: CALayer) {
  173. if let currentFrame = animator?.currentFrame {
  174. layer.contents = currentFrame.cgImage
  175. } else {
  176. layer.contents = image?.cgImage
  177. }
  178. }
  179. override open func didMoveToWindow() {
  180. super.didMoveToWindow()
  181. didMove()
  182. }
  183. override open func didMoveToSuperview() {
  184. super.didMoveToSuperview()
  185. didMove()
  186. }
  187. // This is for back compatibility that using regular UIImageView to show animated image.
  188. override func shouldPreloadAllAnimation() -> Bool {
  189. return false
  190. }
  191. // MARK: - Private method
  192. /// Reset the animator.
  193. private func reset() {
  194. animator = nil
  195. if let imageSource = image?.kf.imageSource?.imageRef {
  196. animator = Animator(imageSource: imageSource,
  197. contentMode: contentMode,
  198. size: bounds.size,
  199. framePreloadCount: framePreloadCount,
  200. repeatCount: repeatCount)
  201. animator?.delegate = self
  202. animator?.needsPrescaling = needsPrescaling
  203. animator?.prepareFramesAsynchronously()
  204. }
  205. didMove()
  206. }
  207. private func didMove() {
  208. if autoPlayAnimatedImage && animator != nil {
  209. if let _ = superview, let _ = window {
  210. startAnimating()
  211. } else {
  212. stopAnimating()
  213. }
  214. }
  215. }
  216. /// Update the current frame with the displayLink duration.
  217. private func updateFrame() {
  218. let duration: CFTimeInterval
  219. // CA based display link is opt-out from ProMotion by default.
  220. // So the duration and its FPS might not match.
  221. // See [#718](https://github.com/onevcat/Kingfisher/issues/718)
  222. if #available(iOS 10.0, tvOS 10.0, *) {
  223. // By setting CADisableMinimumFrameDuration to YES in Info.plist may
  224. // cause the preferredFramesPerSecond being 0
  225. if displayLink.preferredFramesPerSecond == 0 {
  226. duration = displayLink.duration
  227. } else {
  228. // Some devices (like iPad Pro 10.5) will have a different FPS.
  229. duration = 1.0 / Double(displayLink.preferredFramesPerSecond)
  230. }
  231. } else {
  232. duration = displayLink.duration
  233. }
  234. if animator?.updateCurrentFrame(duration: duration) ?? false {
  235. layer.setNeedsDisplay()
  236. if animator?.isReachMaxRepeatCount ?? false {
  237. stopAnimating()
  238. delegate?.animatedImageViewDidFinishAnimating(self)
  239. }
  240. }
  241. }
  242. }
  243. extension AnimatedImageView: AnimatorDelegate {
  244. func animator(_ animator: Animator, didPlayAnimationLoops count: UInt) {
  245. delegate?.animatedImageView(self, didPlayAnimationLoops: count)
  246. }
  247. }
  248. /// Keeps a reference to an `Image` instance and its duration as a GIF frame.
  249. struct AnimatedFrame {
  250. var image: Image?
  251. let duration: TimeInterval
  252. static let null: AnimatedFrame = AnimatedFrame(image: .none, duration: 0.0)
  253. }
  254. protocol AnimatorDelegate: AnyObject {
  255. func animator(_ animator: Animator, didPlayAnimationLoops count: UInt)
  256. }
  257. // MARK: - Animator
  258. class Animator {
  259. // MARK: Private property
  260. fileprivate let size: CGSize
  261. fileprivate let maxFrameCount: Int
  262. fileprivate let imageSource: CGImageSource
  263. fileprivate let maxRepeatCount: AnimatedImageView.RepeatCount
  264. fileprivate var animatedFrames = [AnimatedFrame]()
  265. fileprivate let maxTimeStep: TimeInterval = 1.0
  266. fileprivate var frameCount = 0
  267. fileprivate var currentFrameIndex = 0
  268. fileprivate var currentFrameIndexInBuffer = 0
  269. fileprivate var currentPreloadIndex = 0
  270. fileprivate var timeSinceLastFrameChange: TimeInterval = 0.0
  271. fileprivate var needsPrescaling = true
  272. fileprivate var currentRepeatCount: UInt = 0
  273. fileprivate weak var delegate: AnimatorDelegate?
  274. /// Loop count of animated image.
  275. private var loopCount = 0
  276. var currentFrame: UIImage? {
  277. return frame(at: currentFrameIndexInBuffer)
  278. }
  279. var isReachMaxRepeatCount: Bool {
  280. switch maxRepeatCount {
  281. case .once:
  282. return currentRepeatCount >= 1
  283. case .finite(let maxCount):
  284. return currentRepeatCount >= maxCount
  285. case .infinite:
  286. return false
  287. }
  288. }
  289. var contentMode = UIViewContentMode.scaleToFill
  290. private lazy var preloadQueue: DispatchQueue = {
  291. return DispatchQueue(label: "com.onevcat.Kingfisher.Animator.preloadQueue")
  292. }()
  293. /**
  294. Init an animator with image source reference.
  295. - parameter imageSource: The reference of animated image.
  296. - parameter contentMode: Content mode of AnimatedImageView.
  297. - parameter size: Size of AnimatedImageView.
  298. - parameter framePreloadCount: Frame cache size.
  299. - returns: The animator object.
  300. */
  301. init(imageSource source: CGImageSource,
  302. contentMode mode: UIViewContentMode,
  303. size: CGSize,
  304. framePreloadCount count: Int,
  305. repeatCount: AnimatedImageView.RepeatCount) {
  306. self.imageSource = source
  307. self.contentMode = mode
  308. self.size = size
  309. self.maxFrameCount = count
  310. self.maxRepeatCount = repeatCount
  311. }
  312. func frame(at index: Int) -> Image? {
  313. return animatedFrames[safe: index]?.image
  314. }
  315. func prepareFramesAsynchronously() {
  316. preloadQueue.async { [weak self] in
  317. self?.prepareFrames()
  318. }
  319. }
  320. private func prepareFrames() {
  321. frameCount = CGImageSourceGetCount(imageSource)
  322. if let properties = CGImageSourceCopyProperties(imageSource, nil),
  323. let gifInfo = (properties as NSDictionary)[kCGImagePropertyGIFDictionary as String] as? NSDictionary,
  324. let loopCount = gifInfo[kCGImagePropertyGIFLoopCount as String] as? Int
  325. {
  326. self.loopCount = loopCount
  327. }
  328. let frameToProcess = min(frameCount, maxFrameCount)
  329. animatedFrames.reserveCapacity(frameToProcess)
  330. animatedFrames = (0..<frameToProcess).reduce([]) { $0 + pure(prepareFrame(at: $1))}
  331. currentPreloadIndex = (frameToProcess + 1) % frameCount - 1
  332. }
  333. private func prepareFrame(at index: Int) -> AnimatedFrame {
  334. guard let imageRef = CGImageSourceCreateImageAtIndex(imageSource, index, nil) else {
  335. return AnimatedFrame.null
  336. }
  337. let defaultGIFFrameDuration = 0.100
  338. let frameDuration = imageSource.kf.gifProperties(at: index).map {
  339. gifInfo -> Double in
  340. let unclampedDelayTime = gifInfo[kCGImagePropertyGIFUnclampedDelayTime as String] as Double?
  341. let delayTime = gifInfo[kCGImagePropertyGIFDelayTime as String] as Double?
  342. let duration = unclampedDelayTime ?? delayTime ?? 0.0
  343. /**
  344. http://opensource.apple.com/source/WebCore/WebCore-7600.1.25/platform/graphics/cg/ImageSourceCG.cpp
  345. Many annoying ads specify a 0 duration to make an image flash as quickly as
  346. possible. We follow Safari and Firefox's behavior and use a duration of 100 ms
  347. for any frames that specify a duration of <= 10 ms.
  348. See <rdar://problem/7689300> and <http://webkit.org/b/36082> for more information.
  349. See also: http://nullsleep.tumblr.com/post/16524517190/animated-gif-minimum-frame-delay-browser.
  350. */
  351. return duration > 0.011 ? duration : defaultGIFFrameDuration
  352. } ?? defaultGIFFrameDuration
  353. let image = Image(cgImage: imageRef)
  354. let scaledImage: Image?
  355. if needsPrescaling {
  356. scaledImage = image.kf.resize(to: size, for: contentMode)
  357. } else {
  358. scaledImage = image
  359. }
  360. return AnimatedFrame(image: scaledImage, duration: frameDuration)
  361. }
  362. /**
  363. Updates the current frame if necessary using the frame timer and the duration of each frame in `animatedFrames`.
  364. */
  365. func updateCurrentFrame(duration: CFTimeInterval) -> Bool {
  366. timeSinceLastFrameChange += min(maxTimeStep, duration)
  367. guard let frameDuration = animatedFrames[safe: currentFrameIndexInBuffer]?.duration, frameDuration <= timeSinceLastFrameChange else {
  368. return false
  369. }
  370. timeSinceLastFrameChange -= frameDuration
  371. let lastFrameIndex = currentFrameIndexInBuffer
  372. currentFrameIndexInBuffer += 1
  373. currentFrameIndexInBuffer = currentFrameIndexInBuffer % animatedFrames.count
  374. if animatedFrames.count < frameCount {
  375. preloadFrameAsynchronously(at: lastFrameIndex)
  376. }
  377. currentFrameIndex += 1
  378. if currentFrameIndex == frameCount {
  379. currentFrameIndex = 0
  380. currentRepeatCount += 1
  381. delegate?.animator(self, didPlayAnimationLoops: currentRepeatCount)
  382. }
  383. return true
  384. }
  385. private func preloadFrameAsynchronously(at index: Int) {
  386. preloadQueue.async { [weak self] in
  387. self?.preloadFrame(at: index)
  388. }
  389. }
  390. private func preloadFrame(at index: Int) {
  391. animatedFrames[index] = prepareFrame(at: currentPreloadIndex)
  392. currentPreloadIndex += 1
  393. currentPreloadIndex = currentPreloadIndex % frameCount
  394. }
  395. }
  396. extension CGImageSource: KingfisherCompatible { }
  397. extension Kingfisher where Base: CGImageSource {
  398. func gifProperties(at index: Int) -> [String: Double]? {
  399. let properties = CGImageSourceCopyPropertiesAtIndex(base, index, nil) as Dictionary?
  400. return properties?[kCGImagePropertyGIFDictionary] as? [String: Double]
  401. }
  402. }
  403. extension Array {
  404. fileprivate subscript(safe index: Int) -> Element? {
  405. return indices ~= index ? self[index] : nil
  406. }
  407. }
  408. private func pure<T>(_ value: T) -> [T] {
  409. return [value]
  410. }