AnimatedImageView.swift 16 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. /// Protocol of `AnimatedImageView`.
  36. public protocol AnimatedImageViewDelegate: class {
  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, _),
  78. (.infinite, _),
  79. (.finite, _):
  80. return false
  81. }
  82. }
  83. }
  84. // MARK: - Public property
  85. /// Whether automatically play the animation when the view become visible. Default is true.
  86. public var autoPlayAnimatedImage = true
  87. /// The size of the frame cache.
  88. public var framePreloadCount = 10
  89. /// Specifies whether the GIF frames should be pre-scaled to save memory. Default is true.
  90. public var needsPrescaling = true
  91. /// The animation timer's run loop mode. Default is `NSRunLoopCommonModes`. Set this property to `NSDefaultRunLoopMode` will make the animation pause during UIScrollView scrolling.
  92. public var runLoopMode = RunLoopMode.commonModes {
  93. willSet {
  94. if runLoopMode == newValue {
  95. return
  96. } else {
  97. stopAnimating()
  98. displayLink.remove(from: .main, forMode: runLoopMode)
  99. displayLink.add(to: .main, forMode: newValue)
  100. startAnimating()
  101. }
  102. }
  103. }
  104. /// The repeat count.
  105. public var repeatCount = RepeatCount.infinite {
  106. didSet {
  107. if oldValue != repeatCount {
  108. reset()
  109. setNeedsDisplay()
  110. layer.setNeedsDisplay()
  111. }
  112. }
  113. }
  114. /// Delegate of this `AnimatedImageView` object. See `AnimatedImageViewDelegate` protocol for more.
  115. public weak var delegate: AnimatedImageViewDelegate?
  116. // MARK: - Private property
  117. /// `Animator` instance that holds the frames of a specific image in memory.
  118. private var animator: Animator?
  119. /// A flag to avoid invalidating the displayLink on deinit if it was never created, because displayLink is so lazy. :D
  120. private var isDisplayLinkInitialized: Bool = false
  121. /// A display link that keeps calling the `updateFrame` method on every screen refresh.
  122. private lazy var displayLink: CADisplayLink = {
  123. self.isDisplayLinkInitialized = true
  124. let displayLink = CADisplayLink(target: TargetProxy(target: self), selector: #selector(TargetProxy.onScreenUpdate))
  125. displayLink.add(to: .main, forMode: self.runLoopMode)
  126. displayLink.isPaused = true
  127. return displayLink
  128. }()
  129. // MARK: - Override
  130. override open var image: Image? {
  131. didSet {
  132. if image != oldValue {
  133. reset()
  134. }
  135. setNeedsDisplay()
  136. layer.setNeedsDisplay()
  137. }
  138. }
  139. deinit {
  140. if isDisplayLinkInitialized {
  141. displayLink.invalidate()
  142. }
  143. }
  144. override open var isAnimating: Bool {
  145. if isDisplayLinkInitialized {
  146. return !displayLink.isPaused
  147. } else {
  148. return super.isAnimating
  149. }
  150. }
  151. /// Starts the animation.
  152. override open func startAnimating() {
  153. if self.isAnimating {
  154. return
  155. } else {
  156. if animator?.isReachMaxRepeatCount ?? false {
  157. return
  158. }
  159. displayLink.isPaused = false
  160. }
  161. }
  162. /// Stops the animation.
  163. override open func stopAnimating() {
  164. super.stopAnimating()
  165. if isDisplayLinkInitialized {
  166. displayLink.isPaused = true
  167. }
  168. }
  169. override open func display(_ layer: CALayer) {
  170. if let currentFrame = animator?.currentFrame {
  171. layer.contents = currentFrame.cgImage
  172. } else {
  173. layer.contents = image?.cgImage
  174. }
  175. }
  176. override open func didMoveToWindow() {
  177. super.didMoveToWindow()
  178. didMove()
  179. }
  180. override open func didMoveToSuperview() {
  181. super.didMoveToSuperview()
  182. didMove()
  183. }
  184. // This is for back compatibility that using regular UIImageView to show animated image.
  185. override func shouldPreloadAllAnimation() -> Bool {
  186. return false
  187. }
  188. // MARK: - Private method
  189. /// Reset the animator.
  190. private func reset() {
  191. animator = nil
  192. if let imageSource = image?.kf.imageSource?.imageRef {
  193. animator = Animator(imageSource: imageSource,
  194. contentMode: contentMode,
  195. size: bounds.size,
  196. framePreloadCount: framePreloadCount,
  197. repeatCount: repeatCount)
  198. animator?.delegate = self
  199. animator?.needsPrescaling = needsPrescaling
  200. animator?.prepareFramesAsynchronously()
  201. }
  202. didMove()
  203. }
  204. private func didMove() {
  205. if autoPlayAnimatedImage && animator != nil {
  206. if let _ = superview, let _ = window {
  207. startAnimating()
  208. } else {
  209. stopAnimating()
  210. }
  211. }
  212. }
  213. /// Update the current frame with the displayLink duration.
  214. private func updateFrame() {
  215. let duration: CFTimeInterval
  216. // CA based display link is opt-out from ProMotion by default.
  217. // So the duration and its FPS might not match.
  218. // See [#718](https://github.com/onevcat/Kingfisher/issues/718)
  219. if #available(iOS 10.0, tvOS 10.0, *) {
  220. // By setting CADisableMinimumFrameDuration to YES in Info.plist may
  221. // cause the preferredFramesPerSecond being 0
  222. if displayLink.preferredFramesPerSecond == 0 {
  223. duration = displayLink.duration
  224. } else {
  225. // Some devices (like iPad Pro 10.5) will have a different FPS.
  226. duration = 1.0 / Double(displayLink.preferredFramesPerSecond)
  227. }
  228. } else {
  229. duration = displayLink.duration
  230. }
  231. if animator?.updateCurrentFrame(duration: duration) ?? false {
  232. layer.setNeedsDisplay()
  233. if animator?.isReachMaxRepeatCount ?? false {
  234. stopAnimating()
  235. delegate?.animatedImageViewDidFinishAnimating(self)
  236. }
  237. }
  238. }
  239. }
  240. extension AnimatedImageView: AnimatorDelegate {
  241. func animator(_ animator: Animator, didPlayAnimationLoops count: UInt) {
  242. delegate?.animatedImageView(self, didPlayAnimationLoops: count)
  243. }
  244. }
  245. /// Keeps a reference to an `Image` instance and its duration as a GIF frame.
  246. struct AnimatedFrame {
  247. var image: Image?
  248. let duration: TimeInterval
  249. static let null: AnimatedFrame = AnimatedFrame(image: .none, duration: 0.0)
  250. }
  251. protocol AnimatorDelegate: class {
  252. func animator(_ animator: Animator, didPlayAnimationLoops count: UInt)
  253. }
  254. // MARK: - Animator
  255. class Animator {
  256. // MARK: Private property
  257. fileprivate let size: CGSize
  258. fileprivate let maxFrameCount: Int
  259. fileprivate let imageSource: CGImageSource
  260. fileprivate let maxRepeatCount: AnimatedImageView.RepeatCount
  261. fileprivate var animatedFrames = [AnimatedFrame]()
  262. fileprivate let maxTimeStep: TimeInterval = 1.0
  263. fileprivate var frameCount = 0
  264. fileprivate var currentFrameIndex = 0
  265. fileprivate var currentPreloadIndex = 0
  266. fileprivate var timeSinceLastFrameChange: TimeInterval = 0.0
  267. fileprivate var needsPrescaling = true
  268. fileprivate var currentRepeatCount: UInt = 0
  269. fileprivate weak var delegate: AnimatorDelegate?
  270. /// Loop count of animated image.
  271. private var loopCount = 0
  272. var currentFrame: UIImage? {
  273. return frame(at: currentFrameIndex)
  274. }
  275. var isReachMaxRepeatCount: Bool {
  276. switch maxRepeatCount {
  277. case .once:
  278. return currentRepeatCount >= 1
  279. case .finite(let maxCount):
  280. return currentRepeatCount >= maxCount
  281. case .infinite:
  282. return false
  283. }
  284. }
  285. var contentMode = UIViewContentMode.scaleToFill
  286. private lazy var preloadQueue: DispatchQueue = {
  287. return DispatchQueue(label: "com.onevcat.Kingfisher.Animator.preloadQueue")
  288. }()
  289. /**
  290. Init an animator with image source reference.
  291. - parameter imageSource: The reference of animated image.
  292. - parameter contentMode: Content mode of AnimatedImageView.
  293. - parameter size: Size of AnimatedImageView.
  294. - parameter framePreloadCount: Frame cache size.
  295. - returns: The animator object.
  296. */
  297. init(imageSource source: CGImageSource,
  298. contentMode mode: UIViewContentMode,
  299. size: CGSize,
  300. framePreloadCount count: Int,
  301. repeatCount: AnimatedImageView.RepeatCount) {
  302. self.imageSource = source
  303. self.contentMode = mode
  304. self.size = size
  305. self.maxFrameCount = count
  306. self.maxRepeatCount = repeatCount
  307. }
  308. func frame(at index: Int) -> Image? {
  309. return animatedFrames[safe: index]?.image
  310. }
  311. func prepareFramesAsynchronously() {
  312. preloadQueue.async { [weak self] in
  313. self?.prepareFrames()
  314. }
  315. }
  316. private func prepareFrames() {
  317. frameCount = CGImageSourceGetCount(imageSource)
  318. if let properties = CGImageSourceCopyProperties(imageSource, nil),
  319. let gifInfo = (properties as NSDictionary)[kCGImagePropertyGIFDictionary as String] as? NSDictionary,
  320. let loopCount = gifInfo[kCGImagePropertyGIFLoopCount as String] as? Int
  321. {
  322. self.loopCount = loopCount
  323. }
  324. let frameToProcess = min(frameCount, maxFrameCount)
  325. animatedFrames.reserveCapacity(frameToProcess)
  326. animatedFrames = (0..<frameToProcess).reduce([]) { $0 + pure(prepareFrame(at: $1))}
  327. currentPreloadIndex = (frameToProcess + 1) % frameCount
  328. }
  329. private func prepareFrame(at index: Int) -> AnimatedFrame {
  330. guard let imageRef = CGImageSourceCreateImageAtIndex(imageSource, index, nil) else {
  331. return AnimatedFrame.null
  332. }
  333. let defaultGIFFrameDuration = 0.100
  334. let frameDuration = imageSource.kf.gifProperties(at: index).map {
  335. gifInfo -> Double in
  336. let unclampedDelayTime = gifInfo[kCGImagePropertyGIFUnclampedDelayTime as String] as Double?
  337. let delayTime = gifInfo[kCGImagePropertyGIFDelayTime as String] as Double?
  338. let duration = unclampedDelayTime ?? delayTime ?? 0.0
  339. /**
  340. http://opensource.apple.com/source/WebCore/WebCore-7600.1.25/platform/graphics/cg/ImageSourceCG.cpp
  341. Many annoying ads specify a 0 duration to make an image flash as quickly as
  342. possible. We follow Safari and Firefox's behavior and use a duration of 100 ms
  343. for any frames that specify a duration of <= 10 ms.
  344. See <rdar://problem/7689300> and <http://webkit.org/b/36082> for more information.
  345. See also: http://nullsleep.tumblr.com/post/16524517190/animated-gif-minimum-frame-delay-browser.
  346. */
  347. return duration > 0.011 ? duration : defaultGIFFrameDuration
  348. } ?? defaultGIFFrameDuration
  349. let image = Image(cgImage: imageRef)
  350. let scaledImage: Image?
  351. if needsPrescaling {
  352. scaledImage = image.kf.resize(to: size, for: contentMode)
  353. } else {
  354. scaledImage = image
  355. }
  356. return AnimatedFrame(image: scaledImage, duration: frameDuration)
  357. }
  358. /**
  359. Updates the current frame if necessary using the frame timer and the duration of each frame in `animatedFrames`.
  360. */
  361. func updateCurrentFrame(duration: CFTimeInterval) -> Bool {
  362. timeSinceLastFrameChange += min(maxTimeStep, duration)
  363. guard let frameDuration = animatedFrames[safe: currentFrameIndex]?.duration, frameDuration <= timeSinceLastFrameChange else {
  364. return false
  365. }
  366. timeSinceLastFrameChange -= frameDuration
  367. let lastFrameIndex = currentFrameIndex
  368. currentFrameIndex += 1
  369. currentFrameIndex = currentFrameIndex % animatedFrames.count
  370. if animatedFrames.count < frameCount {
  371. preloadFrameAsynchronously(at: lastFrameIndex)
  372. }
  373. if currentFrameIndex == 0 {
  374. currentRepeatCount += 1
  375. delegate?.animator(self, didPlayAnimationLoops: currentRepeatCount)
  376. }
  377. return true
  378. }
  379. private func preloadFrameAsynchronously(at index: Int) {
  380. preloadQueue.async { [weak self] in
  381. self?.preloadFrame(at: index)
  382. }
  383. }
  384. private func preloadFrame(at index: Int) {
  385. animatedFrames[index] = prepareFrame(at: currentPreloadIndex)
  386. currentPreloadIndex += 1
  387. currentPreloadIndex = currentPreloadIndex % frameCount
  388. }
  389. }
  390. extension CGImageSource: KingfisherCompatible { }
  391. extension Kingfisher where Base: CGImageSource {
  392. func gifProperties(at index: Int) -> [String: Double]? {
  393. let properties = CGImageSourceCopyPropertiesAtIndex(base, index, nil) as Dictionary?
  394. return properties?[kCGImagePropertyGIFDictionary] as? [String: Double]
  395. }
  396. }
  397. extension Array {
  398. fileprivate subscript(safe index: Int) -> Element? {
  399. return indices ~= index ? self[index] : nil
  400. }
  401. }
  402. private func pure<T>(_ value: T) -> [T] {
  403. return [value]
  404. }