AnimatedImageView.swift 26 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. // Workaround for Apple xcframework creating issue on Apple TV in Swift 5.8.
  174. // https://github.com/apple/swift/issues/66015
  175. #if os(tvOS)
  176. public override init(image: UIImage?, highlightedImage: UIImage?) {
  177. super.init(image: image, highlightedImage: highlightedImage)
  178. }
  179. required public init?(coder: NSCoder) {
  180. super.init(coder: coder)
  181. }
  182. init() {
  183. super.init(frame: .zero)
  184. }
  185. #endif
  186. deinit {
  187. if isDisplayLinkInitialized {
  188. displayLink.invalidate()
  189. }
  190. }
  191. override open var isAnimating: Bool {
  192. if isDisplayLinkInitialized {
  193. return !displayLink.isPaused
  194. } else {
  195. return super.isAnimating
  196. }
  197. }
  198. /// Starts the animation.
  199. override open func startAnimating() {
  200. guard !isAnimating else { return }
  201. guard let animator = animator else { return }
  202. guard !animator.isReachMaxRepeatCount else { return }
  203. displayLink.isPaused = false
  204. }
  205. /// Stops the animation.
  206. override open func stopAnimating() {
  207. super.stopAnimating()
  208. if isDisplayLinkInitialized {
  209. displayLink.isPaused = true
  210. }
  211. }
  212. override open func display(_ layer: CALayer) {
  213. layer.contents = animator?.currentFrameImage?.cgImage ?? image?.cgImage
  214. }
  215. override open func didMoveToWindow() {
  216. super.didMoveToWindow()
  217. didMove()
  218. }
  219. override open func didMoveToSuperview() {
  220. super.didMoveToSuperview()
  221. didMove()
  222. }
  223. // This is for back compatibility that using regular `UIImageView` to show animated image.
  224. override func shouldPreloadAllAnimation() -> Bool {
  225. return false
  226. }
  227. // Reset the animator.
  228. private func reset() {
  229. animator = nil
  230. if let image = image, let frameSource = image.kf.frameSource {
  231. #if os(visionOS)
  232. let targetSize = bounds.scaled(UITraitCollection.current.displayScale).size
  233. #else
  234. var scale: CGFloat = 0
  235. if #available(iOS 13.0, tvOS 13.0, *) {
  236. scale = UITraitCollection.current.displayScale
  237. } else {
  238. scale = UIScreen.main.scale
  239. }
  240. let targetSize = bounds.scaled(scale).size
  241. #endif
  242. let animator = Animator(
  243. frameSource: frameSource,
  244. contentMode: contentMode,
  245. size: targetSize,
  246. imageSize: image.kf.size,
  247. imageScale: image.kf.scale,
  248. framePreloadCount: framePreloadCount,
  249. repeatCount: repeatCount,
  250. preloadQueue: preloadQueue)
  251. animator.delegate = self
  252. animator.needsPrescaling = needsPrescaling
  253. animator.backgroundDecode = backgroundDecode
  254. animator.prepareFramesAsynchronously()
  255. self.animator = animator
  256. }
  257. didMove()
  258. }
  259. private func didMove() {
  260. if autoPlayAnimatedImage && animator != nil {
  261. if let _ = superview, let _ = window {
  262. startAnimating()
  263. } else {
  264. stopAnimating()
  265. }
  266. }
  267. }
  268. /// Update the current frame with the displayLink duration.
  269. private func updateFrameIfNeeded() {
  270. guard let animator = animator else {
  271. return
  272. }
  273. guard !animator.isFinished else {
  274. stopAnimating()
  275. delegate?.animatedImageViewDidFinishAnimating(self)
  276. return
  277. }
  278. let duration: CFTimeInterval
  279. // CA based display link is opt-out from ProMotion by default.
  280. // So the duration and its FPS might not match.
  281. // See [#718](https://github.com/onevcat/Kingfisher/issues/718)
  282. // By setting CADisableMinimumFrameDuration to YES in Info.plist may
  283. // cause the preferredFramesPerSecond being 0
  284. let preferredFramesPerSecond = displayLink.preferredFramesPerSecond
  285. if preferredFramesPerSecond == 0 {
  286. duration = displayLink.duration
  287. } else {
  288. // Some devices (like iPad Pro 10.5) will have a different FPS.
  289. duration = 1.0 / TimeInterval(preferredFramesPerSecond)
  290. }
  291. animator.shouldChangeFrame(with: duration) { [weak self] hasNewFrame in
  292. if hasNewFrame {
  293. self?.layer.setNeedsDisplay()
  294. }
  295. }
  296. }
  297. }
  298. protocol AnimatorDelegate: AnyObject {
  299. func animator(_ animator: AnimatedImageView.Animator, didPlayAnimationLoops count: UInt)
  300. }
  301. extension AnimatedImageView: AnimatorDelegate {
  302. func animator(_ animator: Animator, didPlayAnimationLoops count: UInt) {
  303. delegate?.animatedImageView(self, didPlayAnimationLoops: count)
  304. }
  305. }
  306. extension AnimatedImageView {
  307. // Represents a single frame in a GIF.
  308. struct AnimatedFrame {
  309. // The image to display for this frame. Its value is nil when the frame is removed from the buffer.
  310. let image: UIImage?
  311. // The duration that this frame should remain active.
  312. let duration: TimeInterval
  313. // A placeholder frame with no image assigned.
  314. // Used to replace frames that are no longer needed in the animation.
  315. var placeholderFrame: AnimatedFrame {
  316. return AnimatedFrame(image: nil, duration: duration)
  317. }
  318. // Whether this frame instance contains an image or not.
  319. var isPlaceholder: Bool {
  320. return image == nil
  321. }
  322. // Returns a new instance from an optional image.
  323. //
  324. // - parameter image: An optional `UIImage` instance to be assigned to the new frame.
  325. // - returns: An `AnimatedFrame` instance.
  326. func makeAnimatedFrame(image: UIImage?) -> AnimatedFrame {
  327. return AnimatedFrame(image: image, duration: duration)
  328. }
  329. }
  330. }
  331. extension AnimatedImageView {
  332. // MARK: - Animator
  333. /// An animator which used to drive the data behind `AnimatedImageView`.
  334. public class Animator {
  335. private let size: CGSize
  336. private let imageSize: CGSize
  337. private let imageScale: CGFloat
  338. /// The maximum count of image frames that needs preload.
  339. public let maxFrameCount: Int
  340. private let frameSource: ImageFrameSource
  341. private let maxRepeatCount: RepeatCount
  342. private let maxTimeStep: TimeInterval = 1.0
  343. private let animatedFrames = SafeArray<AnimatedFrame>()
  344. private var frameCount = 0
  345. private var timeSinceLastFrameChange: TimeInterval = 0.0
  346. private var currentRepeatCount: UInt = 0
  347. var isFinished: Bool = false
  348. var needsPrescaling = true
  349. var backgroundDecode = true
  350. weak var delegate: AnimatorDelegate?
  351. // Total duration of one animation loop
  352. var loopDuration: TimeInterval = 0
  353. /// The image of the current frame.
  354. public var currentFrameImage: UIImage? {
  355. return frame(at: currentFrameIndex)
  356. }
  357. /// The duration of the current active frame duration.
  358. public var currentFrameDuration: TimeInterval {
  359. return duration(at: currentFrameIndex)
  360. }
  361. /// The index of the current animation frame.
  362. public internal(set) var currentFrameIndex = 0 {
  363. didSet {
  364. previousFrameIndex = oldValue
  365. }
  366. }
  367. var previousFrameIndex = 0 {
  368. didSet {
  369. preloadQueue.async {
  370. self.updatePreloadedFrames()
  371. }
  372. }
  373. }
  374. var isReachMaxRepeatCount: Bool {
  375. switch maxRepeatCount {
  376. case .once:
  377. return currentRepeatCount >= 1
  378. case .finite(let maxCount):
  379. return currentRepeatCount >= maxCount
  380. case .infinite:
  381. return false
  382. }
  383. }
  384. /// Whether the current frame is the last frame or not in the animation sequence.
  385. public var isLastFrame: Bool {
  386. return currentFrameIndex == frameCount - 1
  387. }
  388. var preloadingIsNeeded: Bool {
  389. return maxFrameCount < frameCount - 1
  390. }
  391. var contentMode = UIView.ContentMode.scaleToFill
  392. private lazy var preloadQueue: DispatchQueue = {
  393. return DispatchQueue(label: "com.onevcat.Kingfisher.Animator.preloadQueue")
  394. }()
  395. /// Creates an animator with image source reference.
  396. ///
  397. /// - Parameters:
  398. /// - source: The reference of animated image.
  399. /// - mode: Content mode of the `AnimatedImageView`.
  400. /// - size: Size of the `AnimatedImageView`.
  401. /// - imageSize: Size of the `KingfisherWrapper`.
  402. /// - imageScale: Scale of the `KingfisherWrapper`.
  403. /// - count: Count of frames needed to be preloaded.
  404. /// - repeatCount: The repeat count should this animator uses.
  405. /// - preloadQueue: Dispatch queue used for preloading images.
  406. convenience init(imageSource source: CGImageSource,
  407. contentMode mode: UIView.ContentMode,
  408. size: CGSize,
  409. imageSize: CGSize,
  410. imageScale: CGFloat,
  411. framePreloadCount count: Int,
  412. repeatCount: RepeatCount,
  413. preloadQueue: DispatchQueue) {
  414. let frameSource = CGImageFrameSource(data: nil, imageSource: source, options: nil)
  415. self.init(frameSource: frameSource,
  416. contentMode: mode,
  417. size: size,
  418. imageSize: imageSize,
  419. imageScale: imageScale,
  420. framePreloadCount: count,
  421. repeatCount: repeatCount,
  422. preloadQueue: preloadQueue)
  423. }
  424. /// Creates an animator with a custom image frame source.
  425. ///
  426. /// - Parameters:
  427. /// - frameSource: The reference of animated image.
  428. /// - mode: Content mode of the `AnimatedImageView`.
  429. /// - size: Size of the `AnimatedImageView`.
  430. /// - imageSize: Size of the `KingfisherWrapper`.
  431. /// - imageScale: Scale of the `KingfisherWrapper`.
  432. /// - count: Count of frames needed to be preloaded.
  433. /// - repeatCount: The repeat count should this animator uses.
  434. /// - preloadQueue: Dispatch queue used for preloading images.
  435. init(frameSource source: ImageFrameSource,
  436. contentMode mode: UIView.ContentMode,
  437. size: CGSize,
  438. imageSize: CGSize,
  439. imageScale: CGFloat,
  440. framePreloadCount count: Int,
  441. repeatCount: RepeatCount,
  442. preloadQueue: DispatchQueue) {
  443. self.frameSource = source
  444. self.contentMode = mode
  445. self.size = size
  446. self.imageSize = imageSize
  447. self.imageScale = imageScale
  448. self.maxFrameCount = count
  449. self.maxRepeatCount = repeatCount
  450. self.preloadQueue = preloadQueue
  451. GraphicsContext.begin(size: imageSize, scale: imageScale)
  452. }
  453. deinit {
  454. resetAnimatedFrames()
  455. GraphicsContext.end()
  456. }
  457. /// Gets the image frame of a given index.
  458. /// - Parameter index: The index of desired image.
  459. /// - Returns: The decoded image at the frame. `nil` if the index is out of bound or the image is not yet loaded.
  460. public func frame(at index: Int) -> KFCrossPlatformImage? {
  461. return animatedFrames[index]?.image
  462. }
  463. public func duration(at index: Int) -> TimeInterval {
  464. return animatedFrames[index]?.duration ?? .infinity
  465. }
  466. func prepareFramesAsynchronously() {
  467. frameCount = frameSource.frameCount
  468. animatedFrames.reserveCapacity(frameCount)
  469. preloadQueue.async { [weak self] in
  470. self?.setupAnimatedFrames()
  471. }
  472. }
  473. func shouldChangeFrame(with duration: CFTimeInterval, handler: (Bool) -> Void) {
  474. incrementTimeSinceLastFrameChange(with: duration)
  475. if currentFrameDuration > timeSinceLastFrameChange {
  476. handler(false)
  477. } else {
  478. resetTimeSinceLastFrameChange()
  479. incrementCurrentFrameIndex()
  480. handler(true)
  481. }
  482. }
  483. private func setupAnimatedFrames() {
  484. resetAnimatedFrames()
  485. var duration: TimeInterval = 0
  486. (0..<frameCount).forEach { index in
  487. let frameDuration = frameSource.duration(at: index)
  488. duration += min(frameDuration, maxTimeStep)
  489. animatedFrames.append(AnimatedFrame(image: nil, duration: frameDuration))
  490. if index > maxFrameCount { return }
  491. animatedFrames[index] = animatedFrames[index]?.makeAnimatedFrame(image: loadFrame(at: index))
  492. }
  493. self.loopDuration = duration
  494. }
  495. private func resetAnimatedFrames() {
  496. animatedFrames.removeAll()
  497. }
  498. private func loadFrame(at index: Int) -> UIImage? {
  499. let resize = needsPrescaling && size != .zero
  500. let maxSize = resize ? size : nil
  501. guard let cgImage = frameSource.frame(at: index, maxSize: maxSize) else {
  502. return nil
  503. }
  504. if #available(iOS 15, tvOS 15, *) {
  505. // From iOS 15, a plain image loading causes iOS calling `-[_UIImageCGImageContent initWithCGImage:scale:]`
  506. // in ImageIO, which holds the image ref on the creating thread.
  507. // To get a workaround, create another image ref and use that to create the final image. This leads to
  508. // some performance loss, but there is little we can do.
  509. // https://github.com/onevcat/Kingfisher/issues/1844
  510. guard let context = GraphicsContext.current(size: imageSize, scale: imageScale, inverting: true, cgImage: cgImage),
  511. let decodedImageRef = cgImage.decoded(on: context, scale: imageScale)
  512. else {
  513. return KFCrossPlatformImage(cgImage: cgImage)
  514. }
  515. return KFCrossPlatformImage(cgImage: decodedImageRef)
  516. } else {
  517. let image = KFCrossPlatformImage(cgImage: cgImage)
  518. if backgroundDecode {
  519. guard let context = GraphicsContext.current(size: imageSize, scale: imageScale, inverting: true, cgImage: cgImage) else {
  520. return image
  521. }
  522. return image.kf.decoded(on: context)
  523. } else {
  524. return image
  525. }
  526. }
  527. }
  528. private func updatePreloadedFrames() {
  529. guard preloadingIsNeeded else {
  530. return
  531. }
  532. let previousFrame = animatedFrames[previousFrameIndex]
  533. animatedFrames[previousFrameIndex] = previousFrame?.placeholderFrame
  534. // ensure the image dealloc in main thread
  535. defer {
  536. if let image = previousFrame?.image {
  537. DispatchQueue.main.async {
  538. _ = image
  539. }
  540. }
  541. }
  542. preloadIndexes(start: currentFrameIndex).forEach { index in
  543. guard let currentAnimatedFrame = animatedFrames[index] else { return }
  544. if !currentAnimatedFrame.isPlaceholder { return }
  545. animatedFrames[index] = currentAnimatedFrame.makeAnimatedFrame(image: loadFrame(at: index))
  546. }
  547. }
  548. private func incrementCurrentFrameIndex() {
  549. let wasLastFrame = isLastFrame
  550. currentFrameIndex = increment(frameIndex: currentFrameIndex)
  551. if isLastFrame {
  552. currentRepeatCount += 1
  553. if isReachMaxRepeatCount {
  554. isFinished = true
  555. // Notify the delegate here because the animation is stopping.
  556. delegate?.animator(self, didPlayAnimationLoops: currentRepeatCount)
  557. }
  558. } else if wasLastFrame {
  559. // Notify the delegate that the loop completed
  560. delegate?.animator(self, didPlayAnimationLoops: currentRepeatCount)
  561. }
  562. }
  563. private func incrementTimeSinceLastFrameChange(with duration: TimeInterval) {
  564. timeSinceLastFrameChange += min(maxTimeStep, duration)
  565. }
  566. private func resetTimeSinceLastFrameChange() {
  567. timeSinceLastFrameChange -= currentFrameDuration
  568. }
  569. private func increment(frameIndex: Int, by value: Int = 1) -> Int {
  570. return (frameIndex + value) % frameCount
  571. }
  572. private func preloadIndexes(start index: Int) -> [Int] {
  573. let nextIndex = increment(frameIndex: index)
  574. let lastIndex = increment(frameIndex: index, by: maxFrameCount)
  575. if lastIndex >= nextIndex {
  576. return [Int](nextIndex...lastIndex)
  577. } else {
  578. return [Int](nextIndex..<frameCount) + [Int](0...lastIndex)
  579. }
  580. }
  581. }
  582. }
  583. class SafeArray<Element> {
  584. private var array: Array<Element> = []
  585. private let lock = NSLock()
  586. subscript(index: Int) -> Element? {
  587. get {
  588. lock.lock()
  589. defer { lock.unlock() }
  590. return array.indices ~= index ? array[index] : nil
  591. }
  592. set {
  593. lock.lock()
  594. defer { lock.unlock() }
  595. if let newValue = newValue, array.indices ~= index {
  596. array[index] = newValue
  597. }
  598. }
  599. }
  600. var count : Int {
  601. lock.lock()
  602. defer { lock.unlock() }
  603. return array.count
  604. }
  605. func reserveCapacity(_ count: Int) {
  606. lock.lock()
  607. defer { lock.unlock() }
  608. array.reserveCapacity(count)
  609. }
  610. func append(_ element: Element) {
  611. lock.lock()
  612. defer { lock.unlock() }
  613. array += [element]
  614. }
  615. func removeAll() {
  616. lock.lock()
  617. defer { lock.unlock() }
  618. array = []
  619. }
  620. }
  621. #endif
  622. #endif