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- //
- // AnimatableImageView.swift
- // Kingfisher
- //
- // Created by bl4ckra1sond3tre on 4/22/16.
- //
- // The AnimatableImageView, AnimatedFrame and Animator is a modified version of
- // some classes from kaishin's Gifu project (https://github.com/kaishin/Gifu)
- //
- // The MIT License (MIT)
- //
- // Copyright (c) 2019 Reda Lemeden.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy of
- // this software and associated documentation files (the "Software"), to deal in
- // the Software without restriction, including without limitation the rights to
- // use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
- // the Software, and to permit persons to whom the Software is furnished to do so,
- // subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in all
- // copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
- // FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
- // COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
- // IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- // CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- //
- // The name and characters used in the demo of this software are property of their
- // respective owners.
- #if !os(watchOS)
- #if canImport(UIKit)
- import UIKit
- import ImageIO
- /// Protocol of `AnimatedImageView`.
- public protocol AnimatedImageViewDelegate: AnyObject {
- /// Called after the animatedImageView has finished each animation loop.
- ///
- /// - Parameters:
- /// - imageView: The `AnimatedImageView` that is being animated.
- /// - count: The looped count.
- func animatedImageView(_ imageView: AnimatedImageView, didPlayAnimationLoops count: UInt)
- /// Called after the `AnimatedImageView` has reached the max repeat count.
- ///
- /// - Parameter imageView: The `AnimatedImageView` that is being animated.
- func animatedImageViewDidFinishAnimating(_ imageView: AnimatedImageView)
- }
- extension AnimatedImageViewDelegate {
- public func animatedImageView(_ imageView: AnimatedImageView, didPlayAnimationLoops count: UInt) {}
- public func animatedImageViewDidFinishAnimating(_ imageView: AnimatedImageView) {}
- }
- let KFRunLoopModeCommon = RunLoop.Mode.common
- /// Represents a subclass of `UIImageView` for displaying animated image.
- /// Different from showing animated image in a normal `UIImageView` (which load all frames at one time),
- /// `AnimatedImageView` only tries to load several frames (defined by `framePreloadCount`) to reduce memory usage.
- /// It provides a tradeoff between memory usage and CPU time. If you have a memory issue when using a normal image
- /// view to load GIF data, you could give this class a try.
- ///
- /// Kingfisher supports setting GIF animated data to either `UIImageView` and `AnimatedImageView` out of box. So
- /// it would be fairly easy to switch between them.
- open class AnimatedImageView: UIImageView {
- /// Proxy object for preventing a reference cycle between the `CADDisplayLink` and `AnimatedImageView`.
- class TargetProxy {
- private weak var target: AnimatedImageView?
-
- init(target: AnimatedImageView) {
- self.target = target
- }
-
- @objc func onScreenUpdate() {
- target?.updateFrameIfNeeded()
- }
- }
- /// Enumeration that specifies repeat count of GIF
- public enum RepeatCount: Equatable {
- case once
- case finite(count: UInt)
- case infinite
- public static func ==(lhs: RepeatCount, rhs: RepeatCount) -> Bool {
- switch (lhs, rhs) {
- case let (.finite(l), .finite(r)):
- return l == r
- case (.once, .once),
- (.infinite, .infinite):
- return true
- case (.once, .finite(let count)),
- (.finite(let count), .once):
- return count == 1
- case (.once, _),
- (.infinite, _),
- (.finite, _):
- return false
- }
- }
- }
-
- // MARK: - Public property
- /// Whether automatically play the animation when the view become visible. Default is `true`.
- public var autoPlayAnimatedImage = true
-
- /// The count of the frames should be preloaded before shown.
- public var framePreloadCount = 10
-
- /// Specifies whether the GIF frames should be pre-scaled to the image view's size or not.
- /// If the downloaded image is larger than the image view's size, it will help to reduce some memory use.
- /// Default is `true`.
- public var needsPrescaling = true
- /// Decode the GIF frames in background thread before using. It will decode frames data and do a off-screen
- /// rendering to extract pixel information in background. This can reduce the main thread CPU usage.
- public var backgroundDecode = true
- /// The animation timer's run loop mode. Default is `RunLoop.Mode.common`.
- /// Set this property to `RunLoop.Mode.default` will make the animation pause during UIScrollView scrolling.
- public var runLoopMode = KFRunLoopModeCommon {
- willSet {
- guard runLoopMode != newValue else { return }
- stopAnimating()
- displayLink.remove(from: .main, forMode: runLoopMode)
- displayLink.add(to: .main, forMode: newValue)
- startAnimating()
- }
- }
-
- /// The repeat count. The animated image will keep animate until it the loop count reaches this value.
- /// Setting this value to another one will reset current animation.
- ///
- /// Default is `.infinite`, which means the animation will last forever.
- public var repeatCount = RepeatCount.infinite {
- didSet {
- if oldValue != repeatCount {
- reset()
- setNeedsDisplay()
- layer.setNeedsDisplay()
- }
- }
- }
- /// Delegate of this `AnimatedImageView` object. See `AnimatedImageViewDelegate` protocol for more.
- public weak var delegate: AnimatedImageViewDelegate?
- /// The `Animator` instance that holds the frames of a specific image in memory.
- public private(set) var animator: Animator?
- // MARK: - Private property
- // Dispatch queue used for preloading images.
- private lazy var preloadQueue: DispatchQueue = {
- return DispatchQueue(label: "com.onevcat.Kingfisher.Animator.preloadQueue")
- }()
-
- // A flag to avoid invalidating the displayLink on deinit if it was never created, because displayLink is so lazy.
- private var isDisplayLinkInitialized: Bool = false
-
- // A display link that keeps calling the `updateFrame` method on every screen refresh.
- private lazy var displayLink: CADisplayLink = {
- isDisplayLinkInitialized = true
- let displayLink = CADisplayLink(target: TargetProxy(target: self), selector: #selector(TargetProxy.onScreenUpdate))
- displayLink.add(to: .main, forMode: runLoopMode)
- displayLink.isPaused = true
- return displayLink
- }()
-
- // MARK: - Override
- override open var image: KFCrossPlatformImage? {
- didSet {
- if image != oldValue {
- reset()
- }
- setNeedsDisplay()
- layer.setNeedsDisplay()
- }
- }
-
- open override var isHighlighted: Bool {
- get {
- super.isHighlighted
- }
- set {
- // Highlighted image is unsupported for animated images.
- // See https://github.com/onevcat/Kingfisher/issues/1679
- if displayLink.isPaused {
- super.isHighlighted = newValue
- }
- }
- }
- // Workaround for Apple xcframework creating issue on Apple TV in Swift 5.8.
- // https://github.com/apple/swift/issues/66015
- #if os(tvOS)
- public override init(image: UIImage?, highlightedImage: UIImage?) {
- super.init(image: image, highlightedImage: highlightedImage)
- }
-
- required public init?(coder: NSCoder) {
- super.init(coder: coder)
- }
-
- init() {
- super.init(frame: .zero)
- }
- #endif
-
- deinit {
- if isDisplayLinkInitialized {
- displayLink.invalidate()
- }
- }
-
- override open var isAnimating: Bool {
- if isDisplayLinkInitialized {
- return !displayLink.isPaused
- } else {
- return super.isAnimating
- }
- }
-
- /// Starts the animation.
- override open func startAnimating() {
- guard !isAnimating else { return }
- guard let animator = animator else { return }
- guard !animator.isReachMaxRepeatCount else { return }
- displayLink.isPaused = false
- }
-
- /// Stops the animation.
- override open func stopAnimating() {
- super.stopAnimating()
- if isDisplayLinkInitialized {
- displayLink.isPaused = true
- }
- }
-
- override open func display(_ layer: CALayer) {
- layer.contents = animator?.currentFrameImage?.cgImage ?? image?.cgImage
- }
-
- override open func didMoveToWindow() {
- super.didMoveToWindow()
- didMove()
- }
-
- override open func didMoveToSuperview() {
- super.didMoveToSuperview()
- didMove()
- }
- // This is for back compatibility that using regular `UIImageView` to show animated image.
- override func shouldPreloadAllAnimation() -> Bool {
- return false
- }
- // Reset the animator.
- private func reset() {
- animator = nil
- if let image = image, let frameSource = image.kf.frameSource {
- #if os(visionOS)
- let targetSize = bounds.scaled(UITraitCollection.current.displayScale).size
- #else
- var scale: CGFloat = 0
-
- if #available(iOS 13.0, tvOS 13.0, *) {
- scale = UITraitCollection.current.displayScale
- } else {
- scale = UIScreen.main.scale
- }
- let targetSize = bounds.scaled(scale).size
- #endif
- let animator = Animator(
- frameSource: frameSource,
- contentMode: contentMode,
- size: targetSize,
- imageSize: image.kf.size,
- imageScale: image.kf.scale,
- framePreloadCount: framePreloadCount,
- repeatCount: repeatCount,
- preloadQueue: preloadQueue)
- animator.delegate = self
- animator.needsPrescaling = needsPrescaling
- animator.backgroundDecode = backgroundDecode
- animator.prepareFramesAsynchronously()
- self.animator = animator
- }
- didMove()
- }
-
- private func didMove() {
- if autoPlayAnimatedImage && animator != nil {
- if let _ = superview, let _ = window {
- startAnimating()
- } else {
- stopAnimating()
- }
- }
- }
-
- /// Update the current frame with the displayLink duration.
- private func updateFrameIfNeeded() {
- guard let animator = animator else {
- return
- }
- guard !animator.isFinished else {
- stopAnimating()
- delegate?.animatedImageViewDidFinishAnimating(self)
- return
- }
- let duration: CFTimeInterval
- // CA based display link is opt-out from ProMotion by default.
- // So the duration and its FPS might not match.
- // See [#718](https://github.com/onevcat/Kingfisher/issues/718)
- // By setting CADisableMinimumFrameDuration to YES in Info.plist may
- // cause the preferredFramesPerSecond being 0
- let preferredFramesPerSecond = displayLink.preferredFramesPerSecond
- if preferredFramesPerSecond == 0 {
- duration = displayLink.duration
- } else {
- // Some devices (like iPad Pro 10.5) will have a different FPS.
- duration = 1.0 / TimeInterval(preferredFramesPerSecond)
- }
- animator.shouldChangeFrame(with: duration) { [weak self] hasNewFrame in
- if hasNewFrame {
- self?.layer.setNeedsDisplay()
- }
- }
- }
- }
- protocol AnimatorDelegate: AnyObject {
- func animator(_ animator: AnimatedImageView.Animator, didPlayAnimationLoops count: UInt)
- }
- extension AnimatedImageView: AnimatorDelegate {
- func animator(_ animator: Animator, didPlayAnimationLoops count: UInt) {
- delegate?.animatedImageView(self, didPlayAnimationLoops: count)
- }
- }
- extension AnimatedImageView {
- // Represents a single frame in a GIF.
- struct AnimatedFrame {
- // The image to display for this frame. Its value is nil when the frame is removed from the buffer.
- let image: UIImage?
- // The duration that this frame should remain active.
- let duration: TimeInterval
- // A placeholder frame with no image assigned.
- // Used to replace frames that are no longer needed in the animation.
- var placeholderFrame: AnimatedFrame {
- return AnimatedFrame(image: nil, duration: duration)
- }
- // Whether this frame instance contains an image or not.
- var isPlaceholder: Bool {
- return image == nil
- }
- // Returns a new instance from an optional image.
- //
- // - parameter image: An optional `UIImage` instance to be assigned to the new frame.
- // - returns: An `AnimatedFrame` instance.
- func makeAnimatedFrame(image: UIImage?) -> AnimatedFrame {
- return AnimatedFrame(image: image, duration: duration)
- }
- }
- }
- extension AnimatedImageView {
- // MARK: - Animator
- /// An animator which used to drive the data behind `AnimatedImageView`.
- public class Animator {
- private let size: CGSize
- private let imageSize: CGSize
- private let imageScale: CGFloat
- /// The maximum count of image frames that needs preload.
- public let maxFrameCount: Int
- private let frameSource: ImageFrameSource
- private let maxRepeatCount: RepeatCount
- private let maxTimeStep: TimeInterval = 1.0
- private let animatedFrames = SafeArray<AnimatedFrame>()
- private var frameCount = 0
- private var timeSinceLastFrameChange: TimeInterval = 0.0
- private var currentRepeatCount: UInt = 0
- var isFinished: Bool = false
- var needsPrescaling = true
- var backgroundDecode = true
- weak var delegate: AnimatorDelegate?
- // Total duration of one animation loop
- var loopDuration: TimeInterval = 0
- /// The image of the current frame.
- public var currentFrameImage: UIImage? {
- return frame(at: currentFrameIndex)
- }
- /// The duration of the current active frame duration.
- public var currentFrameDuration: TimeInterval {
- return duration(at: currentFrameIndex)
- }
- /// The index of the current animation frame.
- public internal(set) var currentFrameIndex = 0 {
- didSet {
- previousFrameIndex = oldValue
- }
- }
- var previousFrameIndex = 0 {
- didSet {
- preloadQueue.async {
- self.updatePreloadedFrames()
- }
- }
- }
- var isReachMaxRepeatCount: Bool {
- switch maxRepeatCount {
- case .once:
- return currentRepeatCount >= 1
- case .finite(let maxCount):
- return currentRepeatCount >= maxCount
- case .infinite:
- return false
- }
- }
- /// Whether the current frame is the last frame or not in the animation sequence.
- public var isLastFrame: Bool {
- return currentFrameIndex == frameCount - 1
- }
- var preloadingIsNeeded: Bool {
- return maxFrameCount < frameCount - 1
- }
- var contentMode = UIView.ContentMode.scaleToFill
- private lazy var preloadQueue: DispatchQueue = {
- return DispatchQueue(label: "com.onevcat.Kingfisher.Animator.preloadQueue")
- }()
- /// Creates an animator with image source reference.
- ///
- /// - Parameters:
- /// - source: The reference of animated image.
- /// - mode: Content mode of the `AnimatedImageView`.
- /// - size: Size of the `AnimatedImageView`.
- /// - imageSize: Size of the `KingfisherWrapper`.
- /// - imageScale: Scale of the `KingfisherWrapper`.
- /// - count: Count of frames needed to be preloaded.
- /// - repeatCount: The repeat count should this animator uses.
- /// - preloadQueue: Dispatch queue used for preloading images.
- convenience init(imageSource source: CGImageSource,
- contentMode mode: UIView.ContentMode,
- size: CGSize,
- imageSize: CGSize,
- imageScale: CGFloat,
- framePreloadCount count: Int,
- repeatCount: RepeatCount,
- preloadQueue: DispatchQueue) {
- let frameSource = CGImageFrameSource(data: nil, imageSource: source, options: nil)
- self.init(frameSource: frameSource,
- contentMode: mode,
- size: size,
- imageSize: imageSize,
- imageScale: imageScale,
- framePreloadCount: count,
- repeatCount: repeatCount,
- preloadQueue: preloadQueue)
- }
-
- /// Creates an animator with a custom image frame source.
- ///
- /// - Parameters:
- /// - frameSource: The reference of animated image.
- /// - mode: Content mode of the `AnimatedImageView`.
- /// - size: Size of the `AnimatedImageView`.
- /// - imageSize: Size of the `KingfisherWrapper`.
- /// - imageScale: Scale of the `KingfisherWrapper`.
- /// - count: Count of frames needed to be preloaded.
- /// - repeatCount: The repeat count should this animator uses.
- /// - preloadQueue: Dispatch queue used for preloading images.
- init(frameSource source: ImageFrameSource,
- contentMode mode: UIView.ContentMode,
- size: CGSize,
- imageSize: CGSize,
- imageScale: CGFloat,
- framePreloadCount count: Int,
- repeatCount: RepeatCount,
- preloadQueue: DispatchQueue) {
- self.frameSource = source
- self.contentMode = mode
- self.size = size
- self.imageSize = imageSize
- self.imageScale = imageScale
- self.maxFrameCount = count
- self.maxRepeatCount = repeatCount
- self.preloadQueue = preloadQueue
-
- GraphicsContext.begin(size: imageSize, scale: imageScale)
- }
-
- deinit {
- resetAnimatedFrames()
- GraphicsContext.end()
- }
- /// Gets the image frame of a given index.
- /// - Parameter index: The index of desired image.
- /// - Returns: The decoded image at the frame. `nil` if the index is out of bound or the image is not yet loaded.
- public func frame(at index: Int) -> KFCrossPlatformImage? {
- return animatedFrames[index]?.image
- }
- public func duration(at index: Int) -> TimeInterval {
- return animatedFrames[index]?.duration ?? .infinity
- }
- func prepareFramesAsynchronously() {
- frameCount = frameSource.frameCount
- animatedFrames.reserveCapacity(frameCount)
- preloadQueue.async { [weak self] in
- self?.setupAnimatedFrames()
- }
- }
- func shouldChangeFrame(with duration: CFTimeInterval, handler: (Bool) -> Void) {
- incrementTimeSinceLastFrameChange(with: duration)
- if currentFrameDuration > timeSinceLastFrameChange {
- handler(false)
- } else {
- resetTimeSinceLastFrameChange()
- incrementCurrentFrameIndex()
- handler(true)
- }
- }
- private func setupAnimatedFrames() {
- resetAnimatedFrames()
- var duration: TimeInterval = 0
- (0..<frameCount).forEach { index in
- let frameDuration = frameSource.duration(at: index)
- duration += min(frameDuration, maxTimeStep)
- animatedFrames.append(AnimatedFrame(image: nil, duration: frameDuration))
- if index > maxFrameCount { return }
- animatedFrames[index] = animatedFrames[index]?.makeAnimatedFrame(image: loadFrame(at: index))
- }
- self.loopDuration = duration
- }
- private func resetAnimatedFrames() {
- animatedFrames.removeAll()
- }
- private func loadFrame(at index: Int) -> UIImage? {
- let resize = needsPrescaling && size != .zero
- let maxSize = resize ? size : nil
- guard let cgImage = frameSource.frame(at: index, maxSize: maxSize) else {
- return nil
- }
-
- if #available(iOS 15, tvOS 15, *) {
- // From iOS 15, a plain image loading causes iOS calling `-[_UIImageCGImageContent initWithCGImage:scale:]`
- // in ImageIO, which holds the image ref on the creating thread.
- // To get a workaround, create another image ref and use that to create the final image. This leads to
- // some performance loss, but there is little we can do.
- // https://github.com/onevcat/Kingfisher/issues/1844
- guard let context = GraphicsContext.current(size: imageSize, scale: imageScale, inverting: true, cgImage: cgImage),
- let decodedImageRef = cgImage.decoded(on: context, scale: imageScale)
- else {
- return KFCrossPlatformImage(cgImage: cgImage)
- }
-
- return KFCrossPlatformImage(cgImage: decodedImageRef)
- } else {
- let image = KFCrossPlatformImage(cgImage: cgImage)
- if backgroundDecode {
- guard let context = GraphicsContext.current(size: imageSize, scale: imageScale, inverting: true, cgImage: cgImage) else {
- return image
- }
- return image.kf.decoded(on: context)
- } else {
- return image
- }
- }
- }
-
- private func updatePreloadedFrames() {
- guard preloadingIsNeeded else {
- return
- }
- let previousFrame = animatedFrames[previousFrameIndex]
- animatedFrames[previousFrameIndex] = previousFrame?.placeholderFrame
- // ensure the image dealloc in main thread
- defer {
- if let image = previousFrame?.image {
- DispatchQueue.main.async {
- _ = image
- }
- }
- }
- preloadIndexes(start: currentFrameIndex).forEach { index in
- guard let currentAnimatedFrame = animatedFrames[index] else { return }
- if !currentAnimatedFrame.isPlaceholder { return }
- animatedFrames[index] = currentAnimatedFrame.makeAnimatedFrame(image: loadFrame(at: index))
- }
- }
- private func incrementCurrentFrameIndex() {
- let wasLastFrame = isLastFrame
- currentFrameIndex = increment(frameIndex: currentFrameIndex)
- if isLastFrame {
- currentRepeatCount += 1
- if isReachMaxRepeatCount {
- isFinished = true
- // Notify the delegate here because the animation is stopping.
- delegate?.animator(self, didPlayAnimationLoops: currentRepeatCount)
- }
- } else if wasLastFrame {
- // Notify the delegate that the loop completed
- delegate?.animator(self, didPlayAnimationLoops: currentRepeatCount)
- }
- }
- private func incrementTimeSinceLastFrameChange(with duration: TimeInterval) {
- timeSinceLastFrameChange += min(maxTimeStep, duration)
- }
- private func resetTimeSinceLastFrameChange() {
- timeSinceLastFrameChange -= currentFrameDuration
- }
- private func increment(frameIndex: Int, by value: Int = 1) -> Int {
- return (frameIndex + value) % frameCount
- }
- private func preloadIndexes(start index: Int) -> [Int] {
- let nextIndex = increment(frameIndex: index)
- let lastIndex = increment(frameIndex: index, by: maxFrameCount)
- if lastIndex >= nextIndex {
- return [Int](nextIndex...lastIndex)
- } else {
- return [Int](nextIndex..<frameCount) + [Int](0...lastIndex)
- }
- }
- }
- }
- class SafeArray<Element> {
- private var array: Array<Element> = []
- private let lock = NSLock()
-
- subscript(index: Int) -> Element? {
- get {
- lock.lock()
- defer { lock.unlock() }
- return array.indices ~= index ? array[index] : nil
- }
-
- set {
- lock.lock()
- defer { lock.unlock() }
- if let newValue = newValue, array.indices ~= index {
- array[index] = newValue
- }
- }
- }
-
- var count : Int {
- lock.lock()
- defer { lock.unlock() }
- return array.count
- }
-
- func reserveCapacity(_ count: Int) {
- lock.lock()
- defer { lock.unlock() }
- array.reserveCapacity(count)
- }
-
- func append(_ element: Element) {
- lock.lock()
- defer { lock.unlock() }
- array += [element]
- }
-
- func removeAll() {
- lock.lock()
- defer { lock.unlock() }
- array = []
- }
- }
- #endif
- #endif
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