AnimatedImageView.swift 22 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. deinit {
  174. if isDisplayLinkInitialized {
  175. displayLink.invalidate()
  176. }
  177. }
  178. override open var isAnimating: Bool {
  179. if isDisplayLinkInitialized {
  180. return !displayLink.isPaused
  181. } else {
  182. return super.isAnimating
  183. }
  184. }
  185. /// Starts the animation.
  186. override open func startAnimating() {
  187. guard !isAnimating else { return }
  188. guard let animator = animator else { return }
  189. guard !animator.isReachMaxRepeatCount else { return }
  190. displayLink.isPaused = false
  191. }
  192. /// Stops the animation.
  193. override open func stopAnimating() {
  194. super.stopAnimating()
  195. if isDisplayLinkInitialized {
  196. displayLink.isPaused = true
  197. }
  198. }
  199. override open func display(_ layer: CALayer) {
  200. if let currentFrame = animator?.currentFrameImage {
  201. layer.contents = currentFrame.cgImage
  202. } else {
  203. layer.contents = image?.cgImage
  204. }
  205. }
  206. override open func didMoveToWindow() {
  207. super.didMoveToWindow()
  208. didMove()
  209. }
  210. override open func didMoveToSuperview() {
  211. super.didMoveToSuperview()
  212. didMove()
  213. }
  214. // This is for back compatibility that using regular `UIImageView` to show animated image.
  215. override func shouldPreloadAllAnimation() -> Bool {
  216. return false
  217. }
  218. // Reset the animator.
  219. private func reset() {
  220. animator = nil
  221. if let image = image, let imageSource = image.kf.imageSource {
  222. let targetSize = bounds.scaled(UIScreen.main.scale).size
  223. let animator = Animator(
  224. imageSource: imageSource,
  225. contentMode: contentMode,
  226. size: targetSize,
  227. imageSize: image.kf.size,
  228. imageScale: image.kf.scale,
  229. framePreloadCount: framePreloadCount,
  230. repeatCount: repeatCount,
  231. preloadQueue: preloadQueue)
  232. animator.delegate = self
  233. animator.needsPrescaling = needsPrescaling
  234. animator.backgroundDecode = backgroundDecode
  235. animator.prepareFramesAsynchronously()
  236. self.animator = animator
  237. }
  238. didMove()
  239. }
  240. private func didMove() {
  241. if autoPlayAnimatedImage && animator != nil {
  242. if let _ = superview, let _ = window {
  243. startAnimating()
  244. } else {
  245. stopAnimating()
  246. }
  247. }
  248. }
  249. /// Update the current frame with the displayLink duration.
  250. private func updateFrameIfNeeded() {
  251. guard let animator = animator else {
  252. return
  253. }
  254. guard !animator.isFinished else {
  255. stopAnimating()
  256. delegate?.animatedImageViewDidFinishAnimating(self)
  257. return
  258. }
  259. let duration: CFTimeInterval
  260. // CA based display link is opt-out from ProMotion by default.
  261. // So the duration and its FPS might not match.
  262. // See [#718](https://github.com/onevcat/Kingfisher/issues/718)
  263. // By setting CADisableMinimumFrameDuration to YES in Info.plist may
  264. // cause the preferredFramesPerSecond being 0
  265. let preferredFramesPerSecond = displayLink.preferredFramesPerSecond
  266. if preferredFramesPerSecond == 0 {
  267. duration = displayLink.duration
  268. } else {
  269. // Some devices (like iPad Pro 10.5) will have a different FPS.
  270. duration = 1.0 / TimeInterval(preferredFramesPerSecond)
  271. }
  272. animator.shouldChangeFrame(with: duration) { [weak self] hasNewFrame in
  273. if hasNewFrame {
  274. self?.layer.setNeedsDisplay()
  275. }
  276. }
  277. }
  278. }
  279. protocol AnimatorDelegate: AnyObject {
  280. func animator(_ animator: AnimatedImageView.Animator, didPlayAnimationLoops count: UInt)
  281. }
  282. extension AnimatedImageView: AnimatorDelegate {
  283. func animator(_ animator: Animator, didPlayAnimationLoops count: UInt) {
  284. delegate?.animatedImageView(self, didPlayAnimationLoops: count)
  285. }
  286. }
  287. extension AnimatedImageView {
  288. // Represents a single frame in a GIF.
  289. struct AnimatedFrame {
  290. // The image to display for this frame. Its value is nil when the frame is removed from the buffer.
  291. let image: UIImage?
  292. // The duration that this frame should remain active.
  293. let duration: TimeInterval
  294. // A placeholder frame with no image assigned.
  295. // Used to replace frames that are no longer needed in the animation.
  296. var placeholderFrame: AnimatedFrame {
  297. return AnimatedFrame(image: nil, duration: duration)
  298. }
  299. // Whether this frame instance contains an image or not.
  300. var isPlaceholder: Bool {
  301. return image == nil
  302. }
  303. // Returns a new instance from an optional image.
  304. //
  305. // - parameter image: An optional `UIImage` instance to be assigned to the new frame.
  306. // - returns: An `AnimatedFrame` instance.
  307. func makeAnimatedFrame(image: UIImage?) -> AnimatedFrame {
  308. return AnimatedFrame(image: image, duration: duration)
  309. }
  310. }
  311. }
  312. extension AnimatedImageView {
  313. // MARK: - Animator
  314. /// An animator which used to drive the data behind `AnimatedImageView`.
  315. public class Animator {
  316. private let size: CGSize
  317. private let imageSize: CGSize
  318. private let imageScale: CGFloat
  319. /// The maximum count of image frames that needs preload.
  320. public let maxFrameCount: Int
  321. private let imageSource: CGImageSource
  322. private let maxRepeatCount: RepeatCount
  323. private let maxTimeStep: TimeInterval = 1.0
  324. private let animatedFrames = SafeArray<AnimatedFrame>()
  325. private var frameCount = 0
  326. private var timeSinceLastFrameChange: TimeInterval = 0.0
  327. private var currentRepeatCount: UInt = 0
  328. var isFinished: Bool = false
  329. var needsPrescaling = true
  330. var backgroundDecode = true
  331. weak var delegate: AnimatorDelegate?
  332. // Total duration of one animation loop
  333. var loopDuration: TimeInterval = 0
  334. /// The image of the current frame.
  335. public var currentFrameImage: UIImage? {
  336. return frame(at: currentFrameIndex)
  337. }
  338. /// The duration of the current active frame duration.
  339. public var currentFrameDuration: TimeInterval {
  340. return duration(at: currentFrameIndex)
  341. }
  342. /// The index of the current animation frame.
  343. public internal(set) var currentFrameIndex = 0 {
  344. didSet {
  345. previousFrameIndex = oldValue
  346. }
  347. }
  348. var previousFrameIndex = 0 {
  349. didSet {
  350. preloadQueue.async {
  351. self.updatePreloadedFrames()
  352. }
  353. }
  354. }
  355. var isReachMaxRepeatCount: Bool {
  356. switch maxRepeatCount {
  357. case .once:
  358. return currentRepeatCount >= 1
  359. case .finite(let maxCount):
  360. return currentRepeatCount >= maxCount
  361. case .infinite:
  362. return false
  363. }
  364. }
  365. /// Whether the current frame is the last frame or not in the animation sequence.
  366. public var isLastFrame: Bool {
  367. return currentFrameIndex == frameCount - 1
  368. }
  369. var preloadingIsNeeded: Bool {
  370. return maxFrameCount < frameCount - 1
  371. }
  372. var contentMode = UIView.ContentMode.scaleToFill
  373. private lazy var preloadQueue: DispatchQueue = {
  374. return DispatchQueue(label: "com.onevcat.Kingfisher.Animator.preloadQueue")
  375. }()
  376. /// Creates an animator with image source reference.
  377. ///
  378. /// - Parameters:
  379. /// - source: The reference of animated image.
  380. /// - mode: Content mode of the `AnimatedImageView`.
  381. /// - size: Size of the `AnimatedImageView`.
  382. /// - imageSize: Size of the `KingfisherWrapper`.
  383. /// - imageScale: Scale of the `KingfisherWrapper`.
  384. /// - count: Count of frames needed to be preloaded.
  385. /// - repeatCount: The repeat count should this animator uses.
  386. /// - preloadQueue: Dispatch queue used for preloading images.
  387. init(imageSource source: CGImageSource,
  388. contentMode mode: UIView.ContentMode,
  389. size: CGSize,
  390. imageSize: CGSize,
  391. imageScale: CGFloat,
  392. framePreloadCount count: Int,
  393. repeatCount: RepeatCount,
  394. preloadQueue: DispatchQueue) {
  395. self.imageSource = source
  396. self.contentMode = mode
  397. self.size = size
  398. self.imageSize = imageSize
  399. self.imageScale = imageScale
  400. self.maxFrameCount = count
  401. self.maxRepeatCount = repeatCount
  402. self.preloadQueue = preloadQueue
  403. GraphicsContext.begin(size: imageSize, scale: imageScale)
  404. }
  405. deinit {
  406. GraphicsContext.end()
  407. }
  408. /// Gets the image frame of a given index.
  409. /// - Parameter index: The index of desired image.
  410. /// - Returns: The decoded image at the frame. `nil` if the index is out of bound or the image is not yet loaded.
  411. public func frame(at index: Int) -> KFCrossPlatformImage? {
  412. return animatedFrames[index]?.image
  413. }
  414. public func duration(at index: Int) -> TimeInterval {
  415. return animatedFrames[index]?.duration ?? .infinity
  416. }
  417. func prepareFramesAsynchronously() {
  418. frameCount = Int(CGImageSourceGetCount(imageSource))
  419. animatedFrames.reserveCapacity(frameCount)
  420. preloadQueue.async { [weak self] in
  421. self?.setupAnimatedFrames()
  422. }
  423. }
  424. func shouldChangeFrame(with duration: CFTimeInterval, handler: (Bool) -> Void) {
  425. incrementTimeSinceLastFrameChange(with: duration)
  426. if currentFrameDuration > timeSinceLastFrameChange {
  427. handler(false)
  428. } else {
  429. resetTimeSinceLastFrameChange()
  430. incrementCurrentFrameIndex()
  431. handler(true)
  432. }
  433. }
  434. private func setupAnimatedFrames() {
  435. resetAnimatedFrames()
  436. var duration: TimeInterval = 0
  437. (0..<frameCount).forEach { index in
  438. let frameDuration = GIFAnimatedImage.getFrameDuration(from: imageSource, at: index)
  439. duration += min(frameDuration, maxTimeStep)
  440. animatedFrames.append(AnimatedFrame(image: nil, duration: frameDuration))
  441. if index > maxFrameCount { return }
  442. animatedFrames[index] = animatedFrames[index]?.makeAnimatedFrame(image: loadFrame(at: index))
  443. }
  444. self.loopDuration = duration
  445. }
  446. private func resetAnimatedFrames() {
  447. animatedFrames.removeAll()
  448. }
  449. private func loadFrame(at index: Int) -> UIImage? {
  450. let resize = needsPrescaling && size != .zero
  451. let options: [CFString: Any]?
  452. if resize {
  453. options = [
  454. kCGImageSourceCreateThumbnailFromImageIfAbsent: true,
  455. kCGImageSourceCreateThumbnailWithTransform: true,
  456. kCGImageSourceShouldCacheImmediately: true,
  457. kCGImageSourceThumbnailMaxPixelSize: max(size.width, size.height)
  458. ]
  459. } else {
  460. options = nil
  461. }
  462. guard let cgImage = CGImageSourceCreateImageAtIndex(imageSource, index, options as CFDictionary?) else {
  463. return nil
  464. }
  465. let image = KFCrossPlatformImage(cgImage: cgImage)
  466. guard let context = GraphicsContext.current(size: imageSize, scale: imageScale, inverting: true, cgImage: cgImage) else {
  467. return image
  468. }
  469. return backgroundDecode ? image.kf.decoded(on: context) : image
  470. }
  471. private func updatePreloadedFrames() {
  472. guard preloadingIsNeeded else {
  473. return
  474. }
  475. animatedFrames[previousFrameIndex] = animatedFrames[previousFrameIndex]?.placeholderFrame
  476. preloadIndexes(start: currentFrameIndex).forEach { index in
  477. guard let currentAnimatedFrame = animatedFrames[index] else { return }
  478. if !currentAnimatedFrame.isPlaceholder { return }
  479. animatedFrames[index] = currentAnimatedFrame.makeAnimatedFrame(image: loadFrame(at: index))
  480. }
  481. }
  482. private func incrementCurrentFrameIndex() {
  483. currentFrameIndex = increment(frameIndex: currentFrameIndex)
  484. if isLastFrame {
  485. currentRepeatCount += 1
  486. if isReachMaxRepeatCount {
  487. isFinished = true
  488. }
  489. delegate?.animator(self, didPlayAnimationLoops: currentRepeatCount)
  490. }
  491. }
  492. private func incrementTimeSinceLastFrameChange(with duration: TimeInterval) {
  493. timeSinceLastFrameChange += min(maxTimeStep, duration)
  494. }
  495. private func resetTimeSinceLastFrameChange() {
  496. timeSinceLastFrameChange -= currentFrameDuration
  497. }
  498. private func increment(frameIndex: Int, by value: Int = 1) -> Int {
  499. return (frameIndex + value) % frameCount
  500. }
  501. private func preloadIndexes(start index: Int) -> [Int] {
  502. let nextIndex = increment(frameIndex: index)
  503. let lastIndex = increment(frameIndex: index, by: maxFrameCount)
  504. if lastIndex >= nextIndex {
  505. return [Int](nextIndex...lastIndex)
  506. } else {
  507. return [Int](nextIndex..<frameCount) + [Int](0...lastIndex)
  508. }
  509. }
  510. }
  511. }
  512. class SafeArray<Element> {
  513. private var array: Array<Element> = []
  514. private let lock = NSLock()
  515. subscript(index: Int) -> Element? {
  516. get {
  517. lock.lock()
  518. defer { lock.unlock() }
  519. return array.indices ~= index ? array[index] : nil
  520. }
  521. set {
  522. lock.lock()
  523. defer { lock.unlock() }
  524. if let newValue = newValue, array.indices ~= index {
  525. array[index] = newValue
  526. }
  527. }
  528. }
  529. var count : Int {
  530. lock.lock()
  531. defer { lock.unlock() }
  532. return array.count
  533. }
  534. func reserveCapacity(_ count: Int) {
  535. lock.lock()
  536. defer { lock.unlock() }
  537. array.reserveCapacity(count)
  538. }
  539. func append(_ element: Element) {
  540. lock.lock()
  541. defer { lock.unlock() }
  542. array += [element]
  543. }
  544. func removeAll() {
  545. lock.lock()
  546. defer { lock.unlock() }
  547. array = []
  548. }
  549. }
  550. #endif
  551. #endif