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Pods/Kingfisher/Sources/AnimatedImageView.swift 17.1 KB
f2cf74c7   yangbin   1.0.20(4)
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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) 2018 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.
  
  import UIKit
  import ImageIO
  
  /// Protocol of `AnimatedImageView`.
  public protocol AnimatedImageViewDelegate: AnyObject {
      /**
       Called after the animatedImageView has finished each animation loop.
  
       - parameter imageView: The animatedImageView that is being animated.
       - parameter 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) {}
  }
  
  /// `AnimatedImageView` is a subclass of `UIImageView` for displaying animated image.
  open class AnimatedImageView: UIImageView {
      
      /// Proxy object for prevending 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?.updateFrame()
          }
      }
  
      /// 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 size of the frame cache.
      public var framePreloadCount = 10
      
      /// Specifies whether the GIF frames should be pre-scaled to save memory. Default is true.
      public var needsPrescaling = true
      
      /// The animation timer's run loop mode. Default is `NSRunLoopCommonModes`. Set this property to `NSDefaultRunLoopMode` will make the animation pause during UIScrollView scrolling.
      #if swift(>=4.2)
      public var runLoopMode = RunLoop.Mode.common {
          willSet {
              if runLoopMode == newValue {
                  return
              } else {
                  stopAnimating()
                  displayLink.remove(from: .main, forMode: runLoopMode)
                  displayLink.add(to: .main, forMode: newValue)
                  startAnimating()
              }
          }
      }
      #else
      public var runLoopMode = RunLoopMode.commonModes {
          willSet {
              if runLoopMode == newValue {
                  return
              } else {
                  stopAnimating()
                  displayLink.remove(from: .main, forMode: runLoopMode)
                  displayLink.add(to: .main, forMode: newValue)
                  startAnimating()
              }
          }
      }
      #endif
  
      /// The repeat count.
      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?
      
      // MARK: - Private property
      /// `Animator` instance that holds the frames of a specific image in memory.
      private var animator: Animator?
      
      /// A flag to avoid invalidating the displayLink on deinit if it was never created, because displayLink is so lazy. :D
      private var isDisplayLinkInitialized: Bool = false
      
      /// A display link that keeps calling the `updateFrame` method on every screen refresh.
      private lazy var displayLink: CADisplayLink = {
          self.isDisplayLinkInitialized = true
          let displayLink = CADisplayLink(target: TargetProxy(target: self), selector: #selector(TargetProxy.onScreenUpdate))
          displayLink.add(to: .main, forMode: self.runLoopMode)
          displayLink.isPaused = true
          return displayLink
      }()
      
      // MARK: - Override
      override open var image: Image? {
          didSet {
              if image != oldValue {
                  reset()
              }
              setNeedsDisplay()
              layer.setNeedsDisplay()
          }
      }
      
      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() {
          if self.isAnimating {
              return
          } else {
              if animator?.isReachMaxRepeatCount ?? false {
                  return
              }
  
              displayLink.isPaused = false
          }
      }
      
      /// Stops the animation.
      override open func stopAnimating() {
          super.stopAnimating()
          if isDisplayLinkInitialized {
              displayLink.isPaused = true
          }
      }
      
      override open func display(_ layer: CALayer) {
          if let currentFrame = animator?.currentFrame {
              layer.contents = currentFrame.cgImage
          } else {
              layer.contents = 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
      }
  
      // MARK: - Private method
      /// Reset the animator.
      private func reset() {
          animator = nil
          if let imageSource = image?.kf.imageSource?.imageRef {
              animator = Animator(imageSource: imageSource,
                                  contentMode: contentMode,
                                  size: bounds.size,
                                  framePreloadCount: framePreloadCount,
                                  repeatCount: repeatCount)
              animator?.delegate = self
              animator?.needsPrescaling = needsPrescaling
              animator?.prepareFramesAsynchronously()
          }
          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 updateFrame() {
          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)
          if #available(iOS 10.0, tvOS 10.0, *) {
              // By setting CADisableMinimumFrameDuration to YES in Info.plist may 
              // cause the preferredFramesPerSecond being 0
              if displayLink.preferredFramesPerSecond == 0 {
                  duration = displayLink.duration
              } else {
                  // Some devices (like iPad Pro 10.5) will have a different FPS.
                  duration = 1.0 / Double(displayLink.preferredFramesPerSecond)
              }
          } else {
              duration = displayLink.duration
          }
      
          if animator?.updateCurrentFrame(duration: duration) ?? false {
              layer.setNeedsDisplay()
  
              if animator?.isReachMaxRepeatCount ?? false {
                  stopAnimating()
                  delegate?.animatedImageViewDidFinishAnimating(self)
              }
          }
      }
  }
  
  extension AnimatedImageView: AnimatorDelegate {
      func animator(_ animator: Animator, didPlayAnimationLoops count: UInt) {
          delegate?.animatedImageView(self, didPlayAnimationLoops: count)
      }
  }
  
  /// Keeps a reference to an `Image` instance and its duration as a GIF frame.
  struct AnimatedFrame {
      var image: Image?
      let duration: TimeInterval
      
      static let null: AnimatedFrame = AnimatedFrame(image: .none, duration: 0.0)
  }
  
  protocol AnimatorDelegate: AnyObject {
      func animator(_ animator: Animator, didPlayAnimationLoops count: UInt)
  }
  
  // MARK: - Animator
  class Animator {
      // MARK: Private property
      fileprivate let size: CGSize
      fileprivate let maxFrameCount: Int
      fileprivate let imageSource: CGImageSource
      fileprivate let maxRepeatCount: AnimatedImageView.RepeatCount
      
      fileprivate var animatedFrames = [AnimatedFrame]()
      fileprivate let maxTimeStep: TimeInterval = 1.0
      fileprivate var frameCount = 0
      fileprivate var currentFrameIndex = 0
      fileprivate var currentFrameIndexInBuffer = 0
      fileprivate var currentPreloadIndex = 0
      fileprivate var timeSinceLastFrameChange: TimeInterval = 0.0
      fileprivate var needsPrescaling = true
      fileprivate var currentRepeatCount: UInt = 0
      fileprivate weak var delegate: AnimatorDelegate?
      
      /// Loop count of animated image.
      private var loopCount = 0
      
      var currentFrame: UIImage? {
          return frame(at: currentFrameIndexInBuffer)
      }
  
      var isReachMaxRepeatCount: Bool {
          switch maxRepeatCount {
          case .once:
              return currentRepeatCount >= 1
          case .finite(let maxCount):
              return currentRepeatCount >= maxCount
          case .infinite:
              return false
          }
      }
      
      var contentMode = UIView.ContentMode.scaleToFill
      
      private lazy var preloadQueue: DispatchQueue = {
          return DispatchQueue(label: "com.onevcat.Kingfisher.Animator.preloadQueue")
      }()
      
      /**
       Init an animator with image source reference.
       
       - parameter imageSource: The reference of animated image.
       - parameter contentMode: Content mode of AnimatedImageView.
       - parameter size: Size of AnimatedImageView.
       - parameter framePreloadCount: Frame cache size.
       
       - returns: The animator object.
       */
      init(imageSource source: CGImageSource,
           contentMode mode: UIView.ContentMode,
           size: CGSize,
           framePreloadCount count: Int,
           repeatCount: AnimatedImageView.RepeatCount) {
          self.imageSource = source
          self.contentMode = mode
          self.size = size
          self.maxFrameCount = count
          self.maxRepeatCount = repeatCount
      }
      
      func frame(at index: Int) -> Image? {
          return animatedFrames[safe: index]?.image
      }
      
      func prepareFramesAsynchronously() {
          preloadQueue.async { [weak self] in
              self?.prepareFrames()
          }
      }
      
      private func prepareFrames() {
          frameCount = CGImageSourceGetCount(imageSource)
          
          if let properties = CGImageSourceCopyProperties(imageSource, nil),
              let gifInfo = (properties as NSDictionary)[kCGImagePropertyGIFDictionary as String] as? NSDictionary,
              let loopCount = gifInfo[kCGImagePropertyGIFLoopCount as String] as? Int
          {
              self.loopCount = loopCount
          }
          
          let frameToProcess = min(frameCount, maxFrameCount)
          animatedFrames.reserveCapacity(frameToProcess)
          animatedFrames = (0..<frameToProcess).reduce([]) { $0 + pure(prepareFrame(at: $1))}
          currentPreloadIndex = (frameToProcess + 1) % frameCount - 1
      }
      
      private func prepareFrame(at index: Int) -> AnimatedFrame {
          
          guard let imageRef = CGImageSourceCreateImageAtIndex(imageSource, index, nil) else {
              return AnimatedFrame.null
          }
          
          let defaultGIFFrameDuration = 0.100
          let frameDuration = imageSource.kf.gifProperties(at: index).map {
              gifInfo -> Double in
              
              let unclampedDelayTime = gifInfo[kCGImagePropertyGIFUnclampedDelayTime as String] as Double?
              let delayTime = gifInfo[kCGImagePropertyGIFDelayTime as String] as Double?
              let duration = unclampedDelayTime ?? delayTime ?? 0.0
              
              /**
               http://opensource.apple.com/source/WebCore/WebCore-7600.1.25/platform/graphics/cg/ImageSourceCG.cpp
               Many annoying ads specify a 0 duration to make an image flash as quickly as
               possible. We follow Safari and Firefox's behavior and use a duration of 100 ms
               for any frames that specify a duration of <= 10 ms.
               See <rdar://problem/7689300> and <http://webkit.org/b/36082> for more information.
               
               See also: http://nullsleep.tumblr.com/post/16524517190/animated-gif-minimum-frame-delay-browser.
               */
              return duration > 0.011 ? duration : defaultGIFFrameDuration
          } ?? defaultGIFFrameDuration
          
          let image = Image(cgImage: imageRef)
          let scaledImage: Image?
          
          if needsPrescaling {
              scaledImage = image.kf.resize(to: size, for: contentMode)
          } else {
              scaledImage = image
          }
          
          return AnimatedFrame(image: scaledImage, duration: frameDuration)
      }
      
      /**
       Updates the current frame if necessary using the frame timer and the duration of each frame in `animatedFrames`.
       */
      func updateCurrentFrame(duration: CFTimeInterval) -> Bool {
          timeSinceLastFrameChange += min(maxTimeStep, duration)
          guard let frameDuration = animatedFrames[safe: currentFrameIndexInBuffer]?.duration, frameDuration <= timeSinceLastFrameChange else {
              return false
          }
          
          timeSinceLastFrameChange -= frameDuration
          
          let lastFrameIndex = currentFrameIndexInBuffer
          currentFrameIndexInBuffer += 1
          currentFrameIndexInBuffer = currentFrameIndexInBuffer % animatedFrames.count
          
          if animatedFrames.count < frameCount {
              preloadFrameAsynchronously(at: lastFrameIndex)
          }
          
          currentFrameIndex += 1
          
          if currentFrameIndex == frameCount {
              currentFrameIndex = 0
              currentRepeatCount += 1
  
              delegate?.animator(self, didPlayAnimationLoops: currentRepeatCount)
          }
  
          return true
      }
      
      private func preloadFrameAsynchronously(at index: Int) {
          preloadQueue.async { [weak self] in
              self?.preloadFrame(at: index)
          }
      }
      
      private func preloadFrame(at index: Int) {
          animatedFrames[index] = prepareFrame(at: currentPreloadIndex)
          currentPreloadIndex += 1
          currentPreloadIndex = currentPreloadIndex % frameCount
      }
  }
  
  extension CGImageSource: KingfisherCompatible { }
  extension Kingfisher where Base: CGImageSource {
      func gifProperties(at index: Int) -> [String: Double]? {
          let properties = CGImageSourceCopyPropertiesAtIndex(base, index, nil) as Dictionary?
          return properties?[kCGImagePropertyGIFDictionary] as? [String: Double]
      }
  }
  
  extension Array {
      fileprivate subscript(safe index: Int) -> Element? {
          return indices ~= index ? self[index] : nil
      }
  }
  
  private func pure<T>(_ value: T) -> [T] {
      return [value]
  }