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- //
- // FLAnimatedImageView.h
- // Flipboard
- //
- // Created by Raphael Schaad on 7/8/13.
- // Copyright (c) 2013-2015 Flipboard. All rights reserved.
- //
- #import "FLAnimatedImageView.h"
- #import "FLAnimatedImage.h"
- #import <QuartzCore/QuartzCore.h>
- @interface FLAnimatedImageView ()
- // Override of public `readonly` properties as private `readwrite`
- @property (nonatomic, strong, readwrite) UIImage *currentFrame;
- @property (nonatomic, assign, readwrite) NSUInteger currentFrameIndex;
- @property (nonatomic, assign) NSUInteger loopCountdown;
- @property (nonatomic, assign) NSTimeInterval accumulator;
- @property (nonatomic, strong) CADisplayLink *displayLink;
- @property (nonatomic, assign) BOOL shouldAnimate; // Before checking this value, call `-updateShouldAnimate` whenever the animated image, window or superview has changed.
- @property (nonatomic, assign) BOOL needsDisplayWhenImageBecomesAvailable;
- @end
- @implementation FLAnimatedImageView
- #pragma mark - Accessors
- #pragma mark Public
- - (void)setAnimatedImage:(FLAnimatedImage *)animatedImage
- {
- if (![_animatedImage isEqual:animatedImage]) {
- if (animatedImage) {
- // Clear out the image.
- super.image = nil;
- // Ensure disabled highlighting; it's not supported (see `-setHighlighted:`).
- super.highlighted = NO;
- // UIImageView seems to bypass some accessors when calculating its intrinsic content size, so this ensures its intrinsic content size comes from the animated image.
- [self invalidateIntrinsicContentSize];
- } else {
- // Stop animating before the animated image gets cleared out.
- [self stopAnimating];
- }
-
- _animatedImage = animatedImage;
-
- self.currentFrame = animatedImage.posterImage;
- self.currentFrameIndex = 0;
- if (animatedImage.loopCount > 0) {
- self.loopCountdown = animatedImage.loopCount;
- } else {
- self.loopCountdown = NSUIntegerMax;
- }
- self.accumulator = 0.0;
-
- // Start animating after the new animated image has been set.
- [self updateShouldAnimate];
- if (self.shouldAnimate) {
- [self startAnimating];
- }
-
- [self.layer setNeedsDisplay];
- }
- }
- #pragma mark - Life Cycle
- - (void)dealloc
- {
- // Removes the display link from all run loop modes.
- [_displayLink invalidate];
- }
- #pragma mark - UIView Method Overrides
- #pragma mark Observing View-Related Changes
- - (void)didMoveToSuperview
- {
- [super didMoveToSuperview];
-
- [self updateShouldAnimate];
- if (self.shouldAnimate) {
- [self startAnimating];
- } else {
- [self stopAnimating];
- }
- }
- - (void)didMoveToWindow
- {
- [super didMoveToWindow];
-
- [self updateShouldAnimate];
- if (self.shouldAnimate) {
- [self startAnimating];
- } else {
- [self stopAnimating];
- }
- }
- #pragma mark Auto Layout
- - (CGSize)intrinsicContentSize
- {
- // Default to let UIImageView handle the sizing of its image, and anything else it might consider.
- CGSize intrinsicContentSize = [super intrinsicContentSize];
-
- // If we have have an animated image, use its image size.
- // UIImageView's intrinsic content size seems to be the size of its image. The obvious approach, simply calling `-invalidateIntrinsicContentSize` when setting an animated image, results in UIImageView steadfastly returning `{UIViewNoIntrinsicMetric, UIViewNoIntrinsicMetric}` for its intrinsicContentSize.
- // (Perhaps UIImageView bypasses its `-image` getter in its implementation of `-intrinsicContentSize`, as `-image` is not called after calling `-invalidateIntrinsicContentSize`.)
- if (self.animatedImage) {
- intrinsicContentSize = self.image.size;
- }
-
- return intrinsicContentSize;
- }
- #pragma mark - UIImageView Method Overrides
- #pragma mark Image Data
- - (UIImage *)image
- {
- UIImage *image = nil;
- if (self.animatedImage) {
- // Initially set to the poster image.
- image = self.currentFrame;
- } else {
- image = super.image;
- }
- return image;
- }
- - (void)setImage:(UIImage *)image
- {
- if (image) {
- // Clear out the animated image and implicitly pause animation playback.
- self.animatedImage = nil;
- }
-
- super.image = image;
- }
- #pragma mark Animating Images
- - (void)startAnimating
- {
- if (self.animatedImage) {
- // Lazily create the display link.
- if (!self.displayLink) {
- // It is important to note the use of a weak proxy here to avoid a retain cycle. `-displayLinkWithTarget:selector:`
- // will retain its target until it is invalidated. We use a weak proxy so that the image view will get deallocated
- // independent of the display link's lifetime. Upon image view deallocation, we invalidate the display
- // link which will lead to the deallocation of both the display link and the weak proxy.
- FLWeakProxy *weakProxy = [FLWeakProxy weakProxyForObject:self];
- self.displayLink = [CADisplayLink displayLinkWithTarget:weakProxy selector:@selector(displayDidRefresh:)];
-
- NSString *mode = NSDefaultRunLoopMode;
- // Enable playback during scrolling by allowing timer events (i.e. animation) with `NSRunLoopCommonModes`.
- // But too keep scrolling smooth, only do this for hardware with more than one core and otherwise keep it at the default `NSDefaultRunLoopMode`.
- // The only devices with single-core chips (supporting iOS 6+) are iPhone 3GS/4 and iPod Touch 4th gen.
- // Key off `activeProcessorCount` (as opposed to `processorCount`) since the system could shut down cores in certain situations.
- if ([NSProcessInfo processInfo].activeProcessorCount > 1) {
- mode = NSRunLoopCommonModes;
- }
- [self.displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:mode];
-
- // Note: The display link's `.frameInterval` value of 1 (default) means getting callbacks at the refresh rate of the display (~60Hz).
- // Setting it to 2 divides the frame rate by 2 and hence calls back at every other frame.
- }
- self.displayLink.paused = NO;
- } else {
- [super startAnimating];
- }
- }
- - (void)stopAnimating
- {
- if (self.animatedImage) {
- self.displayLink.paused = YES;
- } else {
- [super stopAnimating];
- }
- }
- - (BOOL)isAnimating
- {
- BOOL isAnimating = NO;
- if (self.animatedImage) {
- isAnimating = self.displayLink && !self.displayLink.isPaused;
- } else {
- isAnimating = [super isAnimating];
- }
- return isAnimating;
- }
- #pragma mark Highlighted Image Unsupport
- - (void)setHighlighted:(BOOL)highlighted
- {
- // Highlighted image is unsupported for animated images, but implementing it breaks the image view when embedded in a UICollectionViewCell.
- if (!self.animatedImage) {
- [super setHighlighted:highlighted];
- }
- }
- #pragma mark - Private Methods
- #pragma mark Animation
- // Don't repeatedly check our window & superview in `-displayDidRefresh:` for performance reasons.
- // Just update our cached value whenever the animated image, window or superview is changed.
- - (void)updateShouldAnimate
- {
- self.shouldAnimate = self.animatedImage && self.window && self.superview;
- }
- - (void)displayDidRefresh:(CADisplayLink *)displayLink
- {
- // If for some reason a wild call makes it through when we shouldn't be animating, bail.
- // Early return!
- if (!self.shouldAnimate) {
- FLLogWarn(@"Trying to animate image when we shouldn't: %@", self);
- return;
- }
-
- NSNumber *delayTimeNumber = [self.animatedImage.delayTimesForIndexes objectForKey:@(self.currentFrameIndex)];
- // If we don't have a frame delay (e.g. corrupt frame), don't update the view but skip the playhead to the next frame (in else-block).
- if (delayTimeNumber) {
- NSTimeInterval delayTime = [delayTimeNumber floatValue];
- // If we have a nil image (e.g. waiting for frame), don't update the view nor playhead.
- UIImage *image = [self.animatedImage imageLazilyCachedAtIndex:self.currentFrameIndex];
- if (image) {
- FLLogVerbose(@"Showing frame %lu for animated image: %@", (unsigned long)self.currentFrameIndex, self.animatedImage);
- self.currentFrame = image;
- if (self.needsDisplayWhenImageBecomesAvailable) {
- [self.layer setNeedsDisplay];
- self.needsDisplayWhenImageBecomesAvailable = NO;
- }
-
- self.accumulator += displayLink.duration;
-
- // While-loop first inspired by & good Karma to: https://github.com/ondalabs/OLImageView/blob/master/OLImageView.m
- while (self.accumulator >= delayTime) {
- self.accumulator -= delayTime;
- self.currentFrameIndex++;
- if (self.currentFrameIndex >= self.animatedImage.frameCount) {
- // If we've looped the number of times that this animated image describes, stop looping.
- self.loopCountdown--;
- if (self.loopCompletionBlock) {
- self.loopCompletionBlock(self.loopCountdown);
- }
-
- if (self.loopCountdown == 0) {
- [self stopAnimating];
- return;
- }
- self.currentFrameIndex = 0;
- }
- // Calling `-setNeedsDisplay` will just paint the current frame, not the new frame that we may have moved to.
- // Instead, set `needsDisplayWhenImageBecomesAvailable` to `YES` -- this will paint the new image once loaded.
- self.needsDisplayWhenImageBecomesAvailable = YES;
- }
- } else {
- FLLogDebug(@"Waiting for frame %lu for animated image: %@", (unsigned long)self.currentFrameIndex, self.animatedImage);
- #if defined(DEBUG) && DEBUG
- if ([self.debug_delegate respondsToSelector:@selector(debug_animatedImageView:waitingForFrame:duration:)]) {
- [self.debug_delegate debug_animatedImageView:self waitingForFrame:self.currentFrameIndex duration:(NSTimeInterval)self.displayLink.duration];
- }
- #endif
- }
- } else {
- self.currentFrameIndex++;
- }
- }
- #pragma mark - CALayerDelegate (Informal)
- #pragma mark Providing the Layer's Content
- - (void)displayLayer:(CALayer *)layer
- {
- layer.contents = (__bridge id)self.image.CGImage;
- }
- @end
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