Gifu/Source/AnimatableImageView.swift

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3.0 KiB
Swift
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import ImageIO
import Runes
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import UIKit
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/// A subclass of `UIImageView` that can be animated using an image name string or raw data.
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public class AnimatableImageView: UIImageView {
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/// An `Animator` instance that holds the frames of a specific image in memory.
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var animator: Animator?
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/// A display link that keeps calling the `updateFrame` method on every screen refresh.
private lazy var displayLink: CADisplayLink = CADisplayLink(target: self, selector: Selector("updateFrame"))
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deinit {
println("deinit animatable view")
}
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/// A computed property that returns whether the image view is animating.
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public var isAnimatingGIF: Bool {
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return !displayLink.paused
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}
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/// Prepares the frames using a GIF image file name, without starting the animation.
/// The file name should include the `.gif` extension.
///
/// :param: imageName The name of the GIF file. The method looks for the file in the app bundle.
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public func prepareForAnimation(imageNamed imageName: String) {
let path = NSBundle.mainBundle().bundlePath.stringByAppendingPathComponent(imageName)
prepareForAnimation <^> NSData(contentsOfFile: path)
}
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/// Prepares the frames using raw GIF image data, without starting the animation.
///
/// :param: data GIF image data.
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public func prepareForAnimation(imageData data: NSData) {
image = UIImage(data: data)
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animator = Animator(data: data, size: frame.size, contentMode: contentMode)
attachDisplayLink()
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}
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/// Prepares the frames using a GIF image file name and starts animating the image view.
///
/// :param: imageName The name of the GIF file. The method looks for the file in the app bundle.
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public func animateWithImage(named imageName: String) {
prepareForAnimation(imageNamed: imageName)
startAnimatingGIF()
}
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/// Prepares the frames using raw GIF image data and starts animating the image view.
///
/// :param: data GIF image data.
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public func animateWithImageData(#data: NSData) {
prepareForAnimation(imageData: data)
startAnimatingGIF()
}
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/// Updates the `UIImage` property of the image view if necessary. This method should not be called manually.
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override public func displayLayer(layer: CALayer!) {
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image = animator?.currentFrame
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}
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/// Update the current frame with the displayLink duration
func updateFrame() {
if animator?.updateCurrentFrame(displayLink.duration) ?? false {
layer.setNeedsDisplay()
}
}
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/// Starts the image view animation.
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public func startAnimatingGIF() {
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if animator?.isAnimatable ?? false {
displayLink.paused = false
}
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}
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/// Stops the image view animation.
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public func stopAnimatingGIF() {
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displayLink.paused = true
cleanup()
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}
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/// Cleanup the animator to reduce memory.
public func cleanup() {
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image = .None
animator = .None
}
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/// Attaches the dsiplay link.
func attachDisplayLink() {
displayLink.addToRunLoop(NSRunLoop.mainRunLoop(), forMode: NSRunLoopCommonModes)
}
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}