Use computed variables when possible
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@ -51,7 +51,6 @@ public class Animator {
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}
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}
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/// Prepares the animator instance for animation.
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///
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/// - parameter imageName: The file name of the GIF in the main bundle.
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@ -116,8 +115,8 @@ public class Animator {
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/// - parameter imageData: GIF image data.
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/// - parameter size: The target size of the individual frames.
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/// - parameter contentMode: The view content mode to use for the individual frames.
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func animate(withGIFData data: Data, size: CGSize, contentMode: UIViewContentMode) {
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prepareForAnimation(withGIFData: data, size: size, contentMode: contentMode)
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func animate(withGIFData imageData: Data, size: CGSize, contentMode: UIViewContentMode) {
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prepareForAnimation(withGIFData: imageData, size: size, contentMode: contentMode)
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startAnimating()
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}
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@ -23,6 +23,21 @@ extension GIFAnimatable {
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return image?.size ?? CGSize.zero
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}
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/// Returns the active frame if available.
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public var activeFrame: UIImage? {
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return animator?.activeFrame()
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}
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/// Total frame count of the GIF.
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public var frameCount: Int {
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return animator?.frameCount ?? 0
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}
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/// Introspect whether the instance is animating.
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public var isAnimatingGIF: Bool {
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return animator?.isAnimating ?? false
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}
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/// Prepare for animation and start animating immediately.
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///
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/// - parameter imageName: The file name of the GIF in the main bundle.
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@ -30,9 +45,11 @@ extension GIFAnimatable {
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animator?.animate(withGIFNamed: imageName, size: frame.size, contentMode: contentMode)
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}
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/// Introspect whether the instance is animating.
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public var isAnimatingGIF: Bool {
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return animator?.isAnimating ?? false
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/// Prepare for animation and start animating immediately.
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///
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/// - parameter imageData: GIF image data.
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public func animate(withGIFData imageData: Data) {
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animator?.animate(withGIFData: imageData, size: frame.size, contentMode: contentMode)
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}
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/// Prepares the animator instance for animation.
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@ -50,10 +67,6 @@ extension GIFAnimatable {
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animator?.prepareForAnimation(withGIFData: imageData, size: frame.size, contentMode: contentMode)
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}
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/// Total frame count of the GIF.
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public var frameCount: Int {
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return animator?.frameCount ?? 0
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}
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/// Stop animating and free up GIF data from memory.
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public func prepareForReuse() {
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@ -74,16 +87,11 @@ extension GIFAnimatable {
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public func updateImageIfNeeded() {
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image = animator?.activeFrame() ?? image
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}
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/// Returns the active frame if available.
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public func activeFrame() -> UIImage? {
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return animator?.activeFrame()
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}
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}
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extension GIFAnimatable {
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/// Calls setNeedsDisplay on the layer whenever the animator has a new frame. Should *not* be called directly.
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public func animatorHasNewFrame() {
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func animatorHasNewFrame() {
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layer.setNeedsDisplay()
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}
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}
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