Update README to reflect API changes

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Reda Lemeden 2014-12-12 23:29:10 +01:00
parent 0e9cf2294d
commit 8013faea87
1 changed files with 15 additions and 29 deletions

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@ -4,20 +4,12 @@ Adds performant animated GIF support to UIKit, without subclassing `UIImageView`
#### Why?
Because Apple's `+animatedImage*` is not meant to be used for animated GIFs (loads all the frames in memory), and the few third party implementations that got it right (see [Credits](#credits)) still require you to use a `UIImageView` subclass, which is not very flexible and might clash with other application-specific functionality.
Because Apple's `+animatedImage*` is not meant to be used for animated GIFs (loads all the full-sized frames in memory), and the few third party implementations that got it right (see [Credits](#credits)) still require you to use a `UIImageView` subclass, which is not very flexible and might clash with other application-specific functionality.
#### How?
Gifu is a `UIImage` subclass and `UIImageView` extension written in Swift.
It uses `CADisplayLink` to animate the view and only keeps a limited number of
frames in-memory, which exponentially minimizes memory usage for large GIF files (+300
frames).
The figure below summarizes how this works in practice. Given an image
containing 10 frames, Gifu will load the current frame (red), pre-load the next two frames in this example (orange),
and nullify all the other frames to free up memory (gray):
<img src="https://db.tt/ZLfx23hg" width="300" />
Gifu uses a `UIImage` subclass and `UIImageView` extension written in Swift.
It relies on `CADisplayLink` to animate the view and optimizes the frames by resizing them.
#### Install
@ -27,17 +19,15 @@ If your prefer Git submodules or want to support iOS 7, you want to add the file
#### Usage
Call `setAnimatableImage(named:)` or
`setAnimatableImage(data:)` on your `UIImageView` (or its subclass):
Start by instantiating an `AnimatedImage`, then pass it to your `UIImageView`'s `setAnimatedImage`:
```swift
let imageView = UIImageView(...)
imageView.setAnimatableImage(named: "computer-kid.gif")
// imageView.setAnimatableImage(data: NSData(...))
if let image = AnimatedImage.animatedImageWithName("mugen.gif") {
imageView.setAnimatedImage(image)
imageView.startAnimatingGIF()
}
```
The image view will not start animating until you call `startAnimatingGIF()`
Note that the image view will not start animating until you call `startAnimatingGIF()`
on it. You can stop the animation anytime using `stopAnimatingGIF()`, and resume
it using `startAnimatingGIF()`. These methods will fallback to UIKit's `startAnimating()` and `stopAnimating()`
if the image view has no animatable image.
@ -55,22 +45,18 @@ or UIKit's `isAnimating()` otherwise.
#### Roadmap
The usual suspects:
- Add documentation.
- Documentation.
- Write some basic tests.
- Add ability to pass a frame-rate argument to `startAnimatingGIF()`
Needless to say, you are welcome to contribute.
#### Contributors
#### Credits
- [Reda Lemeden](https://github.com/kaishin)
- [Tony DiPasquale](https://github.com/tonyd256)
- The animation technique described above was originally spotted on
[OLImageView](https://github.com/ondalabs/OLImageView), then improved in [YLGIFImage](https://github.com/liyong03/YLGIFImage).
#### Misc
- The font used in the logo is [Azuki](http://www.myfonts.com/fonts/bluevinyl/azuki/)
- Kudos to my colleague [Tony DiPasquale](https://github.com/tonyd256) for helping out with the factory methods.
- The characters used in the icon and example image in the demo are from [Samurai Champloo](https://en.wikipedia.org/wiki/Samurai_Champloo).
#### License