import Runes import UIKit /// A subclass of `UIImageView` that can be animated using an image name string or raw data. public class AnimatableImageView: UIImageView { /// An `Animator` instance that holds the frames of a specific image in memory. private var animator: Animator? /// A display link that keeps calling the `updateFrame` method on every screen refresh. private lazy var displayLink: CADisplayLink = CADisplayLink(target: self, selector: Selector("updateFrame")) /// The size of the frame cache. public var framePreloadCount = 50 /// A computed property that returns whether the image view is animating. public var isAnimatingGIF: Bool { return !displayLink.paused } /// 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. public func prepareForAnimation(imageNamed imageName: String) { let path = NSBundle.mainBundle().bundlePath.stringByAppendingPathComponent(imageName) prepareForAnimation <^> NSData(contentsOfFile: path) } /// Prepares the frames using raw GIF image data, without starting the animation. /// /// :param: data GIF image data. public func prepareForAnimation(imageData data: NSData) { image = UIImage(data: data) animator = Animator(data: data, size: frame.size, contentMode: contentMode, framePreloadCount: framePreloadCount) animator?.prepareFrames() attachDisplayLink() } /// 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. public func animateWithImage(named imageName: String) { prepareForAnimation(imageNamed: imageName) startAnimatingGIF() } /// Prepares the frames using raw GIF image data and starts animating the image view. /// /// :param: data GIF image data. public func animateWithImageData(#data: NSData) { prepareForAnimation(imageData: data) startAnimatingGIF() } /// Updates the `UIImage` property of the image view if necessary. This method should not be called manually. override public func displayLayer(layer: CALayer!) { image = animator?.currentFrame } /// Update the current frame with the displayLink duration func updateFrame() { if animator?.updateCurrentFrame(displayLink.duration) ?? false { layer.setNeedsDisplay() } } /// Starts the image view animation. public func startAnimatingGIF() { if animator?.isAnimatable ?? false { displayLink.paused = false } } /// Stops the image view animation. public func stopAnimatingGIF() { displayLink.paused = true } /// Invalidate the displayLink so it releases this object. public func cleanup() { displayLink.invalidate() } /// Attaches the display link. private func attachDisplayLink() { displayLink.addToRunLoop(.mainRunLoop(), forMode: NSRunLoopCommonModes) } }