133 lines
4.7 KiB
Swift
133 lines
4.7 KiB
Swift
/// The protocol that view classes need to conform to to enable animated GIF support.
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public protocol GIFAnimatable: class {
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/// Responsible for managing the animation frames.
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var animator: Animator? { get set }
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/// Notifies the instance that it needs display.
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var layer: CALayer { get }
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/// View frame used for resizing the frames.
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var frame: CGRect { get set }
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/// Content mode used for resizing the frames.
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var contentMode: UIViewContentMode { get set }
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}
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/// A single-property protocol that animatable classes can optionally conform to.
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public protocol ImageContainer {
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/// Used for displaying the animation frames.
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var image: UIImage? { get set }
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}
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extension GIFAnimatable where Self: ImageContainer {
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/// Returns the intrinsic content size based on the size of the image.
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public var intrinsicContentSize: CGSize {
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return image?.size ?? CGSize.zero
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}
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}
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extension GIFAnimatable {
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/// Total duration of one animation loop
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public var gifLoopDuration: TimeInterval {
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return animator?.loopDuration ?? 0
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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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/// - parameter loopCount: Desired number of loops, <= 0 for infinite loop.
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public func animate(withGIFNamed imageName: String, loopCount: Int = 0) {
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animator?.animate(withGIFNamed: imageName, size: frame.size, contentMode: contentMode, loopCount: loopCount)
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}
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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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/// - parameter loopCount: Desired number of loops, <= 0 for infinite loop.
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public func animate(withGIFData imageData: Data, loopCount: Int = 0) {
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animator?.animate(withGIFData: imageData, size: frame.size, contentMode: contentMode, loopCount: loopCount)
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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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/// - parameter loopCount: Desired number of loops, <= 0 for infinite loop.
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public func prepareForAnimation(withGIFNamed imageName: String, loopCount: Int = 0, completionHandler: (() -> Void)? = nil) {
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animator?.prepareForAnimation(withGIFNamed: imageName, size: frame.size, contentMode: contentMode, loopCount: loopCount, completionHandler: completionHandler)
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}
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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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/// - parameter loopCount: Desired number of loops, <= 0 for infinite loop.
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public func prepareForAnimation(withGIFData imageData: Data, loopCount: Int = 0, completionHandler: (() -> Void)? = nil) {
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if var imageContainer = self as? ImageContainer {
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imageContainer.image = UIImage(data: imageData)
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}
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animator?.prepareForAnimation(withGIFData: imageData, size: frame.size, contentMode: contentMode, loopCount: loopCount, completionHandler: completionHandler)
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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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animator?.prepareForReuse()
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}
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/// Start animating GIF.
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public func startAnimatingGIF() {
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animator?.startAnimating()
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}
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/// Stop animating GIF.
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public func stopAnimatingGIF() {
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animator?.stopAnimating()
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}
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/// Whether the frame images should be resized or not. The default is `false`, which means that the frame images retain their original size.
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///
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/// - parameter resize: Boolean value indicating whether individual frames should be resized.
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public func setShouldResizeFrames(_ resize: Bool) {
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animator?.shouldResizeFrames = resize
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}
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/// Sets the number of frames that should be buffered. Default is 50. A high number will result in more memory usage and less CPU load, and vice versa.
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///
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/// - parameter frames: The number of frames to buffer.
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public func setFrameBufferCount(_ frames: Int) {
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animator?.frameBufferCount = frames
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}
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/// Updates the image with a new frame if necessary.
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public func updateImageIfNeeded() {
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if var imageContainer = self as? ImageContainer {
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imageContainer.image = activeFrame ?? imageContainer.image
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} else {
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layer.contents = activeFrame?.cgImage
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}
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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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func animatorHasNewFrame() {
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layer.setNeedsDisplay()
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}
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}
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