206 lines
7.4 KiB
Swift
206 lines
7.4 KiB
Swift
import Foundation
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import UIKit
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/// 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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/// - parameter completionHandler: Completion callback function
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public func animate(withGIFNamed imageName: String, loopCount: Int = 0, completionHandler: (() -> Void)? = nil) {
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animator?.animate(withGIFNamed: imageName,
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size: frame.size,
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contentMode: contentMode,
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loopCount: loopCount,
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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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/// - parameter completionHandler: Completion callback function
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public func animate(withGIFData imageData: Data, loopCount: Int = 0, completionHandler: (() -> Void)? = nil) {
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animator?.animate(withGIFData: imageData,
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size: frame.size,
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contentMode: contentMode,
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loopCount: loopCount,
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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 imageURL: GIF image url.
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/// - parameter loopCount: Desired number of loops, <= 0 for infinite loop.
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/// - parameter completionHandler: Completion callback function
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public func animate(withGIFURL imageURL: URL, loopCount: Int = 0, completionHandler: (() -> Void)? = nil) {
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let session = URLSession.shared
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let task = session.dataTask(with: imageURL) { (data, response, error) in
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switch (data, response, error) {
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case (.none, _, let error?):
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print("Error downloading gif:", error.localizedDescription, "at url:", imageURL.absoluteString)
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case (let data?, _, _):
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DispatchQueue.main.async {
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self.animate(withGIFData: data, loopCount: loopCount, completionHandler: completionHandler)
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}
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default: ()
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}
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}
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task.resume()
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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,
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loopCount: Int = 0,
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completionHandler: (() -> Void)? = nil) {
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animator?.prepareForAnimation(withGIFNamed: imageName,
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size: frame.size,
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contentMode: contentMode,
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loopCount: loopCount,
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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,
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loopCount: Int = 0,
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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,
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size: frame.size,
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contentMode: contentMode,
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loopCount: loopCount,
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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 imageURL: GIF image url.
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/// - parameter loopCount: Desired number of loops, <= 0 for infinite loop.
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public func prepareForAnimation(withGIFURL imageURL: URL,
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loopCount: Int = 0,
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completionHandler: (() -> Void)? = nil) {
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let session = URLSession.shared
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let task = session.dataTask(with: imageURL) { (data, response, error) in
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switch (data, response, error) {
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case (.none, _, let error?):
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print("Error downloading gif:", error.localizedDescription, "at url:", imageURL.absoluteString)
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case (let data?, _, _):
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DispatchQueue.main.async {
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self.prepareForAnimation(withGIFData: data,
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loopCount: loopCount,
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completionHandler: completionHandler)
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}
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default: ()
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}
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}
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task.resume()
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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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let container = imageContainer
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imageContainer.image = activeFrame ?? container.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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