214 lines
7.6 KiB
Swift
214 lines
7.6 KiB
Swift
import UIKit
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import ImageIO
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/// Responsible for storing and updating the frames of a `AnimatableImageView` instance via delegation.
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class Animator {
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/// Maximum duration to increment the frame timer with.
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let maxTimeStep = 1.0
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/// An array of animated frames from a single GIF image.
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var animatedFrames = [AnimatedFrame]()
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/// The size to resize all frames to
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let size: CGSize
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/// The content mode to use when resizing
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let contentMode: UIViewContentMode
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/// Maximum number of frames to load at once
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let preloadFrameCount: Int
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/// The total number of frames in the GIF.
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var frameCount = 0
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/// A reference to the original image source.
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var imageSource: CGImageSourceRef
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/// The index of the current GIF frame.
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var currentFrameIndex = 0 {
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didSet {
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previousFrameIndex = oldValue
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}
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}
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/// The index of the previous GIF frame.
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var previousFrameIndex = 0 {
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didSet {
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dispatch_async(preloadFrameQueue) {
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self.updatePreloadedFrames()
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}
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}
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}
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/// Time elapsed since the last frame change. Used to determine when the frame should be updated.
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var timeSinceLastFrameChange: NSTimeInterval = 0.0
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/// Specifies whether GIF frames should be pre-scaled.
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/// - seealso: `needsPrescaling` in AnimatableImageView.
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var needsPrescaling = true
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/// Dispatch queue used for preloading images.
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private lazy var preloadFrameQueue = dispatch_queue_create("co.kaishin.Gifu.preloadQueue", DISPATCH_QUEUE_SERIAL)
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/// The current image frame to show.
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var currentFrameImage: UIImage? {
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return frameAtIndex(currentFrameIndex)
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}
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/// The current frame duration
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var currentFrameDuration: NSTimeInterval {
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return durationAtIndex(currentFrameIndex)
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}
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/// Is this image animatable?
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var isAnimatable: Bool {
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return imageSource.isAnimatedGIF
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}
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/// Initializes an animator instance from raw GIF image data and an `Animatable` delegate.
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///
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/// - parameter data: The raw GIF image data.
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/// - parameter delegate: An `Animatable` delegate.
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init(data: NSData, size: CGSize, contentMode: UIViewContentMode, framePreloadCount: Int) {
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let options = [String(kCGImageSourceShouldCache): kCFBooleanFalse]
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self.imageSource = CGImageSourceCreateWithData(data, options) ?? CGImageSourceCreateIncremental(options)
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self.size = size
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self.contentMode = contentMode
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self.preloadFrameCount = framePreloadCount
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}
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// MARK: - Frames
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/// Loads the frames from an image source, resizes them, then caches them in `animatedFrames`.
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func prepareFrames(completionHandler: (Void -> Void)? = .None) {
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frameCount = Int(CGImageSourceGetCount(imageSource))
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animatedFrames.reserveCapacity(frameCount)
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dispatch_async(preloadFrameQueue) {
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self.setupAnimatedFrames()
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if let handler = completionHandler { handler() }
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}
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}
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/// Returns the frame at a particular index.
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///
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/// - parameter index: The index of the frame.
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/// - returns: An optional image at a given frame.
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func frameAtIndex(index: Int) -> UIImage? {
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return animatedFrames[safe: index]?.image
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}
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/// Returns the duration at a particular index.
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///
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/// - parameter index: The index of the duration.
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/// - returns: The duration of the given frame.
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func durationAtIndex(index: Int) -> NSTimeInterval {
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return animatedFrames[safe: index]?.duration ?? NSTimeInterval.infinity
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}
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/// Checks whether the frame should be changed and calls a handler with the results.
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///
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/// - parameter duration: A `CFTimeInterval` value that will be used to determine whether frame should be changed.
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/// - parameter handler: A function that takes a `Bool` and returns nothing. It will be called with the frame change result.
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func shouldChangeFrame(duration: CFTimeInterval, handler: Bool -> Void) {
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incrementTimeSinceLastFrameChangeWithDuration(duration)
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if currentFrameDuration > timeSinceLastFrameChange {
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handler(false)
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} else {
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resetTimeSinceLastFrameChange()
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incrementCurrentFrameIndex()
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handler(true)
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}
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}
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}
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private extension Animator {
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/// Whether preloading is needed or not.
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var preloadingIsNeeded: Bool {
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return preloadFrameCount < frameCount - 1
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}
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/// Optionally loads a single frame from an image source, resizes it if requierd, then returns an `UIImage`.
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///
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/// - parameter index: The index of the frame to load.
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/// - returns: An optional `UIImage` instance.
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func loadFrameAtIndex(index: Int) -> UIImage? {
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guard let imageRef = CGImageSourceCreateImageAtIndex(imageSource, index, nil) else { return .None }
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let image = UIImage(CGImage: imageRef)
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let scaledImage: UIImage?
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if needsPrescaling {
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switch self.contentMode {
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case .ScaleAspectFit: scaledImage = image.resizeAspectFit(size)
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case .ScaleAspectFill: scaledImage = image.resizeAspectFill(size)
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default: scaledImage = image.resize(size)
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}
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} else {
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scaledImage = image
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}
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return scaledImage
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}
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/// Updates the frames by preloading new ones and replacing the previous frame with a placeholder.
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func updatePreloadedFrames() {
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if !preloadingIsNeeded { return }
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animatedFrames[previousFrameIndex] = animatedFrames[previousFrameIndex].placeholderFrame
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preloadIndexesWithStartingIndex(currentFrameIndex).forEach { index in
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let currentAnimatedFrame = animatedFrames[index]
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if !currentAnimatedFrame.isPlaceholder { return }
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animatedFrames[index] = currentAnimatedFrame.frameWithImage(loadFrameAtIndex(index))
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}
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}
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/// Increments the `timeSinceLastFrameChange` property with a given duration.
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///
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/// - parameter duration: An `NSTimeInterval` value to increment the `timeSinceLastFrameChange` property with.
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func incrementTimeSinceLastFrameChangeWithDuration(duration: NSTimeInterval) {
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timeSinceLastFrameChange += min(maxTimeStep, duration)
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}
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/// Ensures that `timeSinceLastFrameChange` remains accurate after each frame change by substracting the `currentFrameDuration`.
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func resetTimeSinceLastFrameChange() {
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timeSinceLastFrameChange -= currentFrameDuration
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}
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/// Increments the `currentFrameIndex` property.
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func incrementCurrentFrameIndex() {
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currentFrameIndex = incrementFrameIndex(currentFrameIndex)
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}
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/// Increments a given frame index, taking into account the `frameCount` and looping when necessary.
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///
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/// - parameter index: The `Int` value to increment.
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/// - parameter byValue: The `Int` value to increment with.
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/// - returns: A new `Int` value.
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func incrementFrameIndex(index: Int, byValue value: Int = 1) -> Int {
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return (index + value) % frameCount
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}
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/// Returns the indexes of the frames to preload based on a starting frame index.
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///
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/// - parameter index: Starting index.
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/// - returns: An array of indexes to preload.
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func preloadIndexesWithStartingIndex(index: Int) -> [Int] {
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let nextIndex = incrementFrameIndex(index)
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let lastIndex = incrementFrameIndex(index, byValue: preloadFrameCount)
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if lastIndex >= nextIndex {
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return [Int](nextIndex...lastIndex)
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} else {
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return [Int](nextIndex..<frameCount) + [Int](0...lastIndex)
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}
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}
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/// Set up animated frames after resetting them if necessary.
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func setupAnimatedFrames() {
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resetAnimatedFrames()
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(0..<frameCount).forEach { index in
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let frameDuration = CGImageSourceGIFFrameDuration(imageSource, index: index)
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animatedFrames += [AnimatedFrame(image: .None, duration: frameDuration)]
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if index > preloadFrameCount { return }
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animatedFrames[index] = animatedFrames[index].frameWithImage(loadFrameAtIndex(index))
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}
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}
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/// Reset animated frames.
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func resetAnimatedFrames() {
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animatedFrames = []
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}
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}
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