Files
keyboard/Pods/FLAnimatedImage/FLAnimatedImage/FLAnimatedImageView.m

461 lines
15 KiB
Objective-C
Executable File

//
// FLAnimatedImageView.h
// Flipboard
//
// Created by Raphael Schaad on 7/8/13.
// Copyright (c) Flipboard. All rights reserved.
//
#import "FLAnimatedImageView.h"
#import "FLAnimatedImage.h"
#import <QuartzCore/QuartzCore.h>
#if defined(DEBUG) && DEBUG
@protocol FLAnimatedImageViewDebugDelegate <NSObject>
@optional
- (void)debug_animatedImageView:(FLAnimatedImageView *)animatedImageView waitingForFrame:(NSUInteger)index duration:(NSTimeInterval)duration;
@end
#endif
@interface FLAnimatedImageView ()
// Override of public `readonly` properties as private `readwrite`
@property (nonatomic, strong, readwrite) UIImage *currentFrame;
@property (nonatomic, assign, readwrite) NSUInteger currentFrameIndex;
@property (nonatomic, assign) NSUInteger loopCountdown;
@property (nonatomic, assign) NSTimeInterval accumulator;
@property (nonatomic, strong) CADisplayLink *displayLink;
@property (nonatomic, assign) BOOL shouldAnimate; // Before checking this value, call `-updateShouldAnimate` whenever the animated image or visibility (window, superview, hidden, alpha) has changed.
@property (nonatomic, assign) BOOL needsDisplayWhenImageBecomesAvailable;
#if defined(DEBUG) && DEBUG
@property (nonatomic, weak) id<FLAnimatedImageViewDebugDelegate> debug_delegate;
#endif
@end
@implementation FLAnimatedImageView
@synthesize runLoopMode = _runLoopMode;
#pragma mark - Initializers
// -initWithImage: isn't documented as a designated initializer of UIImageView, but it actually seems to be.
// Using -initWithImage: doesn't call any of the other designated initializers.
- (instancetype)initWithImage:(UIImage *)image
{
self = [super initWithImage:image];
if (self) {
[self commonInit];
}
return self;
}
// -initWithImage:highlightedImage: also isn't documented as a designated initializer of UIImageView, but it doesn't call any other designated initializers.
- (instancetype)initWithImage:(UIImage *)image highlightedImage:(UIImage *)highlightedImage
{
self = [super initWithImage:image highlightedImage:highlightedImage];
if (self) {
[self commonInit];
}
return self;
}
- (instancetype)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
[self commonInit];
}
return self;
}
- (instancetype)initWithCoder:(NSCoder *)aDecoder
{
self = [super initWithCoder:aDecoder];
if (self) {
[self commonInit];
}
return self;
}
- (void)commonInit
{
self.runLoopMode = [[self class] defaultRunLoopMode];
if (@available(iOS 11.0, *)) {
self.accessibilityIgnoresInvertColors = YES;
}
}
#pragma mark - Accessors
#pragma mark Public
- (void)setAnimatedImage:(FLAnimatedImage *)animatedImage
{
if (![_animatedImage isEqual:animatedImage]) {
if (animatedImage) {
if (super.image) {
// UIImageView's `setImage:` will internally call its layer's `setContentsTransform:` based on the `image.imageOrientation`.
// The `contentsTransform` will affect layer rendering rotation because the CGImage's bitmap buffer does not actually take rotation.
// However, when calling `setImage:nil`, this `contentsTransform` will not be reset to identity.
// Further animation frame will be rendered as rotated. So we must set it to the poster image to clear the previous state.
// See more here: https://github.com/Flipboard/FLAnimatedImage/issues/100
super.image = animatedImage.posterImage;
// Clear out the image.
super.image = nil;
}
// Ensure disabled highlighting; it's not supported (see `-setHighlighted:`).
super.highlighted = NO;
// UIImageView seems to bypass some accessors when calculating its intrinsic content size, so this ensures its intrinsic content size comes from the animated image.
[self invalidateIntrinsicContentSize];
} else {
// Stop animating before the animated image gets cleared out.
[self stopAnimating];
}
_animatedImage = animatedImage;
self.currentFrame = animatedImage.posterImage;
self.currentFrameIndex = 0;
if (animatedImage.loopCount > 0) {
self.loopCountdown = animatedImage.loopCount;
} else {
self.loopCountdown = NSUIntegerMax;
}
self.accumulator = 0.0;
// Start animating after the new animated image has been set.
[self updateShouldAnimate];
if (self.shouldAnimate) {
[self startAnimating];
}
[self.layer setNeedsDisplay];
}
}
#pragma mark - Life Cycle
- (void)dealloc
{
// Removes the display link from all run loop modes.
[_displayLink invalidate];
}
#pragma mark - UIView Method Overrides
#pragma mark Observing View-Related Changes
- (void)didMoveToSuperview
{
[super didMoveToSuperview];
[self updateShouldAnimate];
if (self.shouldAnimate) {
[self startAnimating];
} else {
[self stopAnimating];
}
}
- (void)didMoveToWindow
{
[super didMoveToWindow];
[self updateShouldAnimate];
if (self.shouldAnimate) {
[self startAnimating];
} else {
[self stopAnimating];
}
}
- (void)setAlpha:(CGFloat)alpha
{
[super setAlpha:alpha];
[self updateShouldAnimate];
if (self.shouldAnimate) {
[self startAnimating];
} else {
[self stopAnimating];
}
}
- (void)setHidden:(BOOL)hidden
{
[super setHidden:hidden];
[self updateShouldAnimate];
if (self.shouldAnimate) {
[self startAnimating];
} else {
[self stopAnimating];
}
}
#pragma mark Auto Layout
- (CGSize)intrinsicContentSize
{
// Default to let UIImageView handle the sizing of its image, and anything else it might consider.
CGSize intrinsicContentSize = [super intrinsicContentSize];
// If we have have an animated image, use its image size.
// UIImageView's intrinsic content size seems to be the size of its image. The obvious approach, simply calling `-invalidateIntrinsicContentSize` when setting an animated image, results in UIImageView steadfastly returning `{UIViewNoIntrinsicMetric, UIViewNoIntrinsicMetric}` for its intrinsicContentSize.
// (Perhaps UIImageView bypasses its `-image` getter in its implementation of `-intrinsicContentSize`, as `-image` is not called after calling `-invalidateIntrinsicContentSize`.)
if (self.animatedImage) {
intrinsicContentSize = self.image.size;
}
return intrinsicContentSize;
}
#pragma mark - UIImageView Method Overrides
#pragma mark Image Data
- (UIImage *)image
{
UIImage *image = nil;
if (self.animatedImage) {
// Initially set to the poster image.
image = self.currentFrame;
} else {
image = super.image;
}
return image;
}
- (void)setImage:(UIImage *)image
{
if (image) {
// Clear out the animated image and implicitly pause animation playback.
self.animatedImage = nil;
}
super.image = image;
}
#pragma mark Animating Images
- (NSTimeInterval)frameDelayGreatestCommonDivisor
{
// Presision is set to half of the `kFLAnimatedImageDelayTimeIntervalMinimum` in order to minimize frame dropping.
const NSTimeInterval kGreatestCommonDivisorPrecision = 2.0 / kFLAnimatedImageDelayTimeIntervalMinimum;
NSArray *const delays = self.animatedImage.delayTimesForIndexes.allValues;
// Scales the frame delays by `kGreatestCommonDivisorPrecision`
// then converts it to an UInteger for in order to calculate the GCD.
NSUInteger scaledGCD = lrint([delays.firstObject floatValue] * kGreatestCommonDivisorPrecision);
for (NSNumber *value in delays) {
scaledGCD = gcd(lrint([value floatValue] * kGreatestCommonDivisorPrecision), scaledGCD);
}
// Reverse to scale to get the value back into seconds.
return (double)scaledGCD / kGreatestCommonDivisorPrecision;
}
static NSUInteger gcd(NSUInteger a, NSUInteger b)
{
// http://en.wikipedia.org/wiki/Greatest_common_divisor
if (a < b) {
return gcd(b, a);
} else if (a == b) {
return b;
}
while (true) {
const NSUInteger remainder = a % b;
if (remainder == 0) {
return b;
}
a = b;
b = remainder;
}
}
- (void)startAnimating
{
if (self.animatedImage) {
// Lazily create the display link.
if (!self.displayLink) {
// It is important to note the use of a weak proxy here to avoid a retain cycle. `-displayLinkWithTarget:selector:`
// will retain its target until it is invalidated. We use a weak proxy so that the image view will get deallocated
// independent of the display link's lifetime. Upon image view deallocation, we invalidate the display
// link which will lead to the deallocation of both the display link and the weak proxy.
FLWeakProxy *weakProxy = [FLWeakProxy weakProxyForObject:self];
self.displayLink = [CADisplayLink displayLinkWithTarget:weakProxy selector:@selector(displayDidRefresh:)];
[self.displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:self.runLoopMode];
}
if (@available(iOS 10, *)) {
// Adjusting preferredFramesPerSecond allows us to skip unnecessary calls to displayDidRefresh: when showing GIFs
// that don't animate quickly. Use ceil to err on the side of too many FPS so we don't miss a frame transition moment.
self.displayLink.preferredFramesPerSecond = ceil(1.0 / [self frameDelayGreatestCommonDivisor]);
} else {
const NSTimeInterval kDisplayRefreshRate = 60.0; // 60Hz
self.displayLink.frameInterval = MAX([self frameDelayGreatestCommonDivisor] * kDisplayRefreshRate, 1);
}
self.displayLink.paused = NO;
} else {
[super startAnimating];
}
}
- (void)setRunLoopMode:(NSRunLoopMode)runLoopMode
{
if (![@[NSDefaultRunLoopMode, NSRunLoopCommonModes] containsObject:runLoopMode]) {
NSAssert(NO, @"Invalid run loop mode: %@", runLoopMode);
_runLoopMode = [[self class] defaultRunLoopMode];
} else {
_runLoopMode = runLoopMode;
}
}
- (void)stopAnimating
{
if (self.animatedImage) {
self.displayLink.paused = YES;
} else {
[super stopAnimating];
}
}
- (BOOL)isAnimating
{
BOOL isAnimating = NO;
if (self.animatedImage) {
isAnimating = self.displayLink && !self.displayLink.isPaused;
} else {
isAnimating = [super isAnimating];
}
return isAnimating;
}
#pragma mark Highlighted Image Unsupport
- (void)setHighlighted:(BOOL)highlighted
{
// Highlighted image is unsupported for animated images, but implementing it breaks the image view when embedded in a UICollectionViewCell.
if (!self.animatedImage) {
[super setHighlighted:highlighted];
}
}
#pragma mark - Private Methods
#pragma mark Animation
// Don't repeatedly check our window & superview in `-displayDidRefresh:` for performance reasons.
// Just update our cached value whenever the animated image or visibility (window, superview, hidden, alpha) is changed.
- (void)updateShouldAnimate
{
const BOOL isVisible = self.window && self.superview && ![self isHidden] && self.alpha > 0.0;
self.shouldAnimate = self.animatedImage && isVisible;
}
- (void)displayDidRefresh:(CADisplayLink *)displayLink
{
// If for some reason a wild call makes it through when we shouldn't be animating, bail.
// Early return!
if (!self.shouldAnimate) {
FLLog(FLLogLevelWarn, @"Trying to animate image when we shouldn't: %@", self);
return;
}
NSNumber *_Nullable const delayTimeNumber = [self.animatedImage.delayTimesForIndexes objectForKey:@(self.currentFrameIndex)];
// If we don't have a frame delay (e.g. corrupt frame), don't update the view but skip the playhead to the next frame (in else-block).
if (delayTimeNumber != nil) {
const NSTimeInterval delayTime = [delayTimeNumber floatValue];
// If we have a nil image (e.g. waiting for frame), don't update the view nor playhead.
UIImage *_Nullable const image = [self.animatedImage imageLazilyCachedAtIndex:self.currentFrameIndex];
if (image) {
FLLog(FLLogLevelVerbose, @"Showing frame %lu for animated image: %@", (unsigned long)self.currentFrameIndex, self.animatedImage);
self.currentFrame = image;
if (self.needsDisplayWhenImageBecomesAvailable) {
[self.layer setNeedsDisplay];
self.needsDisplayWhenImageBecomesAvailable = NO;
}
if (@available(iOS 10, *)) {
self.accumulator += displayLink.targetTimestamp - CACurrentMediaTime();
} else {
self.accumulator += displayLink.duration * (NSTimeInterval)displayLink.frameInterval;
}
// While-loop first inspired by & good Karma to: https://github.com/ondalabs/OLImageView/blob/master/OLImageView.m
while (self.accumulator >= delayTime) {
self.accumulator -= delayTime;
self.currentFrameIndex++;
if (self.currentFrameIndex >= self.animatedImage.frameCount) {
// If we've looped the number of times that this animated image describes, stop looping.
self.loopCountdown--;
if (self.loopCompletionBlock) {
self.loopCompletionBlock(self.loopCountdown);
}
if (self.loopCountdown == 0) {
[self stopAnimating];
return;
}
self.currentFrameIndex = 0;
}
// Calling `-setNeedsDisplay` will just paint the current frame, not the new frame that we may have moved to.
// Instead, set `needsDisplayWhenImageBecomesAvailable` to `YES` -- this will paint the new image once loaded.
self.needsDisplayWhenImageBecomesAvailable = YES;
}
} else {
FLLog(FLLogLevelDebug, @"Waiting for frame %lu for animated image: %@", (unsigned long)self.currentFrameIndex, self.animatedImage);
#if defined(DEBUG) && DEBUG
if ([self.debug_delegate respondsToSelector:@selector(debug_animatedImageView:waitingForFrame:duration:)]) {
if (@available(iOS 10, *)) {
[self.debug_delegate debug_animatedImageView:self waitingForFrame:self.currentFrameIndex duration:displayLink.targetTimestamp - CACurrentMediaTime()];
} else {
[self.debug_delegate debug_animatedImageView:self waitingForFrame:self.currentFrameIndex duration:displayLink.duration * (NSTimeInterval)displayLink.frameInterval];
}
}
#endif
}
} else {
self.currentFrameIndex++;
}
}
+ (NSRunLoopMode)defaultRunLoopMode
{
// Key off `activeProcessorCount` (as opposed to `processorCount`) since the system could shut down cores in certain situations.
return [NSProcessInfo processInfo].activeProcessorCount > 1 ? NSRunLoopCommonModes : NSDefaultRunLoopMode;
}
#pragma mark - CALayerDelegate (Informal)
#pragma mark Providing the Layer's Content
- (void)displayLayer:(CALayer *)layer
{
layer.contents = (__bridge id)self.image.CGImage;
}
@end