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			300 lines
		
	
	
		
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			Objective-C
		
	
			
		
		
	
	
			300 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Objective-C
		
	
| //
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| //  FLAnimatedImageView.h
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| //  Flipboard
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| //
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| //  Created by Raphael Schaad on 7/8/13.
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| //  Copyright (c) 2013-2015 Flipboard. All rights reserved.
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| //
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| 
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| 
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| #import "FLAnimatedImageView.h"
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| #import "FLAnimatedImage.h"
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| #import <QuartzCore/QuartzCore.h>
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| 
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| 
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| @interface FLAnimatedImageView ()
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| 
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| // Override of public `readonly` properties as private `readwrite`
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| @property (nonatomic, strong, readwrite) UIImage *currentFrame;
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| @property (nonatomic, assign, readwrite) NSUInteger currentFrameIndex;
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| 
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| @property (nonatomic, assign) NSUInteger loopCountdown;
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| @property (nonatomic, assign) NSTimeInterval accumulator;
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| @property (nonatomic, strong) CADisplayLink *displayLink;
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| 
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| @property (nonatomic, assign) BOOL shouldAnimate; // Before checking this value, call `-updateShouldAnimate` whenever the animated image, window or superview has changed.
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| @property (nonatomic, assign) BOOL needsDisplayWhenImageBecomesAvailable;
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| 
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| @end
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| 
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| 
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| @implementation FLAnimatedImageView
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| 
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| #pragma mark - Accessors
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| #pragma mark Public
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| 
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| - (void)setAnimatedImage:(FLAnimatedImage *)animatedImage
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| {
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|     if (![_animatedImage isEqual:animatedImage]) {
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|         if (animatedImage) {
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|             // Clear out the image.
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|             super.image = nil;
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|             // Ensure disabled highlighting; it's not supported (see `-setHighlighted:`).
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|             super.highlighted = NO;
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|             // UIImageView seems to bypass some accessors when calculating its intrinsic content size, so this ensures its intrinsic content size comes from the animated image.
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|             [self invalidateIntrinsicContentSize];
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|         } else {
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|             // Stop animating before the animated image gets cleared out.
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|             [self stopAnimating];
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|         }
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|         
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|         _animatedImage = animatedImage;
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|         
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|         self.currentFrame = animatedImage.posterImage;
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|         self.currentFrameIndex = 0;
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|         if (animatedImage.loopCount > 0) {
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|             self.loopCountdown = animatedImage.loopCount;
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|         } else {
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|             self.loopCountdown = NSUIntegerMax;
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|         }
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|         self.accumulator = 0.0;
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|         
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|         // Start animating after the new animated image has been set.
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|         [self updateShouldAnimate];
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|         if (self.shouldAnimate) {
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|             [self startAnimating];
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|         }
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|         
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|         [self.layer setNeedsDisplay];
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|     }
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| }
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| 
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| 
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| #pragma mark - Life Cycle
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| 
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| - (void)dealloc
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| {
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|     // Removes the display link from all run loop modes.
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|     [_displayLink invalidate];
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| }
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| 
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| 
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| #pragma mark - UIView Method Overrides
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| #pragma mark Observing View-Related Changes
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| 
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| - (void)didMoveToSuperview
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| {
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|     [super didMoveToSuperview];
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|     
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|     [self updateShouldAnimate];
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|     if (self.shouldAnimate) {
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|         [self startAnimating];
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|     } else {
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|         [self stopAnimating];
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|     }
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| }
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| 
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| 
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| - (void)didMoveToWindow
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| {
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|     [super didMoveToWindow];
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|     
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|     [self updateShouldAnimate];
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|     if (self.shouldAnimate) {
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|         [self startAnimating];
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|     } else {
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|         [self stopAnimating];
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|     }
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| }
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| 
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| 
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| #pragma mark Auto Layout
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| 
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| - (CGSize)intrinsicContentSize
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| {
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|     // Default to let UIImageView handle the sizing of its image, and anything else it might consider.
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|     CGSize intrinsicContentSize = [super intrinsicContentSize];
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|     
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|     // If we have have an animated image, use its image size.
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|     // 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.
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|     // (Perhaps UIImageView bypasses its `-image` getter in its implementation of `-intrinsicContentSize`, as `-image` is not called after calling `-invalidateIntrinsicContentSize`.)
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|     if (self.animatedImage) {
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|         intrinsicContentSize = self.image.size;
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|     }
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|     
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|     return intrinsicContentSize;
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| }
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| 
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| 
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| #pragma mark - UIImageView Method Overrides
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| #pragma mark Image Data
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| 
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| - (UIImage *)image
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| {
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|     UIImage *image = nil;
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|     if (self.animatedImage) {
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|         // Initially set to the poster image.
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|         image = self.currentFrame;
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|     } else {
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|         image = super.image;
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|     }
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|     return image;
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| }
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| 
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| 
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| - (void)setImage:(UIImage *)image
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| {
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|     if (image) {
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|         // Clear out the animated image and implicitly pause animation playback.
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|         self.animatedImage = nil;
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|     }
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|     
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|     super.image = image;
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| }
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| 
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| 
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| #pragma mark Animating Images
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| 
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| - (void)startAnimating
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| {
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|     if (self.animatedImage) {
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|         // Lazily create the display link.
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|         if (!self.displayLink) {
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|             // It is important to note the use of a weak proxy here to avoid a retain cycle. `-displayLinkWithTarget:selector:`
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|             // will retain its target until it is invalidated. We use a weak proxy so that the image view will get deallocated
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|             // independent of the display link's lifetime. Upon image view deallocation, we invalidate the display
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|             // link which will lead to the deallocation of both the display link and the weak proxy.
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|             FLWeakProxy *weakProxy = [FLWeakProxy weakProxyForObject:self];
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|             self.displayLink = [CADisplayLink displayLinkWithTarget:weakProxy selector:@selector(displayDidRefresh:)];
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|             
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|             NSString *mode = NSDefaultRunLoopMode;
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|             // Enable playback during scrolling by allowing timer events (i.e. animation) with `NSRunLoopCommonModes`.
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|             // But too keep scrolling smooth, only do this for hardware with more than one core and otherwise keep it at the default `NSDefaultRunLoopMode`.
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|             // The only devices with single-core chips (supporting iOS 6+) are iPhone 3GS/4 and iPod Touch 4th gen.
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|             // Key off `activeProcessorCount` (as opposed to `processorCount`) since the system could shut down cores in certain situations.
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|             if ([NSProcessInfo processInfo].activeProcessorCount > 1) {
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|                 mode = NSRunLoopCommonModes;
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|             }
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|             [self.displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:mode];
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|             
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|             // Note: The display link's `.frameInterval` value of 1 (default) means getting callbacks at the refresh rate of the display (~60Hz).
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|             // Setting it to 2 divides the frame rate by 2 and hence calls back at every other frame.
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|         }
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|         self.displayLink.paused = NO;
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|     } else {
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|         [super startAnimating];
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|     }
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| }
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| 
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| 
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| - (void)stopAnimating
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| {
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|     if (self.animatedImage) {
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|         self.displayLink.paused = YES;
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|     } else {
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|         [super stopAnimating];
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|     }
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| }
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| 
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| 
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| - (BOOL)isAnimating
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| {
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|     BOOL isAnimating = NO;
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|     if (self.animatedImage) {
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|         isAnimating = self.displayLink && !self.displayLink.isPaused;
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|     } else {
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|         isAnimating = [super isAnimating];
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|     }
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|     return isAnimating;
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| }
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| 
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| 
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| #pragma mark Highlighted Image Unsupport
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| 
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| - (void)setHighlighted:(BOOL)highlighted
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| {
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|     // Highlighted image is unsupported for animated images, but implementing it breaks the image view when embedded in a UICollectionViewCell.
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|     if (!self.animatedImage) {
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|         [super setHighlighted:highlighted];
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|     }
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| }
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| 
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| 
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| #pragma mark - Private Methods
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| #pragma mark Animation
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| 
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| // Don't repeatedly check our window & superview in `-displayDidRefresh:` for performance reasons.
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| // Just update our cached value whenever the animated image, window or superview is changed.
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| - (void)updateShouldAnimate
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| {
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|     self.shouldAnimate = self.animatedImage && self.window && self.superview;
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| }
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| 
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| 
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| - (void)displayDidRefresh:(CADisplayLink *)displayLink
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| {
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|     // If for some reason a wild call makes it through when we shouldn't be animating, bail.
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|     // Early return!
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|     if (!self.shouldAnimate) {
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|         FLLogWarn(@"Trying to animate image when we shouldn't: %@", self);
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|         return;
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|     }
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|     
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|     NSNumber *delayTimeNumber = [self.animatedImage.delayTimesForIndexes objectForKey:@(self.currentFrameIndex)];
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|     // 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).
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|     if (delayTimeNumber) {
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|         NSTimeInterval delayTime = [delayTimeNumber floatValue];
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|         // If we have a nil image (e.g. waiting for frame), don't update the view nor playhead.
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|         UIImage *image = [self.animatedImage imageLazilyCachedAtIndex:self.currentFrameIndex];
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|         if (image) {
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|             FLLogVerbose(@"Showing frame %lu for animated image: %@", (unsigned long)self.currentFrameIndex, self.animatedImage);
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|             self.currentFrame = image;
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|             if (self.needsDisplayWhenImageBecomesAvailable) {
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|                 [self.layer setNeedsDisplay];
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|                 self.needsDisplayWhenImageBecomesAvailable = NO;
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|             }
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|             
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|             self.accumulator += displayLink.duration;
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|             
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|             // While-loop first inspired by & good Karma to: https://github.com/ondalabs/OLImageView/blob/master/OLImageView.m
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|             while (self.accumulator >= delayTime) {
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|                 self.accumulator -= delayTime;
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|                 self.currentFrameIndex++;
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|                 if (self.currentFrameIndex >= self.animatedImage.frameCount) {
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|                     // If we've looped the number of times that this animated image describes, stop looping.
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|                     self.loopCountdown--;
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|                     if (self.loopCountdown == 0) {
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|                         [self stopAnimating];
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|                         return;
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|                     }
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|                     self.currentFrameIndex = 0;
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|                 }
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|                 // Calling `-setNeedsDisplay` will just paint the current frame, not the new frame that we may have moved to.
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|                 // Instead, set `needsDisplayWhenImageBecomesAvailable` to `YES` -- this will paint the new image once loaded.
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|                 self.needsDisplayWhenImageBecomesAvailable = YES;
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|             }
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|         } else {
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|             FLLogDebug(@"Waiting for frame %lu for animated image: %@", (unsigned long)self.currentFrameIndex, self.animatedImage);
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| #if defined(DEBUG) && DEBUG
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|             if ([self.debug_delegate respondsToSelector:@selector(debug_animatedImageView:waitingForFrame:duration:)]) {
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|                 [self.debug_delegate debug_animatedImageView:self waitingForFrame:self.currentFrameIndex duration:(NSTimeInterval)self.displayLink.duration];
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|             }
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| #endif
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|         }
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|     } else {
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|         self.currentFrameIndex++;
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|     }
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| }
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| 
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| 
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| #pragma mark - CALayerDelegate (Informal)
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| #pragma mark Providing the Layer's Content
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| 
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| - (void)displayLayer:(CALayer *)layer
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| {
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|     layer.contents = (__bridge id)self.image.CGImage;
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| }
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| 
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| 
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| @end
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