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session-ios/Libraries/FLAnimatedImage/FLAnimatedImageView.m

300 lines
10 KiB
Objective-C

//
// FLAnimatedImageView.h
// Flipboard
//
// Created by Raphael Schaad on 7/8/13.
// Copyright (c) 2013-2015 Flipboard. All rights reserved.
//
#import "FLAnimatedImageView.h"
#import "FLAnimatedImage.h"
#import <QuartzCore/QuartzCore.h>
@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, window or superview has changed.
@property (nonatomic, assign) BOOL needsDisplayWhenImageBecomesAvailable;
@end
@implementation FLAnimatedImageView
#pragma mark - Accessors
#pragma mark Public
- (void)setAnimatedImage:(FLAnimatedImage *)animatedImage
{
if (![_animatedImage isEqual:animatedImage]) {
if (animatedImage) {
// 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];
}
}
#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
- (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:)];
NSString *mode = NSDefaultRunLoopMode;
// Enable playback during scrolling by allowing timer events (i.e. animation) with `NSRunLoopCommonModes`.
// But too keep scrolling smooth, only do this for hardware with more than one core and otherwise keep it at the default `NSDefaultRunLoopMode`.
// The only devices with single-core chips (supporting iOS 6+) are iPhone 3GS/4 and iPod Touch 4th gen.
// Key off `activeProcessorCount` (as opposed to `processorCount`) since the system could shut down cores in certain situations.
if ([NSProcessInfo processInfo].activeProcessorCount > 1) {
mode = NSRunLoopCommonModes;
}
[self.displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:mode];
// Note: The display link's `.frameInterval` value of 1 (default) means getting callbacks at the refresh rate of the display (~60Hz).
// Setting it to 2 divides the frame rate by 2 and hence calls back at every other frame.
}
self.displayLink.paused = NO;
} else {
[super startAnimating];
}
}
- (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, window or superview is changed.
- (void)updateShouldAnimate
{
self.shouldAnimate = self.animatedImage && self.window && self.superview;
}
- (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) {
FLLogWarn(@"Trying to animate image when we shouldn't: %@", self);
return;
}
NSNumber *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) {
NSTimeInterval delayTime = [delayTimeNumber floatValue];
// If we have a nil image (e.g. waiting for frame), don't update the view nor playhead.
UIImage *image = [self.animatedImage imageLazilyCachedAtIndex:self.currentFrameIndex];
if (image) {
FLLogVerbose(@"Showing frame %lu for animated image: %@", (unsigned long)self.currentFrameIndex, self.animatedImage);
self.currentFrame = image;
if (self.needsDisplayWhenImageBecomesAvailable) {
[self.layer setNeedsDisplay];
self.needsDisplayWhenImageBecomesAvailable = NO;
}
self.accumulator += displayLink.duration;
// 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.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 {
FLLogDebug(@"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:)]) {
[self.debug_delegate debug_animatedImageView:self waitingForFrame:self.currentFrameIndex duration:(NSTimeInterval)self.displayLink.duration];
}
#endif
}
} else {
self.currentFrameIndex++;
}
}
#pragma mark - CALayerDelegate (Informal)
#pragma mark Providing the Layer's Content
- (void)displayLayer:(CALayer *)layer
{
layer.contents = (__bridge id)self.image.CGImage;
}
@end