// // FLAnimatedImageView.h // Flipboard // // Created by Raphael Schaad on 7/8/13. // Copyright (c) 2013-2014 Flipboard. All rights reserved. // #import "FLAnimatedImageView.h" #import "FLAnimatedImage.h" #import @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, readonly) 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; } 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 Private // Explicit synthesizing for `readonly` property with overridden getter. @synthesize displayLink = _displayLink; - (CADisplayLink *)displayLink { if (!_displayLink) { // Create and setup display link lazily; add it immediately to the run loop but start out paused. // 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]; _displayLink = [CADisplayLink displayLinkWithTarget:weakProxy selector:@selector(displayDidRefresh:)]; // `NSRunLoopCommonModes` would allow timer events during scrolling (i.e. animation) but we don't support this behavior. [_displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSDefaultRunLoopMode]; _displayLink.paused = YES; // 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. } return _displayLink; } #pragma mark - Life Cycle - (void)dealloc { // Removes the display link from all run loop modes. // Don't call the getter here because it will unnecessarily create/attach a display link. [_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 - 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) { 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.isPaused; } else { isAnimating = [super isAnimating]; } return isAnimating; } #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) { NSLog(@"Warn: Trying to animate image when we shouldn't: %@", self); return; } // If we have a nil image, don't update the view nor playhead. UIImage *image = [self.animatedImage imageLazilyCachedAtIndex:self.currentFrameIndex]; if (image) { //NSLog(@"Verbose: Showing frame %d for animated image: %@", 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 >= [self.animatedImage.delayTimes[self.currentFrameIndex] floatValue]) { self.accumulator -= [self.animatedImage.delayTimes[self.currentFrameIndex] floatValue]; 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 { //NSLog(@"Verbose: Waiting for frame %d for animated image: %@", self.currentFrameIndex, self.animatedImage); #if 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 } } #pragma mark - CALayerDelegate (Informal) #pragma mark Providing the Layer's Content - (void)displayLayer:(CALayer *)layer { layer.contents = (__bridge id)self.currentFrame.CGImage; } @end