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//
// 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 <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, 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