SDWebImage/SDWebImage/SDAnimatedImageView.m

770 lines
24 KiB
Objective-C

/*
* This file is part of the SDWebImage package.
* (c) Olivier Poitrey <rs@dailymotion.com>
*
* For the full copyright and license information, please view the LICENSE
* file that was distributed with this source code.
*/
#import "SDAnimatedImageView.h"
#if SD_UIKIT || SD_MAC
#import "UIImage+Metadata.h"
#import "NSImage+Compatibility.h"
#import "SDWeakProxy.h"
#import "SDInternalMacros.h"
#import <mach/mach.h>
#import <objc/runtime.h>
#if SD_MAC
#import <CoreVideo/CoreVideo.h>
static CVReturn renderCallback(CVDisplayLinkRef displayLink, const CVTimeStamp *inNow, const CVTimeStamp *inOutputTime, CVOptionFlags flagsIn, CVOptionFlags *flagsOut, void *displayLinkContext);
#endif
static NSUInteger SDDeviceTotalMemory() {
return (NSUInteger)[[NSProcessInfo processInfo] physicalMemory];
}
static NSUInteger SDDeviceFreeMemory() {
mach_port_t host_port = mach_host_self();
mach_msg_type_number_t host_size = sizeof(vm_statistics_data_t) / sizeof(integer_t);
vm_size_t page_size;
vm_statistics_data_t vm_stat;
kern_return_t kern;
kern = host_page_size(host_port, &page_size);
if (kern != KERN_SUCCESS) return 0;
kern = host_statistics(host_port, HOST_VM_INFO, (host_info_t)&vm_stat, &host_size);
if (kern != KERN_SUCCESS) return 0;
return vm_stat.free_count * page_size;
}
@interface SDAnimatedImageView () <CALayerDelegate> {
NSRunLoopMode _runLoopMode;
BOOL _initFinished; // Extra flag to mark the `commonInit` is called
}
@property (nonatomic, strong, readwrite) UIImage *currentFrame;
@property (nonatomic, assign, readwrite) NSUInteger currentFrameIndex;
@property (nonatomic, assign, readwrite) NSUInteger currentLoopCount;
@property (nonatomic, assign) NSUInteger totalFrameCount;
@property (nonatomic, assign) NSUInteger totalLoopCount;
@property (nonatomic, strong) UIImage<SDAnimatedImage> *animatedImage;
@property (nonatomic, strong) NSMutableDictionary<NSNumber *, UIImage *> *frameBuffer;
@property (nonatomic, assign) NSTimeInterval currentTime;
@property (nonatomic, assign) BOOL bufferMiss;
@property (nonatomic, assign) BOOL shouldAnimate;
@property (nonatomic, assign) BOOL isProgressive;
@property (nonatomic, assign) NSUInteger maxBufferCount;
@property (nonatomic, strong) NSOperationQueue *fetchQueue;
@property (nonatomic, strong) dispatch_semaphore_t lock;
@property (nonatomic, assign) CGFloat animatedImageScale;
#if SD_MAC
@property (nonatomic, assign) CVDisplayLinkRef displayLink;
#else
@property (nonatomic, strong) CADisplayLink *displayLink;
#endif
@end
@implementation SDAnimatedImageView
#if SD_UIKIT
@dynamic animationRepeatCount; // we re-use this property from `UIImageView` super class on iOS.
#endif
#pragma mark - Initializers
#if SD_MAC
+ (instancetype)imageViewWithImage:(NSImage *)image
{
NSRect frame = NSMakeRect(0, 0, image.size.width, image.size.height);
SDAnimatedImageView *imageView = [[SDAnimatedImageView alloc] initWithFrame:frame];
[imageView setImage:image];
return imageView;
}
#else
// -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;
}
#endif
- (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
{
// Pay attention that UIKit's `initWithImage:` will trigger a `setImage:` during initialization before this `commonInit`.
// So the properties which rely on this order, should using lazy-evaluation or do extra check in `setImage:`.
self.shouldCustomLoopCount = NO;
self.shouldIncrementalLoad = YES;
#if SD_MAC
self.wantsLayer = YES;
// Default value from `NSImageView`
self.layerContentsRedrawPolicy = NSViewLayerContentsRedrawOnSetNeedsDisplay;
self.imageScaling = NSImageScaleProportionallyDown;
self.imageAlignment = NSImageAlignCenter;
#endif
#if SD_UIKIT
[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(didReceiveMemoryWarning:) name:UIApplicationDidReceiveMemoryWarningNotification object:nil];
#endif
// Mark commonInit finished
_initFinished = YES;
}
- (void)resetAnimatedImage
{
self.animatedImage = nil;
self.totalFrameCount = 0;
self.totalLoopCount = 0;
self.currentFrame = nil;
self.currentFrameIndex = 0;
self.currentLoopCount = 0;
self.currentTime = 0;
self.bufferMiss = NO;
self.shouldAnimate = NO;
self.isProgressive = NO;
self.maxBufferCount = 0;
self.animatedImageScale = 1;
[_fetchQueue cancelAllOperations];
_fetchQueue = nil;
SD_LOCK(self.lock);
[_frameBuffer removeAllObjects];
_frameBuffer = nil;
SD_UNLOCK(self.lock);
}
- (void)resetProgressiveImage
{
self.animatedImage = nil;
self.totalFrameCount = 0;
self.totalLoopCount = 0;
// preserve current state
self.shouldAnimate = NO;
self.isProgressive = YES;
self.maxBufferCount = 0;
self.animatedImageScale = 1;
// preserve buffer cache
}
#pragma mark - Accessors
#pragma mark Public
- (void)setImage:(UIImage *)image
{
if (self.image == image) {
return;
}
// Check Progressive rendering
[self updateIsProgressiveWithImage:image];
if (self.isProgressive) {
// Reset all value, but keep current state
[self resetProgressiveImage];
} else {
// Stop animating
[self stopAnimating];
// Reset all value
[self resetAnimatedImage];
}
// We need call super method to keep function. This will impliedly call `setNeedsDisplay`. But we have no way to avoid this when using animated image. So we call `setNeedsDisplay` again at the end.
super.image = image;
if ([image conformsToProtocol:@protocol(SDAnimatedImage)]) {
NSUInteger animatedImageFrameCount = ((UIImage<SDAnimatedImage> *)image).animatedImageFrameCount;
// Check the frame count
if (animatedImageFrameCount <= 1) {
return;
}
// If progressive rendering is disabled but animated image is incremental. Only show poster image
if (!self.isProgressive && image.sd_isIncremental) {
return;
}
self.animatedImage = (UIImage<SDAnimatedImage> *)image;
self.totalFrameCount = animatedImageFrameCount;
// Get the current frame and loop count.
self.totalLoopCount = self.animatedImage.animatedImageLoopCount;
// Get the scale
self.animatedImageScale = image.scale;
if (!self.isProgressive) {
self.currentFrame = image;
SD_LOCK(self.lock);
self.frameBuffer[@(self.currentFrameIndex)] = self.currentFrame;
SD_UNLOCK(self.lock);
}
// Ensure disabled highlighting; it's not supported (see `-setHighlighted:`).
super.highlighted = NO;
// Calculate max buffer size
[self calculateMaxBufferCount];
// Update should animate
[self updateShouldAnimate];
if (self.shouldAnimate) {
[self startAnimating];
}
[self.layer setNeedsDisplay];
#if SD_MAC
[self.layer displayIfNeeded]; // macOS's imageViewLayer may not equal to self.layer. But `[super setImage:]` will impliedly mark it needsDisplay. We call `[self.layer displayIfNeeded]` to immediately refresh the imageViewLayer to avoid flashing
#endif
}
}
#if SD_UIKIT
- (void)setRunLoopMode:(NSRunLoopMode)runLoopMode
{
if ([_runLoopMode isEqual:runLoopMode]) {
return;
}
if (_displayLink) {
if (_runLoopMode) {
[_displayLink removeFromRunLoop:[NSRunLoop mainRunLoop] forMode:_runLoopMode];
}
if (runLoopMode.length > 0) {
[_displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:runLoopMode];
}
}
_runLoopMode = [runLoopMode copy];
}
- (NSRunLoopMode)runLoopMode
{
if (!_runLoopMode) {
_runLoopMode = [[self class] defaultRunLoopMode];
}
return _runLoopMode;
}
#endif
- (BOOL)shouldIncrementalLoad {
if (!_initFinished) {
return YES; // Defaults to YES
}
return _initFinished;
}
#pragma mark - Private
- (NSOperationQueue *)fetchQueue
{
if (!_fetchQueue) {
_fetchQueue = [[NSOperationQueue alloc] init];
_fetchQueue.maxConcurrentOperationCount = 1;
}
return _fetchQueue;
}
- (NSMutableDictionary<NSNumber *,UIImage *> *)frameBuffer
{
if (!_frameBuffer) {
_frameBuffer = [NSMutableDictionary dictionary];
}
return _frameBuffer;
}
- (dispatch_semaphore_t)lock {
if (!_lock) {
_lock = dispatch_semaphore_create(1);
}
return _lock;
}
#if SD_MAC
- (CVDisplayLinkRef)displayLink
{
if (!_displayLink) {
CVReturn error = CVDisplayLinkCreateWithActiveCGDisplays(&_displayLink);
if (error) {
return NULL;
}
CVDisplayLinkSetOutputCallback(_displayLink, renderCallback, (__bridge void *)self);
}
return _displayLink;
}
#else
- (CADisplayLink *)displayLink
{
if (!_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.
SDWeakProxy *weakProxy = [SDWeakProxy proxyWithTarget:self];
_displayLink = [CADisplayLink displayLinkWithTarget:weakProxy selector:@selector(displayDidRefresh:)];
[_displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:self.runLoopMode];
}
return _displayLink;
}
#endif
#pragma mark - Life Cycle
- (void)dealloc
{
// Removes the display link from all run loop modes.
#if SD_MAC
if (_displayLink) {
CVDisplayLinkRelease(_displayLink);
_displayLink = NULL;
}
#else
[_displayLink invalidate];
_displayLink = nil;
[[NSNotificationCenter defaultCenter] removeObserver:self name:UIApplicationDidReceiveMemoryWarningNotification object:nil];
#endif
}
- (void)didReceiveMemoryWarning:(NSNotification *)notification {
[_fetchQueue cancelAllOperations];
[_fetchQueue addOperationWithBlock:^{
NSNumber *currentFrameIndex = @(self.currentFrameIndex);
SD_LOCK(self.lock);
NSArray *keys = self.frameBuffer.allKeys;
// only keep the next frame for later rendering
for (NSNumber * key in keys) {
if (![key isEqualToNumber:currentFrameIndex]) {
[self.frameBuffer removeObjectForKey:key];
}
}
SD_UNLOCK(self.lock);
}];
}
#pragma mark - UIView Method Overrides
#pragma mark Observing View-Related Changes
#if SD_MAC
- (void)viewDidMoveToSuperview
#else
- (void)didMoveToSuperview
#endif
{
#if SD_MAC
[super viewDidMoveToSuperview];
#else
[super didMoveToSuperview];
#endif
[self updateShouldAnimate];
if (self.shouldAnimate) {
[self startAnimating];
} else {
[self stopAnimating];
}
}
#if SD_MAC
- (void)viewDidMoveToWindow
#else
- (void)didMoveToWindow
#endif
{
#if SD_MAC
[super viewDidMoveToWindow];
#else
[super didMoveToWindow];
#endif
[self updateShouldAnimate];
if (self.shouldAnimate) {
[self startAnimating];
} else {
[self stopAnimating];
}
}
#if SD_MAC
- (void)setAlphaValue:(CGFloat)alphaValue
#else
- (void)setAlpha:(CGFloat)alpha
#endif
{
#if SD_MAC
[super setAlphaValue:alphaValue];
#else
[super setAlpha:alpha];
#endif
[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 - UIImageView Method Overrides
#pragma mark Image Data
- (void)startAnimating
{
if (self.animatedImage) {
#if SD_MAC
CVDisplayLinkStart(self.displayLink);
#else
self.displayLink.paused = NO;
#endif
} else {
#if SD_UIKIT
[super startAnimating];
#endif
}
}
- (void)stopAnimating
{
if (self.animatedImage) {
#if SD_MAC
CVDisplayLinkStop(_displayLink);
#else
_displayLink.paused = YES;
#endif
} else {
#if SD_UIKIT
[super stopAnimating];
#endif
}
}
- (BOOL)isAnimating
{
BOOL isAnimating = NO;
if (self.animatedImage) {
#if SD_MAC
isAnimating = CVDisplayLinkIsRunning(self.displayLink);
#else
isAnimating = !self.displayLink.isPaused;
#endif
} else {
#if SD_UIKIT
isAnimating = [super isAnimating];
#endif
}
return isAnimating;
}
#if SD_MAC
- (void)setAnimates:(BOOL)animates
{
[super setAnimates:animates];
if (animates) {
[self startAnimating];
} else {
[self stopAnimating];
}
}
#endif
#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
{
#if SD_MAC
BOOL isVisible = self.window && self.superview && ![self isHidden] && self.alphaValue > 0.0 && self.animates;
#else
BOOL isVisible = self.window && self.superview && ![self isHidden] && self.alpha > 0.0;
#endif
self.shouldAnimate = self.animatedImage && self.totalFrameCount > 1 && isVisible;
}
// Update progressive status only after `setImage:` call.
- (void)updateIsProgressiveWithImage:(UIImage *)image
{
self.isProgressive = NO;
if (!self.shouldIncrementalLoad) {
// Early return
return;
}
if ([image conformsToProtocol:@protocol(SDAnimatedImage)] && image.sd_isIncremental) {
UIImage *previousImage = self.image;
if ([previousImage conformsToProtocol:@protocol(SDAnimatedImage)] && previousImage.sd_isIncremental) {
NSData *previousData = [((UIImage<SDAnimatedImage> *)previousImage) animatedImageData];
NSData *currentData = [((UIImage<SDAnimatedImage> *)image) animatedImageData];
// Check whether to use progressive rendering or not
if (!previousData || !currentData) {
// Early return
return;
}
// Warning: normally the `previousData` is same instance as `currentData` because our `SDAnimatedImage` class share the same `coder` instance internally. But there may be a race condition, that later retrived `currentData` is already been updated and it's not the same instance as `previousData`.
// And for protocol extensible design, we should not assume `SDAnimatedImage` protocol implementations always share same instance. So both of two reasons, we need that `rangeOfData` check.
if ([currentData isEqualToData:previousData]) {
// If current data is the same data (or instance) as previous data
self.isProgressive = YES;
} else if (currentData.length > previousData.length) {
// If current data is appended by previous data, use `NSDataSearchAnchored`, search is limited to start of currentData
NSRange range = [currentData rangeOfData:previousData options:NSDataSearchAnchored range:NSMakeRange(0, previousData.length)];
if (range.location != NSNotFound) {
// Contains hole previous data and they start with the same beginning
self.isProgressive = YES;
}
}
} else {
// Previous image is not progressive, so start progressive rendering
self.isProgressive = YES;
}
}
}
#if SD_MAC
- (void)displayDidRefresh:(CVDisplayLinkRef)displayLink duration:(NSTimeInterval)duration
#else
- (void)displayDidRefresh:(CADisplayLink *)displayLink
#endif
{
// If for some reason a wild call makes it through when we shouldn't be animating, bail.
// Early return!
if (!self.shouldAnimate) {
return;
}
#if SD_UIKIT
NSTimeInterval duration = displayLink.duration * displayLink.frameInterval;
#endif
NSUInteger totalFrameCount = self.totalFrameCount;
NSUInteger currentFrameIndex = self.currentFrameIndex;
NSUInteger nextFrameIndex = (currentFrameIndex + 1) % totalFrameCount;
// Check if we have the frame buffer firstly to improve performance
if (!self.bufferMiss) {
// Then check if timestamp is reached
self.currentTime += duration;
NSTimeInterval currentDuration = [self.animatedImage animatedImageDurationAtIndex:currentFrameIndex];
if (self.currentTime < currentDuration) {
// Current frame timestamp not reached, return
return;
}
self.currentTime -= currentDuration;
NSTimeInterval nextDuration = [self.animatedImage animatedImageDurationAtIndex:nextFrameIndex];
if (self.currentTime > nextDuration) {
// Do not skip frame
self.currentTime = nextDuration;
}
}
// Update the current frame
UIImage *currentFrame;
UIImage *fetchFrame;
SD_LOCK(self.lock);
currentFrame = self.frameBuffer[@(currentFrameIndex)];
fetchFrame = currentFrame ? self.frameBuffer[@(nextFrameIndex)] : nil;
SD_UNLOCK(self.lock);
BOOL bufferFull = NO;
if (currentFrame) {
SD_LOCK(self.lock);
// Remove the frame buffer if need
if (self.frameBuffer.count > self.maxBufferCount) {
self.frameBuffer[@(currentFrameIndex)] = nil;
}
// Check whether we can stop fetch
if (self.frameBuffer.count == totalFrameCount) {
bufferFull = YES;
}
SD_UNLOCK(self.lock);
self.currentFrame = currentFrame;
self.currentFrameIndex = nextFrameIndex;
self.bufferMiss = NO;
[self.layer setNeedsDisplay];
} else {
self.bufferMiss = YES;
}
// Update the loop count when last frame rendered
if (nextFrameIndex == 0 && !self.bufferMiss) {
// Progressive image reach the current last frame index. Keep the state and stop animating. Wait for later restart
if (self.isProgressive) {
// Recovery the current frame index and removed frame buffer (See above)
self.currentFrameIndex = currentFrameIndex;
SD_LOCK(self.lock);
self.frameBuffer[@(currentFrameIndex)] = self.currentFrame;
SD_UNLOCK(self.lock);
[self stopAnimating];
return;
}
// Update the loop count
self.currentLoopCount++;
// if reached the max loop count, stop animating, 0 means loop indefinitely
NSUInteger maxLoopCount = self.shouldCustomLoopCount ? self.animationRepeatCount : self.totalLoopCount;
if (maxLoopCount != 0 && (self.currentLoopCount >= maxLoopCount)) {
[self stopAnimating];
return;
}
}
// Check if we should prefetch next frame or current frame
NSUInteger fetchFrameIndex;
if (self.bufferMiss) {
// When buffer miss, means the decode speed is slower than render speed, we fetch current miss frame
fetchFrameIndex = currentFrameIndex;
} else {
// Or, most cases, the decode speed is faster than render speed, we fetch next frame
fetchFrameIndex = nextFrameIndex;
}
if (!fetchFrame && !bufferFull && self.fetchQueue.operationCount == 0) {
// Prefetch next frame in background queue
UIImage<SDAnimatedImage> *animatedImage = self.animatedImage;
NSOperation *operation = [NSBlockOperation blockOperationWithBlock:^{
UIImage *frame = [animatedImage animatedImageFrameAtIndex:fetchFrameIndex];
SD_LOCK(self.lock);
self.frameBuffer[@(fetchFrameIndex)] = frame;
SD_UNLOCK(self.lock);
}];
[self.fetchQueue addOperation:operation];
}
}
+ (NSString *)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 Providing the Layer's Content
#pragma mark - CALayerDelegate
- (void)displayLayer:(CALayer *)layer
{
if (_currentFrame) {
layer.contentsScale = self.animatedImageScale;
layer.contents = (__bridge id)_currentFrame.CGImage;
}
}
#if SD_MAC
// Layer-backed NSImageView optionally optimize to use a subview to do actual layer rendering.
// When the optimization is turned on, it calls `updateLayer` instead of `displayLayer:` to update subview's layer.
// When the optimization it turned off, this return nil and calls `displayLayer:` directly.
- (CALayer *)imageViewLayer {
NSView *imageView = imageView = objc_getAssociatedObject(self, NSSelectorFromString(@"_imageView"));
if (!imageView) {
// macOS 10.14
imageView = objc_getAssociatedObject(self, NSSelectorFromString(@"_imageSubview"));
}
return imageView.layer;
}
- (void)updateLayer
{
if (_currentFrame) {
[self displayLayer:self.imageViewLayer];
} else {
[super updateLayer];
}
}
- (BOOL)wantsUpdateLayer {
// AppKit is different from UIKit, it need extra check before the layer is updated
// When we use the custom animation, the layer.setNeedsDisplay is directly called from display link (See `displayDidRefresh:`). However, for normal image rendering, we must implements and return YES to mark it need display
if (_currentFrame) {
return NO;
} else {
return YES;
}
}
#endif
#pragma mark - Util
- (void)calculateMaxBufferCount {
NSUInteger bytes = CGImageGetBytesPerRow(self.currentFrame.CGImage) * CGImageGetHeight(self.currentFrame.CGImage);
if (bytes == 0) bytes = 1024;
NSUInteger max = 0;
if (self.maxBufferSize > 0) {
max = self.maxBufferSize;
} else {
// Calculate based on current memory, these factors are by experience
NSUInteger total = SDDeviceTotalMemory();
NSUInteger free = SDDeviceFreeMemory();
max = MIN(total * 0.2, free * 0.6);
}
NSUInteger maxBufferCount = (double)max / (double)bytes;
if (!maxBufferCount) {
// At least 1 frame
maxBufferCount = 1;
}
self.maxBufferCount = maxBufferCount;
}
@end
#if SD_MAC
static CVReturn renderCallback(CVDisplayLinkRef displayLink, const CVTimeStamp *inNow, const CVTimeStamp *inOutputTime, CVOptionFlags flagsIn, CVOptionFlags *flagsOut, void *displayLinkContext) {
// Calculate refresh duration
NSTimeInterval duration = (double)inOutputTime->videoRefreshPeriod / ((double)inOutputTime->videoTimeScale * inOutputTime->rateScalar);
// CVDisplayLink callback is not on main queue
SDAnimatedImageView *imageView = (__bridge SDAnimatedImageView *)displayLinkContext;
__weak SDAnimatedImageView *weakImageView = imageView;
dispatch_async(dispatch_get_main_queue(), ^{
[weakImageView displayDidRefresh:displayLink duration:duration];
});
return kCVReturnSuccess;
}
#endif
#endif