356 lines
12 KiB
Objective-C
356 lines
12 KiB
Objective-C
/*
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* This file is part of the SDWebImage package.
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* (c) Olivier Poitrey <rs@dailymotion.com>
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*
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* For the full copyright and license information, please view the LICENSE
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* file that was distributed with this source code.
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*/
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#import "SDAnimatedImagePlayer.h"
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#import "NSImage+Compatibility.h"
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#import "SDDisplayLink.h"
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#import "SDDeviceHelper.h"
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#import "SDImageFramePool.h"
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#import "SDInternalMacros.h"
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@interface SDAnimatedImagePlayer () {
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NSRunLoopMode _runLoopMode;
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}
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@property (nonatomic, strong) SDImageFramePool *framePool;
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@property (nonatomic, strong, readwrite) UIImage *currentFrame;
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@property (nonatomic, assign, readwrite) NSUInteger currentFrameIndex;
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@property (nonatomic, assign, readwrite) NSUInteger currentLoopCount;
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@property (nonatomic, strong) id<SDAnimatedImageProvider> animatedProvider;
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@property (nonatomic, assign) NSUInteger currentFrameBytes;
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@property (nonatomic, assign) NSTimeInterval currentTime;
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@property (nonatomic, assign) BOOL bufferMiss;
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@property (nonatomic, assign) BOOL needsDisplayWhenImageBecomesAvailable;
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@property (nonatomic, assign) BOOL shouldReverse;
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@property (nonatomic, strong) SDDisplayLink *displayLink;
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@end
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@implementation SDAnimatedImagePlayer
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- (instancetype)initWithProvider:(id<SDAnimatedImageProvider>)provider {
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self = [super init];
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if (self) {
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NSUInteger animatedImageFrameCount = provider.animatedImageFrameCount;
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// Check the frame count
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if (animatedImageFrameCount <= 1) {
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return nil;
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}
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self.totalFrameCount = animatedImageFrameCount;
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// Get the current frame and loop count.
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self.totalLoopCount = provider.animatedImageLoopCount;
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self.animatedProvider = provider;
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self.playbackRate = 1.0;
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self.framePool = [SDImageFramePool registerProvider:provider];
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}
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return self;
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}
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+ (instancetype)playerWithProvider:(id<SDAnimatedImageProvider>)provider {
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SDAnimatedImagePlayer *player = [[SDAnimatedImagePlayer alloc] initWithProvider:provider];
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return player;
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}
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- (void)dealloc {
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// Dereference the frame pool, when zero the frame pool for provider will dealloc
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[SDImageFramePool unregisterProvider:self.animatedProvider];
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}
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#pragma mark - Private
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- (SDDisplayLink *)displayLink {
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if (!_displayLink) {
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_displayLink = [SDDisplayLink displayLinkWithTarget:self selector:@selector(displayDidRefresh:)];
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[_displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:self.runLoopMode];
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[_displayLink stop];
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}
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return _displayLink;
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}
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- (void)setRunLoopMode:(NSRunLoopMode)runLoopMode {
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if ([_runLoopMode isEqual:runLoopMode]) {
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return;
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}
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if (_displayLink) {
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if (_runLoopMode) {
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[_displayLink removeFromRunLoop:[NSRunLoop mainRunLoop] forMode:_runLoopMode];
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}
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if (runLoopMode.length > 0) {
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[_displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:runLoopMode];
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}
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}
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_runLoopMode = [runLoopMode copy];
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}
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- (NSRunLoopMode)runLoopMode {
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if (!_runLoopMode) {
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_runLoopMode = [[self class] defaultRunLoopMode];
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}
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return _runLoopMode;
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}
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#pragma mark - State Control
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- (void)setupCurrentFrame {
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if (self.currentFrameIndex != 0) {
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return;
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}
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if (self.playbackMode == SDAnimatedImagePlaybackModeReverse ||
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self.playbackMode == SDAnimatedImagePlaybackModeReversedBounce) {
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self.currentFrameIndex = self.totalFrameCount - 1;
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}
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if (!self.currentFrame && [self.animatedProvider isKindOfClass:[UIImage class]]) {
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UIImage *image = (UIImage *)self.animatedProvider;
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// Cache the poster image if available, but should not callback to avoid caller thread issues
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#if SD_MAC
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UIImage *posterFrame = [[NSImage alloc] initWithCGImage:image.CGImage scale:image.scale orientation:kCGImagePropertyOrientationUp];
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#else
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UIImage *posterFrame = [[UIImage alloc] initWithCGImage:image.CGImage scale:image.scale orientation:image.imageOrientation];
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#endif
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if (posterFrame) {
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// Calculate max buffer size
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[self calculateMaxBufferCountWithFrame:posterFrame];
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// HACK: The first frame should not check duration and immediately display
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self.needsDisplayWhenImageBecomesAvailable = YES;
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[self.framePool setFrame:posterFrame atIndex:self.currentFrameIndex];
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}
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}
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}
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- (void)resetCurrentFrameStatus {
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// These should not trigger KVO, user don't need to receive an `index == 0, image == nil` callback.
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_currentFrame = nil;
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_currentFrameIndex = 0;
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_currentLoopCount = 0;
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_currentTime = 0;
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_bufferMiss = NO;
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_needsDisplayWhenImageBecomesAvailable = NO;
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}
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- (void)clearFrameBuffer {
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[self.framePool removeAllFrames];
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}
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#pragma mark - Animation Control
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- (void)startPlaying {
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[self.displayLink start];
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// Setup frame
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[self setupCurrentFrame];
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}
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- (void)stopPlaying {
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// Using `_displayLink` here because when UIImageView dealloc, it may trigger `[self stopAnimating]`, we already release the display link in SDAnimatedImageView's dealloc method.
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[_displayLink stop];
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// We need to reset the frame status, but not trigger any handle. This can ensure next time's playing status correct.
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[self resetCurrentFrameStatus];
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}
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- (void)pausePlaying {
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[_displayLink stop];
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}
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- (BOOL)isPlaying {
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return _displayLink.isRunning;
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}
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- (void)seekToFrameAtIndex:(NSUInteger)index loopCount:(NSUInteger)loopCount {
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if (index >= self.totalFrameCount) {
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return;
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}
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self.currentFrameIndex = index;
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self.currentLoopCount = loopCount;
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self.currentFrame = [self.animatedProvider animatedImageFrameAtIndex:index];
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[self handleFrameChange];
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}
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#pragma mark - Core Render
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- (void)displayDidRefresh:(SDDisplayLink *)displayLink {
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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.isPlaying) {
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return;
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}
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NSUInteger totalFrameCount = self.totalFrameCount;
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if (totalFrameCount <= 1) {
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// Total frame count less than 1, wrong configuration and stop animating
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[self stopPlaying];
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return;
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}
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NSTimeInterval playbackRate = self.playbackRate;
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if (playbackRate <= 0) {
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// Does not support <= 0 play rate
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[self stopPlaying];
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return;
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}
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// Calculate refresh duration
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NSTimeInterval duration = self.displayLink.duration;
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NSUInteger currentFrameIndex = self.currentFrameIndex;
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NSUInteger nextFrameIndex = (currentFrameIndex + 1) % totalFrameCount;
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if (self.playbackMode == SDAnimatedImagePlaybackModeReverse) {
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nextFrameIndex = currentFrameIndex == 0 ? (totalFrameCount - 1) : (currentFrameIndex - 1) % totalFrameCount;
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} else if (self.playbackMode == SDAnimatedImagePlaybackModeBounce ||
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self.playbackMode == SDAnimatedImagePlaybackModeReversedBounce) {
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if (currentFrameIndex == 0) {
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self.shouldReverse = NO;
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} else if (currentFrameIndex == totalFrameCount - 1) {
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self.shouldReverse = YES;
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}
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nextFrameIndex = self.shouldReverse ? (currentFrameIndex - 1) : (currentFrameIndex + 1);
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nextFrameIndex %= totalFrameCount;
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}
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// Check if we need to display new frame firstly
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if (self.needsDisplayWhenImageBecomesAvailable) {
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UIImage *currentFrame = [self.framePool frameAtIndex:currentFrameIndex];
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// Update the current frame
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if (currentFrame) {
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// Update the current frame immediately
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self.currentFrame = currentFrame;
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[self handleFrameChange];
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self.bufferMiss = NO;
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self.needsDisplayWhenImageBecomesAvailable = NO;
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}
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else {
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self.bufferMiss = YES;
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}
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}
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// Check if we have the frame buffer
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if (!self.bufferMiss) {
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// Then check if timestamp is reached
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self.currentTime += duration;
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NSTimeInterval currentDuration = [self.animatedProvider animatedImageDurationAtIndex:currentFrameIndex];
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currentDuration = currentDuration / playbackRate;
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if (self.currentTime < currentDuration) {
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// Current frame timestamp not reached, prefetch frame in advance.
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[self prefetchFrameAtIndex:currentFrameIndex
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nextIndex:nextFrameIndex];
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return;
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}
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// Otherwise, we should be ready to display next frame
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self.needsDisplayWhenImageBecomesAvailable = YES;
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self.currentFrameIndex = nextFrameIndex;
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self.currentTime -= currentDuration;
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NSTimeInterval nextDuration = [self.animatedProvider animatedImageDurationAtIndex:nextFrameIndex];
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nextDuration = nextDuration / playbackRate;
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if (self.currentTime > nextDuration) {
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// Do not skip frame
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self.currentTime = nextDuration;
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}
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// Update the loop count when last frame rendered
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if (nextFrameIndex == 0) {
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// Update the loop count
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self.currentLoopCount++;
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[self handleLoopChange];
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// if reached the max loop count, stop animating, 0 means loop indefinitely
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NSUInteger maxLoopCount = self.totalLoopCount;
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if (maxLoopCount != 0 && (self.currentLoopCount >= maxLoopCount)) {
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[self stopPlaying];
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return;
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}
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}
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}
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// Since we support handler, check animating state again
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if (!self.isPlaying) {
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return;
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}
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[self prefetchFrameAtIndex:currentFrameIndex
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nextIndex:nextFrameIndex];
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}
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// Check if we should prefetch next frame or current frame
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// When buffer miss, means the decode speed is slower than render speed, we fetch current miss frame
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// Or, most cases, the decode speed is faster than render speed, we fetch next frame
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- (void)prefetchFrameAtIndex:(NSUInteger)currentIndex
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nextIndex:(NSUInteger)nextIndex {
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NSUInteger fetchFrameIndex = currentIndex;
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UIImage *fetchFrame = nil;
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if (!self.bufferMiss) {
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fetchFrameIndex = nextIndex;
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fetchFrame = [self.framePool frameAtIndex:nextIndex];
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}
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BOOL bufferFull = NO;
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if (self.framePool.currentFrameCount == self.totalFrameCount) {
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bufferFull = YES;
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}
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if (!fetchFrame && !bufferFull) {
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// Calculate max buffer size
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[self calculateMaxBufferCountWithFrame:self.currentFrame];
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// Prefetch next frame
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[self.framePool prefetchFrameAtIndex:fetchFrameIndex];
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}
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}
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- (void)handleFrameChange {
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if (self.animationFrameHandler) {
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self.animationFrameHandler(self.currentFrameIndex, self.currentFrame);
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}
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}
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- (void)handleLoopChange {
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if (self.animationLoopHandler) {
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self.animationLoopHandler(self.currentLoopCount);
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}
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}
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#pragma mark - Util
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- (void)calculateMaxBufferCountWithFrame:(nonnull UIImage *)frame {
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NSUInteger bytes = self.currentFrameBytes;
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if (bytes == 0) {
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bytes = CGImageGetBytesPerRow(frame.CGImage) * CGImageGetHeight(frame.CGImage);
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if (bytes == 0) {
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bytes = 1024;
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} else {
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// Cache since most animated image each frame bytes is the same
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self.currentFrameBytes = bytes;
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}
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}
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NSUInteger max = 0;
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if (self.maxBufferSize > 0) {
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max = self.maxBufferSize;
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} else {
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// Calculate based on current memory, these factors are by experience
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NSUInteger total = [SDDeviceHelper totalMemory];
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NSUInteger free = [SDDeviceHelper freeMemory];
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max = MIN(total * 0.2, free * 0.6);
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}
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NSUInteger maxBufferCount = (double)max / (double)bytes;
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if (!maxBufferCount) {
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// At least 1 frame
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maxBufferCount = 1;
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}
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self.framePool.maxBufferCount = maxBufferCount;
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}
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+ (NSString *)defaultRunLoopMode {
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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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return [NSProcessInfo processInfo].activeProcessorCount > 1 ? NSRunLoopCommonModes : NSDefaultRunLoopMode;
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}
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@end
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