This repository has been archived on 2025-03-19. You can view files and clone it, but cannot push or open issues or pull requests.
FlashBack/Pods/SDWebImage/SDWebImage/Core/SDAnimatedImagePlayer.m
2020-01-30 19:11:59 +00:00

390 lines
13 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 "SDAnimatedImagePlayer.h"
#import "NSImage+Compatibility.h"
#import "SDDisplayLink.h"
#import "SDDeviceHelper.h"
#import "SDInternalMacros.h"
@interface SDAnimatedImagePlayer () {
NSRunLoopMode _runLoopMode;
}
@property (nonatomic, strong, readwrite) UIImage *currentFrame;
@property (nonatomic, assign, readwrite) NSUInteger currentFrameIndex;
@property (nonatomic, assign, readwrite) NSUInteger currentLoopCount;
@property (nonatomic, strong) id<SDAnimatedImageProvider> animatedProvider;
@property (nonatomic, strong) NSMutableDictionary<NSNumber *, UIImage *> *frameBuffer;
@property (nonatomic, assign) NSTimeInterval currentTime;
@property (nonatomic, assign) BOOL bufferMiss;
@property (nonatomic, assign) BOOL needsDisplayWhenImageBecomesAvailable;
@property (nonatomic, assign) NSUInteger maxBufferCount;
@property (nonatomic, strong) NSOperationQueue *fetchQueue;
@property (nonatomic, strong) dispatch_semaphore_t lock;
@property (nonatomic, strong) SDDisplayLink *displayLink;
@end
@implementation SDAnimatedImagePlayer
- (instancetype)initWithProvider:(id<SDAnimatedImageProvider>)provider {
self = [super init];
if (self) {
NSUInteger animatedImageFrameCount = provider.animatedImageFrameCount;
// Check the frame count
if (animatedImageFrameCount <= 1) {
return nil;
}
self.totalFrameCount = animatedImageFrameCount;
// Get the current frame and loop count.
self.totalLoopCount = provider.animatedImageLoopCount;
self.animatedProvider = provider;
self.playbackRate = 1.0;
#if SD_UIKIT
[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(didReceiveMemoryWarning:) name:UIApplicationDidReceiveMemoryWarningNotification object:nil];
#endif
}
return self;
}
+ (instancetype)playerWithProvider:(id<SDAnimatedImageProvider>)provider {
SDAnimatedImagePlayer *player = [[SDAnimatedImagePlayer alloc] initWithProvider:provider];
return player;
}
#pragma mark - Life Cycle
- (void)dealloc {
#if SD_UIKIT
[[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 - 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;
}
- (SDDisplayLink *)displayLink {
if (!_displayLink) {
_displayLink = [SDDisplayLink displayLinkWithTarget:self selector:@selector(displayDidRefresh:)];
[_displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:self.runLoopMode];
[_displayLink stop];
}
return _displayLink;
}
- (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;
}
#pragma mark - State Control
- (void)setupCurrentFrame {
if (self.currentFrameIndex != 0) {
return;
}
if ([self.animatedProvider isKindOfClass:[UIImage class]]) {
UIImage *image = (UIImage *)self.animatedProvider;
// Use the poster image if available
#if SD_MAC
UIImage *posterFrame = [[NSImage alloc] initWithCGImage:image.CGImage scale:image.scale orientation:kCGImagePropertyOrientationUp];
#else
UIImage *posterFrame = [[UIImage alloc] initWithCGImage:image.CGImage scale:image.scale orientation:image.imageOrientation];
#endif
if (posterFrame) {
self.currentFrame = posterFrame;
SD_LOCK(self.lock);
self.frameBuffer[@(self.currentFrameIndex)] = self.currentFrame;
SD_UNLOCK(self.lock);
[self handleFrameChange];
}
}
}
- (void)resetCurrentFrameIndex {
self.currentFrame = nil;
self.currentFrameIndex = 0;
self.currentLoopCount = 0;
self.currentTime = 0;
self.bufferMiss = NO;
self.needsDisplayWhenImageBecomesAvailable = NO;
[self handleFrameChange];
}
- (void)clearFrameBuffer {
SD_LOCK(self.lock);
[_frameBuffer removeAllObjects];
SD_UNLOCK(self.lock);
}
#pragma mark - Animation Control
- (void)startPlaying {
[self.displayLink start];
// Calculate max buffer size
[self calculateMaxBufferCount];
// Setup frame
if (self.currentFrameIndex == 0 && !self.currentFrame) {
[self setupCurrentFrame];
}
}
- (void)stopPlaying {
[_fetchQueue cancelAllOperations];
// Using `_displayLink` here because when UIImageView dealloc, it may trigger `[self stopAnimating]`, we already release the display link in SDAnimatedImageView's dealloc method.
[_displayLink stop];
[self resetCurrentFrameIndex];
}
- (void)pausePlaying {
[_fetchQueue cancelAllOperations];
[_displayLink stop];
}
- (BOOL)isPlaying {
return _displayLink.isRunning;
}
- (void)seekToFrameAtIndex:(NSUInteger)index loopCount:(NSUInteger)loopCount {
if (index >= self.totalFrameCount) {
return;
}
self.currentFrameIndex = index;
self.currentLoopCount = loopCount;
[self handleFrameChange];
}
#pragma mark - Core Render
- (void)displayDidRefresh:(SDDisplayLink *)displayLink {
// If for some reason a wild call makes it through when we shouldn't be animating, bail.
// Early return!
if (!self.isPlaying) {
return;
}
NSUInteger totalFrameCount = self.totalFrameCount;
if (totalFrameCount <= 1) {
// Total frame count less than 1, wrong configuration and stop animating
[self stopPlaying];
return;
}
NSTimeInterval playbackRate = self.playbackRate;
if (playbackRate <= 0) {
// Does not support <= 0 play rate
[self stopPlaying];
return;
}
// Calculate refresh duration
NSTimeInterval duration = self.displayLink.duration;
NSUInteger currentFrameIndex = self.currentFrameIndex;
NSUInteger nextFrameIndex = (currentFrameIndex + 1) % totalFrameCount;
// Check if we need to display new frame firstly
BOOL bufferFull = NO;
if (self.needsDisplayWhenImageBecomesAvailable) {
UIImage *currentFrame;
SD_LOCK(self.lock);
currentFrame = self.frameBuffer[@(currentFrameIndex)];
SD_UNLOCK(self.lock);
// Update the current frame
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);
// Update the current frame immediately
self.currentFrame = currentFrame;
[self handleFrameChange];
self.bufferMiss = NO;
self.needsDisplayWhenImageBecomesAvailable = NO;
}
else {
self.bufferMiss = YES;
}
}
// Check if we have the frame buffer
if (!self.bufferMiss) {
// Then check if timestamp is reached
self.currentTime += duration;
NSTimeInterval currentDuration = [self.animatedProvider animatedImageDurationAtIndex:currentFrameIndex];
currentDuration = currentDuration / playbackRate;
if (self.currentTime < currentDuration) {
// Current frame timestamp not reached, return
return;
}
// Otherwise, we shoudle be ready to display next frame
self.needsDisplayWhenImageBecomesAvailable = YES;
self.currentFrameIndex = nextFrameIndex;
self.currentTime -= currentDuration;
NSTimeInterval nextDuration = [self.animatedProvider animatedImageDurationAtIndex:nextFrameIndex];
nextDuration = nextDuration / playbackRate;
if (self.currentTime > nextDuration) {
// Do not skip frame
self.currentTime = nextDuration;
}
// Update the loop count when last frame rendered
if (nextFrameIndex == 0) {
// Update the loop count
self.currentLoopCount++;
[self handleLoopChnage];
// if reached the max loop count, stop animating, 0 means loop indefinitely
NSUInteger maxLoopCount = self.totalLoopCount;
if (maxLoopCount != 0 && (self.currentLoopCount >= maxLoopCount)) {
[self stopPlaying];
return;
}
}
}
// Since we support handler, check animating state again
if (!self.isPlaying) {
return;
}
// Check if we should prefetch next frame or current frame
// When buffer miss, means the decode speed is slower than render speed, we fetch current miss frame
// Or, most cases, the decode speed is faster than render speed, we fetch next frame
NSUInteger fetchFrameIndex = self.bufferMiss? currentFrameIndex : nextFrameIndex;
UIImage *fetchFrame;
SD_LOCK(self.lock);
fetchFrame = self.bufferMiss? nil : self.frameBuffer[@(nextFrameIndex)];
SD_UNLOCK(self.lock);
if (!fetchFrame && !bufferFull && self.fetchQueue.operationCount == 0) {
// Prefetch next frame in background queue
id<SDAnimatedImageProvider> animatedProvider = self.animatedProvider;
@weakify(self);
NSOperation *operation = [NSBlockOperation blockOperationWithBlock:^{
@strongify(self);
if (!self) {
return;
}
UIImage *frame = [animatedProvider animatedImageFrameAtIndex:fetchFrameIndex];
BOOL isAnimating = self.displayLink.isRunning;
if (isAnimating) {
SD_LOCK(self.lock);
self.frameBuffer[@(fetchFrameIndex)] = frame;
SD_UNLOCK(self.lock);
}
}];
[self.fetchQueue addOperation:operation];
}
}
- (void)handleFrameChange {
if (self.animationFrameHandler) {
self.animationFrameHandler(self.currentFrameIndex, self.currentFrame);
}
}
- (void)handleLoopChnage {
if (self.animationLoopHandler) {
self.animationLoopHandler(self.currentLoopCount);
}
}
#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 = [SDDeviceHelper totalMemory];
NSUInteger free = [SDDeviceHelper freeMemory];
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;
}
+ (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;
}
@end