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Gifu adds protocol-based, performance-aware animated GIF support to UIKit. (It’s also a prefecture in Japan).
Install
Swift Package Manager
Add the following to your Package.swift
file:
let package = Package(
dependencies: [
.package(url: "https://github.com/kaishin/Gifu.git", from: "3.2.2")
],
)
- Add the following to your Cartfile:
github "kaishin/Gifu"
- Then run
carthage update
- Follow the current instructions in Carthage’s README
for up to date installation instructions.
- Add the following to your Podfile:
pod 'Gifu'
- You will also need to make sure you’re opting into using frameworks:
use_frameworks!
- Then run
pod install
with CocoaPods 0.36 or newer.
How It Works
Gifu
does not require using the built-in GIFImageView
subclass. The Animator
class does the heavy-lifting, while the GIFAnimatable
protocol exposes the functionality to the view classes that conform to it, using protocol extensions.
The Animator
has a FrameStore
that only keeps a limited number of frames in-memory, effectively creating a buffer for the animation without consuming all the available memory. This approach makes loading large GIFs a lot more resource-friendly.
The figure below summarizes how this works in practice. Given an image
containing 10 frames, Gifu will load the current frame (red), buffer the next two frames in this example (orange), and empty up all the other frames to free up memory (gray):
Usage
There are two options that should cover any situation:
- Use the built-in
GIFImageView
subclass if you don’t need to combine GIF support with another image library.
- If you need more flexibility and composability, make your class conform to
GIFAnimatable
. In practice, any UIView
subclass would do, since you get most of the required properties for free. For best results, make your UIImageView
subclass conform to GIFAnimatable
to get access to other features such as intrinsic content size.
GIFAnimatable
The bread and butter of Gifu. Through protocol extensions, GIFAnimatable
exposes all the APIs of the library, and with very little boilerplate, any class can conform to it.
class MyImageView: UIImageView, GIFAnimatable {
public lazy var animator: Animator? = {
return Animator(withDelegate: self)
}()
override public func display(_ layer: CALayer) {
updateImageIfNeeded()
}
}
That’s it. Now MyImageView
has access to all these methods and properties:
prepareForAnimation(withGIFNamed:)
and prepareForAnimation(withGIFData:)
to prepare the animator property for animation.
startAnimatingGIF()
and stopAnimatingGIF()
to control the animation.
animate(withGIFNamed:)
and animate(withGIFData:)
to prepare for animation and start animating immediately.
frameCount
, isAnimatingGIF
, and activeFrame
to inspect the GIF view.
prepareForReuse()
to free up resources.
updateImageIfNeeded()
to update the image property if necessary.
Furthermore, you can make any class GIF-animatable, starting with UIView
subclasses:
class CustomAnimatedView: UIView, GIFAnimatable {
public lazy var animator: Animator? = {
return Animator(withDelegate: self)
}()
override public func display(_ layer: CALayer) {
updateImageIfNeeded()
}
}
You can also make UIKit
classes conform using associated objects may you wish:
import UIKit
import Gifu
extension UIImageView: GIFAnimatable {
private struct AssociatedKeys {
static var AnimatorKey = "gifu.animator.key"
}
override open func display(_ layer: CALayer) {
updateImageIfNeeded()
}
public var animator: Animator? {
get {
guard let animator = objc_getAssociatedObject(self, &AssociatedKeys.AnimatorKey) as? Animator else {
let animator = Animator(withDelegate: self)
self.animator = animator
return animator
}
return animator
}
set {
objc_setAssociatedObject(self, &AssociatedKeys.AnimatorKey, newValue as Animator?, .OBJC_ASSOCIATION_RETAIN_NONATOMIC)
}
}
}
Examples
The simplest way to get started is initializing a GIFAnimatable
class in code or in a storyboard, then calling animate(:)
on it.
let imageView = GIFImageView(frame: CGRect(x: 0, y: 0, width: 200, height: 100))
imageView.animate(withGIFNamed: "mugen") {
print("It's animating!")
}
You can also prepare for the animation when the view loads and only start animating after a user interaction.
// In your view controller..
override func viewDidLoad() {
super.viewDidLoad()
imageView.prepareForAnimation(withGIFNamed: "mugen") {
print("Ready to animate!")
}
}
@IBAction func toggleAnimation(_ sender: AnyObject) {
if imageView.isAnimatingGIF {
imageView.stopAnimatingGIF()
} else {
imageView.startAnimatingGIF()
}
}
If you are using a GIFAnimatable
class in a table or collection view, you can call the prepareForReuse()
method in your cell subclass:
override func prepareForReuse() {
super.prepareForReuse()
imageView.prepareForReuse()
}
Demo App
Clone or download the repository and open Demo/Demo.xcworkspace
to check out the demo app.
Documentation
See the full API documentation.
Compatibility
- iOS 9.0+
- Swift 4.0
- Xcode 9.0
License
See LICENSE.
Gifu adds protocol-based, performance-aware animated GIF support to UIKit. (It’s also a prefecture in Japan).
Install
Swift Package Manager
Add the following to your
Package.swift
file:Carthage
github "kaishin/Gifu"
carthage update
CocoaPods
pod 'Gifu'
use_frameworks!
pod install
with CocoaPods 0.36 or newer.How It Works
Gifu
does not require using the built-inGIFImageView
subclass. TheAnimator
class does the heavy-lifting, while theGIFAnimatable
protocol exposes the functionality to the view classes that conform to it, using protocol extensions.The
Animator
has aFrameStore
that only keeps a limited number of frames in-memory, effectively creating a buffer for the animation without consuming all the available memory. This approach makes loading large GIFs a lot more resource-friendly.The figure below summarizes how this works in practice. Given an image containing 10 frames, Gifu will load the current frame (red), buffer the next two frames in this example (orange), and empty up all the other frames to free up memory (gray):
Usage
There are two options that should cover any situation:
GIFImageView
subclass if you don’t need to combine GIF support with another image library.GIFAnimatable
. In practice, anyUIView
subclass would do, since you get most of the required properties for free. For best results, make yourUIImageView
subclass conform toGIFAnimatable
to get access to other features such as intrinsic content size.GIFAnimatable
The bread and butter of Gifu. Through protocol extensions,
GIFAnimatable
exposes all the APIs of the library, and with very little boilerplate, any class can conform to it.That’s it. Now
MyImageView
has access to all these methods and properties:prepareForAnimation(withGIFNamed:)
andprepareForAnimation(withGIFData:)
to prepare the animator property for animation.startAnimatingGIF()
andstopAnimatingGIF()
to control the animation.animate(withGIFNamed:)
andanimate(withGIFData:)
to prepare for animation and start animating immediately.frameCount
,isAnimatingGIF
, andactiveFrame
to inspect the GIF view.prepareForReuse()
to free up resources.updateImageIfNeeded()
to update the image property if necessary.Furthermore, you can make any class GIF-animatable, starting with
UIView
subclasses:You can also make
UIKit
classes conform using associated objects may you wish:Examples
The simplest way to get started is initializing a
GIFAnimatable
class in code or in a storyboard, then callinganimate(:)
on it.You can also prepare for the animation when the view loads and only start animating after a user interaction.
If you are using a
GIFAnimatable
class in a table or collection view, you can call theprepareForReuse()
method in your cell subclass:Demo App
Clone or download the repository and open
Demo/Demo.xcworkspace
to check out the demo app.Documentation
See the full API documentation.
Compatibility
License
See LICENSE.