336 lines
10 KiB
Objective-C
336 lines
10 KiB
Objective-C
/*
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* Copyright (c) Facebook, Inc. and its affiliates.
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*
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* This source code is licensed under the MIT license found in the
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* LICENSE file in the root directory of this source tree.
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*/
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#import <React/RCTUIImageViewAnimated.h>
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#import <React/RCTDisplayWeakRefreshable.h>
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#import <mach/mach.h>
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#import <objc/runtime.h>
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static NSUInteger RCTDeviceTotalMemory() {
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return (NSUInteger)[[NSProcessInfo processInfo] physicalMemory];
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}
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static NSUInteger RCTDeviceFreeMemory() {
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mach_port_t host_port = mach_host_self();
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mach_msg_type_number_t host_size = sizeof(vm_statistics_data_t) / sizeof(integer_t);
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vm_size_t page_size;
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vm_statistics_data_t vm_stat;
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kern_return_t kern;
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kern = host_page_size(host_port, &page_size);
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if (kern != KERN_SUCCESS) return 0;
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kern = host_statistics(host_port, HOST_VM_INFO, (host_info_t)&vm_stat, &host_size);
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if (kern != KERN_SUCCESS) return 0;
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return (vm_stat.free_count - vm_stat.speculative_count) * page_size;
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}
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@interface RCTUIImageViewAnimated () <CALayerDelegate, RCTDisplayRefreshable>
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@property (nonatomic, assign) NSUInteger maxBufferSize;
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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, assign) NSUInteger totalFrameCount;
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@property (nonatomic, assign) NSUInteger totalLoopCount;
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@property (nonatomic, strong) UIImage<RCTAnimatedImage> *animatedImage;
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@property (nonatomic, strong) NSMutableDictionary<NSNumber *, UIImage *> *frameBuffer;
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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) NSUInteger maxBufferCount;
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@property (nonatomic, strong) NSOperationQueue *fetchQueue;
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@property (nonatomic, strong) dispatch_semaphore_t lock;
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@property (nonatomic, assign) CGFloat animatedImageScale;
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@property (nonatomic, strong) CADisplayLink *displayLink;
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@end
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@implementation RCTUIImageViewAnimated
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- (instancetype)initWithFrame:(CGRect)frame
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{
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if (self = [super initWithFrame:frame]) {
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self.lock = dispatch_semaphore_create(1);
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[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(didReceiveMemoryWarning:) name:UIApplicationDidReceiveMemoryWarningNotification object:nil];
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}
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return self;
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}
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- (void)resetAnimatedImage
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{
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self.animatedImage = nil;
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self.totalFrameCount = 0;
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self.totalLoopCount = 0;
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self.currentFrame = nil;
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self.currentFrameIndex = 0;
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self.currentLoopCount = 0;
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self.currentTime = 0;
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self.bufferMiss = NO;
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self.maxBufferCount = 0;
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self.animatedImageScale = 1;
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[_fetchQueue cancelAllOperations];
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_fetchQueue = nil;
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dispatch_semaphore_wait(self.lock, DISPATCH_TIME_FOREVER);
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[_frameBuffer removeAllObjects];
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_frameBuffer = nil;
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dispatch_semaphore_signal(self.lock);
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}
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- (void)setImage:(UIImage *)image
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{
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if (self.image == image) {
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return;
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}
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[self stop];
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[self resetAnimatedImage];
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if ([image respondsToSelector:@selector(animatedImageFrameAtIndex:)]) {
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NSUInteger animatedImageFrameCount = ((UIImage<RCTAnimatedImage> *)image).animatedImageFrameCount;
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// In case frame count is 0, there is no reason to continue.
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if (animatedImageFrameCount == 0) {
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return;
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}
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self.animatedImage = (UIImage<RCTAnimatedImage> *)image;
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self.totalFrameCount = animatedImageFrameCount;
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// Get the current frame and loop count.
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self.totalLoopCount = self.animatedImage.animatedImageLoopCount;
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self.animatedImageScale = image.scale;
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self.currentFrame = image;
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dispatch_semaphore_wait(self.lock, DISPATCH_TIME_FOREVER);
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self.frameBuffer[@(self.currentFrameIndex)] = self.currentFrame;
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dispatch_semaphore_signal(self.lock);
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// Calculate max buffer size
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[self calculateMaxBufferCount];
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if ([self paused]) {
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[self start];
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}
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[self.layer setNeedsDisplay];
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} else {
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super.image = image;
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}
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}
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#pragma mark - Private
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- (NSOperationQueue *)fetchQueue
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{
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if (!_fetchQueue) {
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_fetchQueue = [[NSOperationQueue alloc] init];
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_fetchQueue.maxConcurrentOperationCount = 1;
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}
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return _fetchQueue;
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}
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- (NSMutableDictionary<NSNumber *,UIImage *> *)frameBuffer
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{
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if (!_frameBuffer) {
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_frameBuffer = [NSMutableDictionary dictionary];
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}
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return _frameBuffer;
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}
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- (CADisplayLink *)displayLink
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{
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// We only need a displayLink in the case of animated images, so short-circuit this code and don't create one for most of the use cases.
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// Since this class is used for all RCTImageView's, this is especially important.
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if (!_animatedImage) {
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return nil;
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}
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if (!_displayLink) {
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_displayLink = [RCTDisplayWeakRefreshable displayLinkWithWeakRefreshable:self];
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NSString *runLoopMode = [NSProcessInfo processInfo].activeProcessorCount > 1 ? NSRunLoopCommonModes : NSDefaultRunLoopMode;
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[_displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:runLoopMode];
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}
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return _displayLink;
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}
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#pragma mark - Animation
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- (void)start
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{
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self.displayLink.paused = NO;
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}
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- (void)stop
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{
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self.displayLink.paused = YES;
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}
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- (BOOL)paused
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{
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return self.displayLink.isPaused;
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}
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- (void)displayDidRefresh:(CADisplayLink *)displayLink
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{
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#if TARGET_OS_UIKITFORMAC
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// TODO: `displayLink.frameInterval` is not available on UIKitForMac
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NSTimeInterval duration = displayLink.duration;
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#else
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NSTimeInterval duration = displayLink.duration * displayLink.frameInterval;
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#endif
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NSUInteger totalFrameCount = self.totalFrameCount;
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NSUInteger currentFrameIndex = self.currentFrameIndex;
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NSUInteger nextFrameIndex = (currentFrameIndex + 1) % totalFrameCount;
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// Check if we have the frame buffer firstly to improve performance
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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.animatedImage animatedImageDurationAtIndex:currentFrameIndex];
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if (self.currentTime < currentDuration) {
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// Current frame timestamp not reached, return
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return;
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}
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self.currentTime -= currentDuration;
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NSTimeInterval nextDuration = [self.animatedImage animatedImageDurationAtIndex:nextFrameIndex];
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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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}
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// Update the current frame
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UIImage *currentFrame;
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UIImage *fetchFrame;
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dispatch_semaphore_wait(self.lock, DISPATCH_TIME_FOREVER);
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currentFrame = self.frameBuffer[@(currentFrameIndex)];
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fetchFrame = currentFrame ? self.frameBuffer[@(nextFrameIndex)] : nil;
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dispatch_semaphore_signal(self.lock);
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BOOL bufferFull = NO;
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if (currentFrame) {
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dispatch_semaphore_wait(self.lock, DISPATCH_TIME_FOREVER);
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// Remove the frame buffer if need
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if (self.frameBuffer.count > self.maxBufferCount) {
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self.frameBuffer[@(currentFrameIndex)] = nil;
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}
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// Check whether we can stop fetch
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if (self.frameBuffer.count == totalFrameCount) {
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bufferFull = YES;
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}
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dispatch_semaphore_signal(self.lock);
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self.currentFrame = currentFrame;
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self.currentFrameIndex = nextFrameIndex;
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self.bufferMiss = NO;
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[self.layer setNeedsDisplay];
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} else {
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self.bufferMiss = YES;
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}
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// Update the loop count when last frame rendered
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if (nextFrameIndex == 0 && !self.bufferMiss) {
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// Update the loop count
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self.currentLoopCount++;
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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 stop];
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return;
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}
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}
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// Check if we should prefetch next frame or current frame
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NSUInteger fetchFrameIndex;
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if (self.bufferMiss) {
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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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fetchFrameIndex = currentFrameIndex;
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} else {
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// Or, most cases, the decode speed is faster than render speed, we fetch next frame
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fetchFrameIndex = nextFrameIndex;
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}
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if (!fetchFrame && !bufferFull && self.fetchQueue.operationCount == 0) {
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// Prefetch next frame in background queue
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UIImage<RCTAnimatedImage> *animatedImage = self.animatedImage;
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NSOperation *operation = [NSBlockOperation blockOperationWithBlock:^{
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UIImage *frame = [animatedImage animatedImageFrameAtIndex:fetchFrameIndex];
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dispatch_semaphore_wait(self.lock, DISPATCH_TIME_FOREVER);
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self.frameBuffer[@(fetchFrameIndex)] = frame;
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dispatch_semaphore_signal(self.lock);
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}];
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[self.fetchQueue addOperation:operation];
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}
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}
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#pragma mark - CALayerDelegate
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- (void)displayLayer:(CALayer *)layer
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{
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if (_currentFrame) {
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layer.contentsScale = self.animatedImageScale;
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layer.contents = (__bridge id)_currentFrame.CGImage;
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} else {
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[super displayLayer:layer];
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}
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}
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#pragma mark - Util
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- (void)calculateMaxBufferCount
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{
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NSUInteger bytes = CGImageGetBytesPerRow(self.currentFrame.CGImage) * CGImageGetHeight(self.currentFrame.CGImage);
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if (bytes == 0) bytes = 1024;
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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 = RCTDeviceTotalMemory();
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NSUInteger free = RCTDeviceFreeMemory();
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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.maxBufferCount = maxBufferCount;
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}
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#pragma mark - Lifecycle
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- (void)dealloc
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{
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// Removes the display link from all run loop modes.
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[_displayLink invalidate];
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_displayLink = nil;
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}
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- (void)didReceiveMemoryWarning:(NSNotification *)notification
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{
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[_fetchQueue cancelAllOperations];
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[_fetchQueue addOperationWithBlock:^{
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NSNumber *currentFrameIndex = @(self.currentFrameIndex);
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dispatch_semaphore_wait(self.lock, DISPATCH_TIME_FOREVER);
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NSArray *keys = self.frameBuffer.allKeys;
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// only keep the next frame for later rendering
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for (NSNumber * key in keys) {
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if (![key isEqualToNumber:currentFrameIndex]) {
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[self.frameBuffer removeObjectForKey:key];
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}
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}
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dispatch_semaphore_signal(self.lock);
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}];
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}
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@end
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