GT2/Ejectable/node_modules/react-native/Libraries/Image/RCTUIImageViewAnimated.m

336 lines
10 KiB
Objective-C

/*
* Copyright (c) Facebook, Inc. and its affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*/
#import <React/RCTUIImageViewAnimated.h>
#import <React/RCTDisplayWeakRefreshable.h>
#import <mach/mach.h>
#import <objc/runtime.h>
static NSUInteger RCTDeviceTotalMemory() {
return (NSUInteger)[[NSProcessInfo processInfo] physicalMemory];
}
static NSUInteger RCTDeviceFreeMemory() {
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 - vm_stat.speculative_count) * page_size;
}
@interface RCTUIImageViewAnimated () <CALayerDelegate, RCTDisplayRefreshable>
@property (nonatomic, assign) NSUInteger maxBufferSize;
@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<RCTAnimatedImage> *animatedImage;
@property (nonatomic, strong) NSMutableDictionary<NSNumber *, UIImage *> *frameBuffer;
@property (nonatomic, assign) NSTimeInterval currentTime;
@property (nonatomic, assign) BOOL bufferMiss;
@property (nonatomic, assign) NSUInteger maxBufferCount;
@property (nonatomic, strong) NSOperationQueue *fetchQueue;
@property (nonatomic, strong) dispatch_semaphore_t lock;
@property (nonatomic, assign) CGFloat animatedImageScale;
@property (nonatomic, strong) CADisplayLink *displayLink;
@end
@implementation RCTUIImageViewAnimated
- (instancetype)initWithFrame:(CGRect)frame
{
if (self = [super initWithFrame:frame]) {
self.lock = dispatch_semaphore_create(1);
[[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(didReceiveMemoryWarning:) name:UIApplicationDidReceiveMemoryWarningNotification object:nil];
}
return self;
}
- (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.maxBufferCount = 0;
self.animatedImageScale = 1;
[_fetchQueue cancelAllOperations];
_fetchQueue = nil;
dispatch_semaphore_wait(self.lock, DISPATCH_TIME_FOREVER);
[_frameBuffer removeAllObjects];
_frameBuffer = nil;
dispatch_semaphore_signal(self.lock);
}
- (void)setImage:(UIImage *)image
{
if (self.image == image) {
return;
}
[self stop];
[self resetAnimatedImage];
if ([image respondsToSelector:@selector(animatedImageFrameAtIndex:)]) {
NSUInteger animatedImageFrameCount = ((UIImage<RCTAnimatedImage> *)image).animatedImageFrameCount;
// In case frame count is 0, there is no reason to continue.
if (animatedImageFrameCount == 0) {
return;
}
self.animatedImage = (UIImage<RCTAnimatedImage> *)image;
self.totalFrameCount = animatedImageFrameCount;
// Get the current frame and loop count.
self.totalLoopCount = self.animatedImage.animatedImageLoopCount;
self.animatedImageScale = image.scale;
self.currentFrame = image;
dispatch_semaphore_wait(self.lock, DISPATCH_TIME_FOREVER);
self.frameBuffer[@(self.currentFrameIndex)] = self.currentFrame;
dispatch_semaphore_signal(self.lock);
// Calculate max buffer size
[self calculateMaxBufferCount];
if ([self paused]) {
[self start];
}
[self.layer setNeedsDisplay];
} else {
super.image = image;
}
}
#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;
}
- (CADisplayLink *)displayLink
{
// 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.
// Since this class is used for all RCTImageView's, this is especially important.
if (!_animatedImage) {
return nil;
}
if (!_displayLink) {
_displayLink = [RCTDisplayWeakRefreshable displayLinkWithWeakRefreshable:self];
NSString *runLoopMode = [NSProcessInfo processInfo].activeProcessorCount > 1 ? NSRunLoopCommonModes : NSDefaultRunLoopMode;
[_displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:runLoopMode];
}
return _displayLink;
}
#pragma mark - Animation
- (void)start
{
self.displayLink.paused = NO;
}
- (void)stop
{
self.displayLink.paused = YES;
}
- (BOOL)paused
{
return self.displayLink.isPaused;
}
- (void)displayDidRefresh:(CADisplayLink *)displayLink
{
#if TARGET_OS_UIKITFORMAC
// TODO: `displayLink.frameInterval` is not available on UIKitForMac
NSTimeInterval duration = displayLink.duration;
#else
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;
dispatch_semaphore_wait(self.lock, DISPATCH_TIME_FOREVER);
currentFrame = self.frameBuffer[@(currentFrameIndex)];
fetchFrame = currentFrame ? self.frameBuffer[@(nextFrameIndex)] : nil;
dispatch_semaphore_signal(self.lock);
BOOL bufferFull = NO;
if (currentFrame) {
dispatch_semaphore_wait(self.lock, DISPATCH_TIME_FOREVER);
// 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;
}
dispatch_semaphore_signal(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) {
// Update the loop count
self.currentLoopCount++;
// if reached the max loop count, stop animating, 0 means loop indefinitely
NSUInteger maxLoopCount = self.totalLoopCount;
if (maxLoopCount != 0 && (self.currentLoopCount >= maxLoopCount)) {
[self stop];
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<RCTAnimatedImage> *animatedImage = self.animatedImage;
NSOperation *operation = [NSBlockOperation blockOperationWithBlock:^{
UIImage *frame = [animatedImage animatedImageFrameAtIndex:fetchFrameIndex];
dispatch_semaphore_wait(self.lock, DISPATCH_TIME_FOREVER);
self.frameBuffer[@(fetchFrameIndex)] = frame;
dispatch_semaphore_signal(self.lock);
}];
[self.fetchQueue addOperation:operation];
}
}
#pragma mark - CALayerDelegate
- (void)displayLayer:(CALayer *)layer
{
if (_currentFrame) {
layer.contentsScale = self.animatedImageScale;
layer.contents = (__bridge id)_currentFrame.CGImage;
} else {
[super displayLayer:layer];
}
}
#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 = RCTDeviceTotalMemory();
NSUInteger free = RCTDeviceFreeMemory();
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;
}
#pragma mark - Lifecycle
- (void)dealloc
{
// Removes the display link from all run loop modes.
[_displayLink invalidate];
_displayLink = nil;
}
- (void)didReceiveMemoryWarning:(NSNotification *)notification
{
[_fetchQueue cancelAllOperations];
[_fetchQueue addOperationWithBlock:^{
NSNumber *currentFrameIndex = @(self.currentFrameIndex);
dispatch_semaphore_wait(self.lock, DISPATCH_TIME_FOREVER);
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];
}
}
dispatch_semaphore_signal(self.lock);
}];
}
@end