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https://github.com/alexiscreuzot/SwiftyGif

High performance GIF engine
https://github.com/alexiscreuzot/SwiftyGif

Last synced: 26 days ago
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High performance GIF engine

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[![Language](https://img.shields.io/badge/swift-5.0-blue.svg)](http://swift.org)
[![CocoaPods Compatible](https://img.shields.io/cocoapods/v/SwiftyGif.svg)](https://img.shields.io/cocoapods/v/SwiftyGif.svg)
[![Carthage compatible](https://img.shields.io/badge/Carthage-compatible-4BC51D.svg?style=flat)](https://github.com/Carthage/Carthage)
[![Build Status](https://travis-ci.org/kirualex/SwiftyGif.svg?branch=master)](https://travis-ci.org/kirualex/SwiftyGif)
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# SwiftyGif
High performance & easy to use Gif engine




> Language Switch: [한국어](README_KR.md)

## Features
- [x] UIImage and UIImageView extension based
- [x] Remote GIFs with customizable loader
- [x] Great CPU/Memory performances
- [x] Control playback
- [x] Allow control of display quality by using 'levelOfIntegrity'
- [x] Allow control CPU/memory tradeoff via 'memoryLimit'

## Installation

### With CocoaPods
```ruby
source 'https://github.com/CocoaPods/Specs.git'
use_frameworks!
pod 'SwiftyGif'
```

### With Carthage
Follow the usual Carthage instructions on how to [add a framework to an application](https://github.com/Carthage/Carthage#adding-frameworks-to-an-application). When adding SwiftyGif among the frameworks listed in `Cartfile`, apply its syntax for [GitHub repositories](https://github.com/Carthage/Carthage/blob/master/Documentation/Artifacts.md#github-repositories):

```
github "kirualex/SwiftyGif"
```

### With Swift Package Manager
```ruby
https://github.com/kirualex/SwiftyGif.git
```

## How to Use

### Project files
![projec-file-explain](projec-file-explain.png)

As of now, Xcode `xcassets` folders do not recognize `.gif` as images. This means you need to put your `.gif` outside of the assets. I recommend creating a group `gif` for instance.

### Quick Start

SwiftyGif uses familiar `UIImage` and `UIImageView` to display gifs.

#### Programmaticaly

```swift
import SwiftyGif

do {
let gif = try UIImage(gifName: "MyImage.gif")
let imageview = UIImageView(gifImage: gif, loopCount: 3) // Will loop 3 times
imageview.frame = view.bounds
view.addSubview(imageview)
} catch {
print(error)
}
```

#### Directly from nib/storyboard

```swift
@IBOutlet var myImageView : UIImageView!
...

let gif = try UIImage(gifName: "MyImage.gif")
self.myImageView.setGifImage(gif, loopCount: -1) // Will loop forever
```

#### Remote GIFs

```swift
// You can also set it with an URL pointing to your gif
let url = URL(string: "...")
let loader = UIActivityIndicatorView(style: .white)
cell.gifImageView.setGifFromURL(url, customLoader: loader)
```

#### SwiftUI

Add this `UIViewRepresentable` to your code.

```swift
struct AnimatedGifView: UIViewRepresentable {
@Binding var url: URL

func makeUIView(context: Context) -> UIImageView {
let imageView = UIImageView(gifURL: self.url)
imageView.contentMode = .scaleAspectFit
return imageView
}

func updateUIView(_ uiView: UIImageView, context: Context) {
uiView.setGifFromURL(self.url)
}
}
```

Then to use it:

```swift
AnimatedGifView(url: Binding(get: { myModel.gif.url }, set: { _ in }))
```

### Performances
A `SwiftyGifManager` can hold one or several UIImageView using the same memory pool. This allows you to tune the memory limits to your convenience. If no manager is declared, SwiftyGif will just use the `SwiftyGifManager.defaultManager`.

#### Level of integrity
Setting a lower level of integrity will allow for frame skipping, lowering both CPU and memory usage. This can be a good option if you need to preview a lot of gifs at the same time.

```swift
do {
let gif = try UIImage(gifName: "MyImage.gif", levelOfIntegrity:0.5)
} catch {
print(error)
}
```

### Controls
SwiftyGif offers various controls on the current `UIImageView` playing your gif file.

```swift
self.myImageView.startAnimatingGif()
self.myImageView.stopAnimatingGif()
self.myImageView.showFrameAtIndexDelta(delta: Int)
self.myImageView.showFrameAtIndex(index: Int)
```

To allow easy use of those controls, some utility methods are provided :

```swift
self.myImageView.isAnimatingGif() // Returns whether the gif is currently playing
self.myImageView.gifImage!.framesCount() // Returns number of frames for this gif
```

### Delegate
You can declare a SwiftyGifDelegate to receive updates on the gif lifecycle.
For instance, if you want your controller `MyController` to act as the delegate:
```swift
override func viewDidLoad() {
super.viewDidLoad()
self.imageView.delegate = self
}
```

Then simply add an extension:

```swift
extension MyController : SwiftyGifDelegate {

func gifURLDidFinish(sender: UIImageView) {
print("gifURLDidFinish")
}

func gifURLDidFail(sender: UIImageView) {
print("gifURLDidFail")
}

func gifDidStart(sender: UIImageView) {
print("gifDidStart")
}

func gifDidLoop(sender: UIImageView) {
print("gifDidLoop")
}

func gifDidStop(sender: UIImageView) {
print("gifDidStop")
}
}
```

## Benchmark
### Display 1 Image
| |CPU Usage(average) |Memory Usage(average) |
|:-------------:|:-----------------:|:-----------------------:|
|FLAnimatedImage|35% |9,5Mb |
|SwiftyGif |2% |18,4Mb |
|SwiftyGif(memoryLimit:10)|34% |9,5Mb |

### Display 6 Images
| |CPU Usage(average) |Memory Usage(average) |
|:-------------:|:-----------------:|:-----------------------:|
|FLAnimatedImage|65% |25,1Mb |
|SwiftyGif |22% |105Mb |
|SwiftyGif(memoryLimit:20)|45% |26Mb |

Measured on an iPhone 6S, iOS 9.3.1 and Xcode 7.3.