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Simple GIF player for Swift. Tested on macOS but should work with iOS too (remember to switch NSImage to UIImage in the example)
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// | |
// ExampleView.swift | |
// | |
// Created by Gboyega Dada on 13/01/2024. | |
// | |
import SwiftUI | |
struct ExampleView: View { | |
var src: URL | |
var previewURL: URL? | |
var width: CGFloat = 200.0 // default | |
@State var player: GIFPlayer? = nil | |
@State var preview: Image? = nil | |
var body: some View { | |
ZStack(alignment: .top) { | |
if let preview { | |
preview | |
.resizable() | |
.aspectRatio(contentMode: .fit) | |
.frame(minWidth: width, maxWidth: width, alignment: .center) | |
.cornerRadius(30) | |
.clipped() | |
} | |
if player?.stopped == false, let image = player?.image { | |
Image(image, scale: 1.0, orientation: .up, label: Text("")) | |
.resizable() | |
.aspectRatio(contentMode: .fit) | |
.frame(minWidth: width, maxWidth: width, alignment: .center) | |
.cornerRadius(30) | |
.clipped() | |
} | |
} /// ZStack | |
.frame(minWidth: width, maxWidth: width) | |
.background(Color.clear) | |
.task { | |
preview = await loadPreview(previewURL) | |
player = .init(src) | |
await player?.play() | |
} | |
.onDisappear { | |
player?.stop() | |
player = nil | |
preview = nil | |
} | |
} | |
func loadPreview(_ url: URL?) async -> Image? { | |
guard let url, let image = NSImage(contentsOf: url) else { return nil } | |
return Image(nsImage: image) | |
} | |
} | |
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// | |
// GIFPlayer.swift | |
// | |
// Created by Gboyega Dada on 10/01/2024. | |
// | |
import Foundation | |
import ImageIO | |
@Observable final class GIFPlayer { | |
private(set) var image: CGImage? | |
private(set) var stopped: Bool = true | |
public var src: URL | |
private let defaultLoopCount: Int = 5 | |
private var timeout: Timeout = .init() | |
private func tick() { | |
guard !stopped else { return } | |
timeout.begin(in: 0.4) { [weak self] in self?.stopped = true } | |
} | |
init(_ url: URL) { | |
self.src = url | |
} | |
deinit { | |
stop() | |
} | |
func play(loopCount: Int? = nil, startIndex: Int? = nil) async { | |
guard stopped else { return } | |
stopped = false | |
guard startWithFrameHandler(loopCount: loopCount ?? defaultLoopCount, startIndex: startIndex ?? 0) == true | |
else { | |
print("debug GIFPlayer -- ⚠️ failed to animate image at url \(src.path)") | |
return | |
} | |
} | |
func stop() { | |
timeout.cancel() | |
stopped = true | |
} | |
} | |
extension GIFPlayer { | |
private func startWithFrameHandler(loopCount: Int, startIndex: Int) -> Bool { | |
let options: CFDictionary = [ | |
kCGImageAnimationLoopCount as String : loopCount, | |
kCGImageAnimationStartIndex as String : startIndex | |
] as CFDictionary | |
let status: OSStatus = CGAnimateImageAtURLWithBlock(src as CFURL, options) { [weak self] _, image, isStopping in | |
guard let self else { | |
isStopping.pointee = true | |
return | |
} | |
self.tick() | |
self.image = image | |
isStopping.pointee = self.stopped | |
} | |
return status == noErr | |
} | |
} |
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// | |
// SpringLoader.swift | |
// | |
// Created by Gboyega Dada on 07/01/2024. | |
// | |
import Foundation | |
@Observable final class Timeout { | |
private var task: Task<Void, Never>? = nil | |
func begin(in seconds: TimeInterval = 1.4, perform: @escaping () -> Void) { | |
cancel() | |
task = Task(priority: .userInitiated) { [weak self] in | |
do { | |
try await Task.sleep(seconds: seconds) | |
await MainActor.run { [weak self] in | |
perform() | |
} | |
} catch { | |
// Cancel timeout | |
} | |
} | |
} | |
func cancel() { | |
task?.cancel() | |
task = nil | |
} | |
} |
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Not sure if this is an ideal way to check if the loops have completed (with a timeout). Seems there is no direct way to do it. But if you have a cleaner way, please share!