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@gboyegadada
Last active January 13, 2024 03:01
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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)
//
// 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)
}
}
//
// 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
}
}
//
// 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
}
}
@gboyegadada
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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!

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