AnimatedImageView.swift 25 KB

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  1. //
  2. // AnimatableImageView.swift
  3. // Kingfisher
  4. //
  5. // Created by bl4ckra1sond3tre on 4/22/16.
  6. //
  7. // The AnimatableImageView, AnimatedFrame and Animator is a modified version of
  8. // some classes from kaishin's Gifu project (https://github.com/kaishin/Gifu)
  9. //
  10. // The MIT License (MIT)
  11. //
  12. // Copyright (c) 2019 Reda Lemeden.
  13. //
  14. // Permission is hereby granted, free of charge, to any person obtaining a copy of
  15. // this software and associated documentation files (the "Software"), to deal in
  16. // the Software without restriction, including without limitation the rights to
  17. // use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
  18. // the Software, and to permit persons to whom the Software is furnished to do so,
  19. // subject to the following conditions:
  20. //
  21. // The above copyright notice and this permission notice shall be included in all
  22. // copies or substantial portions of the Software.
  23. //
  24. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  25. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
  26. // FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
  27. // COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
  28. // IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
  29. // CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  30. //
  31. // The name and characters used in the demo of this software are property of their
  32. // respective owners.
  33. #if !os(watchOS)
  34. #if canImport(UIKit)
  35. import UIKit
  36. import ImageIO
  37. /// Protocol of `AnimatedImageView`.
  38. public protocol AnimatedImageViewDelegate: AnyObject {
  39. /// Called after the animatedImageView has finished each animation loop.
  40. ///
  41. /// - Parameters:
  42. /// - imageView: The `AnimatedImageView` that is being animated.
  43. /// - count: The looped count.
  44. func animatedImageView(_ imageView: AnimatedImageView, didPlayAnimationLoops count: UInt)
  45. /// Called after the `AnimatedImageView` has reached the max repeat count.
  46. ///
  47. /// - Parameter imageView: The `AnimatedImageView` that is being animated.
  48. func animatedImageViewDidFinishAnimating(_ imageView: AnimatedImageView)
  49. }
  50. extension AnimatedImageViewDelegate {
  51. public func animatedImageView(_ imageView: AnimatedImageView, didPlayAnimationLoops count: UInt) {}
  52. public func animatedImageViewDidFinishAnimating(_ imageView: AnimatedImageView) {}
  53. }
  54. let KFRunLoopModeCommon = RunLoop.Mode.common
  55. /// Represents a subclass of `UIImageView` for displaying animated image.
  56. /// Different from showing animated image in a normal `UIImageView` (which load all frames at one time),
  57. /// `AnimatedImageView` only tries to load several frames (defined by `framePreloadCount`) to reduce memory usage.
  58. /// It provides a tradeoff between memory usage and CPU time. If you have a memory issue when using a normal image
  59. /// view to load GIF data, you could give this class a try.
  60. ///
  61. /// Kingfisher supports setting GIF animated data to either `UIImageView` and `AnimatedImageView` out of box. So
  62. /// it would be fairly easy to switch between them.
  63. open class AnimatedImageView: UIImageView {
  64. /// Proxy object for preventing a reference cycle between the `CADDisplayLink` and `AnimatedImageView`.
  65. class TargetProxy {
  66. private weak var target: AnimatedImageView?
  67. init(target: AnimatedImageView) {
  68. self.target = target
  69. }
  70. @objc func onScreenUpdate() {
  71. target?.updateFrameIfNeeded()
  72. }
  73. }
  74. /// Enumeration that specifies repeat count of GIF
  75. public enum RepeatCount: Equatable {
  76. case once
  77. case finite(count: UInt)
  78. case infinite
  79. public static func ==(lhs: RepeatCount, rhs: RepeatCount) -> Bool {
  80. switch (lhs, rhs) {
  81. case let (.finite(l), .finite(r)):
  82. return l == r
  83. case (.once, .once),
  84. (.infinite, .infinite):
  85. return true
  86. case (.once, .finite(let count)),
  87. (.finite(let count), .once):
  88. return count == 1
  89. case (.once, _),
  90. (.infinite, _),
  91. (.finite, _):
  92. return false
  93. }
  94. }
  95. }
  96. // MARK: - Public property
  97. /// Whether automatically play the animation when the view become visible. Default is `true`.
  98. public var autoPlayAnimatedImage = true
  99. /// The count of the frames should be preloaded before shown.
  100. public var framePreloadCount = 10
  101. /// Specifies whether the GIF frames should be pre-scaled to the image view's size or not.
  102. /// If the downloaded image is larger than the image view's size, it will help to reduce some memory use.
  103. /// Default is `true`.
  104. public var needsPrescaling = true
  105. /// Decode the GIF frames in background thread before using. It will decode frames data and do a off-screen
  106. /// rendering to extract pixel information in background. This can reduce the main thread CPU usage.
  107. public var backgroundDecode = true
  108. /// The animation timer's run loop mode. Default is `RunLoop.Mode.common`.
  109. /// Set this property to `RunLoop.Mode.default` will make the animation pause during UIScrollView scrolling.
  110. public var runLoopMode = KFRunLoopModeCommon {
  111. willSet {
  112. guard runLoopMode != newValue else { return }
  113. stopAnimating()
  114. displayLink.remove(from: .main, forMode: runLoopMode)
  115. displayLink.add(to: .main, forMode: newValue)
  116. startAnimating()
  117. }
  118. }
  119. /// The repeat count. The animated image will keep animate until it the loop count reaches this value.
  120. /// Setting this value to another one will reset current animation.
  121. ///
  122. /// Default is `.infinite`, which means the animation will last forever.
  123. public var repeatCount = RepeatCount.infinite {
  124. didSet {
  125. if oldValue != repeatCount {
  126. reset()
  127. setNeedsDisplay()
  128. layer.setNeedsDisplay()
  129. }
  130. }
  131. }
  132. /// Delegate of this `AnimatedImageView` object. See `AnimatedImageViewDelegate` protocol for more.
  133. public weak var delegate: AnimatedImageViewDelegate?
  134. /// The `Animator` instance that holds the frames of a specific image in memory.
  135. public private(set) var animator: Animator?
  136. // MARK: - Private property
  137. // Dispatch queue used for preloading images.
  138. private lazy var preloadQueue: DispatchQueue = {
  139. return DispatchQueue(label: "com.onevcat.Kingfisher.Animator.preloadQueue")
  140. }()
  141. // A flag to avoid invalidating the displayLink on deinit if it was never created, because displayLink is so lazy.
  142. private var isDisplayLinkInitialized: Bool = false
  143. // A display link that keeps calling the `updateFrame` method on every screen refresh.
  144. private lazy var displayLink: CADisplayLink = {
  145. isDisplayLinkInitialized = true
  146. let displayLink = CADisplayLink(target: TargetProxy(target: self), selector: #selector(TargetProxy.onScreenUpdate))
  147. displayLink.add(to: .main, forMode: runLoopMode)
  148. displayLink.isPaused = true
  149. return displayLink
  150. }()
  151. // MARK: - Override
  152. override open var image: KFCrossPlatformImage? {
  153. didSet {
  154. if image != oldValue {
  155. reset()
  156. }
  157. setNeedsDisplay()
  158. layer.setNeedsDisplay()
  159. }
  160. }
  161. open override var isHighlighted: Bool {
  162. get {
  163. super.isHighlighted
  164. }
  165. set {
  166. // Highlighted image is unsupported for animated images.
  167. // See https://github.com/onevcat/Kingfisher/issues/1679
  168. if displayLink.isPaused {
  169. super.isHighlighted = newValue
  170. }
  171. }
  172. }
  173. // Workaround for Apple xcframework creating issue on Apple TV in Swift 5.8.
  174. // https://github.com/apple/swift/issues/66015
  175. #if os(tvOS)
  176. public override init(image: UIImage?, highlightedImage: UIImage?) {
  177. super.init(image: image, highlightedImage: highlightedImage)
  178. }
  179. required public init?(coder: NSCoder) {
  180. super.init(coder: coder)
  181. }
  182. init() {
  183. super.init(frame: .zero)
  184. }
  185. #endif
  186. deinit {
  187. if isDisplayLinkInitialized {
  188. displayLink.invalidate()
  189. }
  190. }
  191. override open var isAnimating: Bool {
  192. if isDisplayLinkInitialized {
  193. return !displayLink.isPaused
  194. } else {
  195. return super.isAnimating
  196. }
  197. }
  198. /// Starts the animation.
  199. override open func startAnimating() {
  200. guard !isAnimating else { return }
  201. guard let animator = animator else { return }
  202. guard !animator.isReachMaxRepeatCount else { return }
  203. displayLink.isPaused = false
  204. }
  205. /// Stops the animation.
  206. override open func stopAnimating() {
  207. super.stopAnimating()
  208. if isDisplayLinkInitialized {
  209. displayLink.isPaused = true
  210. }
  211. }
  212. override open func display(_ layer: CALayer) {
  213. layer.contents = animator?.currentFrameImage?.cgImage ?? image?.cgImage
  214. }
  215. override open func didMoveToWindow() {
  216. super.didMoveToWindow()
  217. didMove()
  218. }
  219. override open func didMoveToSuperview() {
  220. super.didMoveToSuperview()
  221. didMove()
  222. }
  223. // This is for back compatibility that using regular `UIImageView` to show animated image.
  224. override func shouldPreloadAllAnimation() -> Bool {
  225. return false
  226. }
  227. // Reset the animator.
  228. private func reset() {
  229. animator = nil
  230. if let image = image, let imageSource = image.kf.imageSource {
  231. let targetSize = bounds.scaled(UIScreen.main.scale).size
  232. let animator = Animator(
  233. imageSource: imageSource,
  234. contentMode: contentMode,
  235. size: targetSize,
  236. imageSize: image.kf.size,
  237. imageScale: image.kf.scale,
  238. framePreloadCount: framePreloadCount,
  239. repeatCount: repeatCount,
  240. preloadQueue: preloadQueue)
  241. animator.delegate = self
  242. animator.needsPrescaling = needsPrescaling
  243. animator.backgroundDecode = backgroundDecode
  244. animator.prepareFramesAsynchronously()
  245. self.animator = animator
  246. }
  247. didMove()
  248. }
  249. private func didMove() {
  250. if autoPlayAnimatedImage && animator != nil {
  251. if let _ = superview, let _ = window {
  252. startAnimating()
  253. } else {
  254. stopAnimating()
  255. }
  256. }
  257. }
  258. /// Update the current frame with the displayLink duration.
  259. private func updateFrameIfNeeded() {
  260. guard let animator = animator else {
  261. return
  262. }
  263. guard !animator.isFinished else {
  264. stopAnimating()
  265. delegate?.animatedImageViewDidFinishAnimating(self)
  266. return
  267. }
  268. let duration: CFTimeInterval
  269. // CA based display link is opt-out from ProMotion by default.
  270. // So the duration and its FPS might not match.
  271. // See [#718](https://github.com/onevcat/Kingfisher/issues/718)
  272. // By setting CADisableMinimumFrameDuration to YES in Info.plist may
  273. // cause the preferredFramesPerSecond being 0
  274. let preferredFramesPerSecond = displayLink.preferredFramesPerSecond
  275. if preferredFramesPerSecond == 0 {
  276. duration = displayLink.duration
  277. } else {
  278. // Some devices (like iPad Pro 10.5) will have a different FPS.
  279. duration = 1.0 / TimeInterval(preferredFramesPerSecond)
  280. }
  281. animator.shouldChangeFrame(with: duration) { [weak self] hasNewFrame in
  282. if hasNewFrame {
  283. self?.layer.setNeedsDisplay()
  284. }
  285. }
  286. }
  287. }
  288. protocol AnimatorDelegate: AnyObject {
  289. func animator(_ animator: AnimatedImageView.Animator, didPlayAnimationLoops count: UInt)
  290. }
  291. extension AnimatedImageView: AnimatorDelegate {
  292. func animator(_ animator: Animator, didPlayAnimationLoops count: UInt) {
  293. delegate?.animatedImageView(self, didPlayAnimationLoops: count)
  294. }
  295. }
  296. extension AnimatedImageView {
  297. // Represents a single frame in a GIF.
  298. struct AnimatedFrame {
  299. // The image to display for this frame. Its value is nil when the frame is removed from the buffer.
  300. let image: UIImage?
  301. // The duration that this frame should remain active.
  302. let duration: TimeInterval
  303. // A placeholder frame with no image assigned.
  304. // Used to replace frames that are no longer needed in the animation.
  305. var placeholderFrame: AnimatedFrame {
  306. return AnimatedFrame(image: nil, duration: duration)
  307. }
  308. // Whether this frame instance contains an image or not.
  309. var isPlaceholder: Bool {
  310. return image == nil
  311. }
  312. // Returns a new instance from an optional image.
  313. //
  314. // - parameter image: An optional `UIImage` instance to be assigned to the new frame.
  315. // - returns: An `AnimatedFrame` instance.
  316. func makeAnimatedFrame(image: UIImage?) -> AnimatedFrame {
  317. return AnimatedFrame(image: image, duration: duration)
  318. }
  319. }
  320. }
  321. extension AnimatedImageView {
  322. // MARK: - Animator
  323. /// An animator which used to drive the data behind `AnimatedImageView`.
  324. public class Animator {
  325. private let size: CGSize
  326. private let imageSize: CGSize
  327. private let imageScale: CGFloat
  328. /// The maximum count of image frames that needs preload.
  329. public let maxFrameCount: Int
  330. private let imageSource: CGImageSource
  331. private let maxRepeatCount: RepeatCount
  332. private let maxTimeStep: TimeInterval = 1.0
  333. private let animatedFrames = SafeArray<AnimatedFrame>()
  334. private var frameCount = 0
  335. private var timeSinceLastFrameChange: TimeInterval = 0.0
  336. private var currentRepeatCount: UInt = 0
  337. var isFinished: Bool = false
  338. var needsPrescaling = true
  339. var backgroundDecode = true
  340. weak var delegate: AnimatorDelegate?
  341. // Total duration of one animation loop
  342. var loopDuration: TimeInterval = 0
  343. /// The image of the current frame.
  344. public var currentFrameImage: UIImage? {
  345. return frame(at: currentFrameIndex)
  346. }
  347. /// The duration of the current active frame duration.
  348. public var currentFrameDuration: TimeInterval {
  349. return duration(at: currentFrameIndex)
  350. }
  351. /// The index of the current animation frame.
  352. public internal(set) var currentFrameIndex = 0 {
  353. didSet {
  354. previousFrameIndex = oldValue
  355. }
  356. }
  357. var previousFrameIndex = 0 {
  358. didSet {
  359. preloadQueue.async {
  360. self.updatePreloadedFrames()
  361. }
  362. }
  363. }
  364. var isReachMaxRepeatCount: Bool {
  365. switch maxRepeatCount {
  366. case .once:
  367. return currentRepeatCount >= 1
  368. case .finite(let maxCount):
  369. return currentRepeatCount >= maxCount
  370. case .infinite:
  371. return false
  372. }
  373. }
  374. /// Whether the current frame is the last frame or not in the animation sequence.
  375. public var isLastFrame: Bool {
  376. return currentFrameIndex == frameCount - 1
  377. }
  378. var preloadingIsNeeded: Bool {
  379. return maxFrameCount < frameCount - 1
  380. }
  381. var contentMode = UIView.ContentMode.scaleToFill
  382. private lazy var preloadQueue: DispatchQueue = {
  383. return DispatchQueue(label: "com.onevcat.Kingfisher.Animator.preloadQueue")
  384. }()
  385. /// Creates an animator with image source reference.
  386. ///
  387. /// - Parameters:
  388. /// - source: The reference of animated image.
  389. /// - mode: Content mode of the `AnimatedImageView`.
  390. /// - size: Size of the `AnimatedImageView`.
  391. /// - imageSize: Size of the `KingfisherWrapper`.
  392. /// - imageScale: Scale of the `KingfisherWrapper`.
  393. /// - count: Count of frames needed to be preloaded.
  394. /// - repeatCount: The repeat count should this animator uses.
  395. /// - preloadQueue: Dispatch queue used for preloading images.
  396. init(imageSource source: CGImageSource,
  397. contentMode mode: UIView.ContentMode,
  398. size: CGSize,
  399. imageSize: CGSize,
  400. imageScale: CGFloat,
  401. framePreloadCount count: Int,
  402. repeatCount: RepeatCount,
  403. preloadQueue: DispatchQueue) {
  404. self.imageSource = source
  405. self.contentMode = mode
  406. self.size = size
  407. self.imageSize = imageSize
  408. self.imageScale = imageScale
  409. self.maxFrameCount = count
  410. self.maxRepeatCount = repeatCount
  411. self.preloadQueue = preloadQueue
  412. GraphicsContext.begin(size: imageSize, scale: imageScale)
  413. }
  414. deinit {
  415. resetAnimatedFrames()
  416. GraphicsContext.end()
  417. }
  418. /// Gets the image frame of a given index.
  419. /// - Parameter index: The index of desired image.
  420. /// - Returns: The decoded image at the frame. `nil` if the index is out of bound or the image is not yet loaded.
  421. public func frame(at index: Int) -> KFCrossPlatformImage? {
  422. return animatedFrames[index]?.image
  423. }
  424. public func duration(at index: Int) -> TimeInterval {
  425. return animatedFrames[index]?.duration ?? .infinity
  426. }
  427. func prepareFramesAsynchronously() {
  428. frameCount = Int(CGImageSourceGetCount(imageSource))
  429. animatedFrames.reserveCapacity(frameCount)
  430. preloadQueue.async { [weak self] in
  431. self?.setupAnimatedFrames()
  432. }
  433. }
  434. func shouldChangeFrame(with duration: CFTimeInterval, handler: (Bool) -> Void) {
  435. incrementTimeSinceLastFrameChange(with: duration)
  436. if currentFrameDuration > timeSinceLastFrameChange {
  437. handler(false)
  438. } else {
  439. resetTimeSinceLastFrameChange()
  440. incrementCurrentFrameIndex()
  441. handler(true)
  442. }
  443. }
  444. private func setupAnimatedFrames() {
  445. resetAnimatedFrames()
  446. var duration: TimeInterval = 0
  447. (0..<frameCount).forEach { index in
  448. let frameDuration = GIFAnimatedImage.getFrameDuration(from: imageSource, at: index)
  449. duration += min(frameDuration, maxTimeStep)
  450. animatedFrames.append(AnimatedFrame(image: nil, duration: frameDuration))
  451. if index > maxFrameCount { return }
  452. animatedFrames[index] = animatedFrames[index]?.makeAnimatedFrame(image: loadFrame(at: index))
  453. }
  454. self.loopDuration = duration
  455. }
  456. private func resetAnimatedFrames() {
  457. animatedFrames.removeAll()
  458. }
  459. private func loadFrame(at index: Int) -> UIImage? {
  460. let resize = needsPrescaling && size != .zero
  461. let options: [CFString: Any]?
  462. if resize {
  463. options = [
  464. kCGImageSourceCreateThumbnailFromImageIfAbsent: true,
  465. kCGImageSourceCreateThumbnailWithTransform: true,
  466. kCGImageSourceShouldCacheImmediately: true,
  467. kCGImageSourceThumbnailMaxPixelSize: max(size.width, size.height)
  468. ]
  469. } else {
  470. options = nil
  471. }
  472. guard let cgImage = CGImageSourceCreateImageAtIndex(imageSource, index, options as CFDictionary?) else {
  473. return nil
  474. }
  475. if #available(iOS 15, tvOS 15, *) {
  476. // From iOS 15, a plain image loading causes iOS calling `-[_UIImageCGImageContent initWithCGImage:scale:]`
  477. // in ImageIO, which holds the image ref on the creating thread.
  478. // To get a workaround, create another image ref and use that to create the final image. This leads to
  479. // some performance loss, but there is little we can do.
  480. // https://github.com/onevcat/Kingfisher/issues/1844
  481. guard let context = GraphicsContext.current(size: imageSize, scale: imageScale, inverting: true, cgImage: cgImage),
  482. let decodedImageRef = cgImage.decoded(on: context, scale: imageScale)
  483. else {
  484. return KFCrossPlatformImage(cgImage: cgImage)
  485. }
  486. return KFCrossPlatformImage(cgImage: decodedImageRef)
  487. } else {
  488. let image = KFCrossPlatformImage(cgImage: cgImage)
  489. if backgroundDecode {
  490. guard let context = GraphicsContext.current(size: imageSize, scale: imageScale, inverting: true, cgImage: cgImage) else {
  491. return image
  492. }
  493. return image.kf.decoded(on: context)
  494. } else {
  495. return image
  496. }
  497. }
  498. }
  499. private func updatePreloadedFrames() {
  500. guard preloadingIsNeeded else {
  501. return
  502. }
  503. let previousFrame = animatedFrames[previousFrameIndex]
  504. animatedFrames[previousFrameIndex] = previousFrame?.placeholderFrame
  505. // ensure the image dealloc in main thread
  506. defer {
  507. if let image = previousFrame?.image {
  508. DispatchQueue.main.async {
  509. _ = image
  510. }
  511. }
  512. }
  513. preloadIndexes(start: currentFrameIndex).forEach { index in
  514. guard let currentAnimatedFrame = animatedFrames[index] else { return }
  515. if !currentAnimatedFrame.isPlaceholder { return }
  516. animatedFrames[index] = currentAnimatedFrame.makeAnimatedFrame(image: loadFrame(at: index))
  517. }
  518. }
  519. private func incrementCurrentFrameIndex() {
  520. let wasLastFrame = isLastFrame
  521. currentFrameIndex = increment(frameIndex: currentFrameIndex)
  522. if isLastFrame {
  523. currentRepeatCount += 1
  524. if isReachMaxRepeatCount {
  525. isFinished = true
  526. // Notify the delegate here because the animation is stopping.
  527. delegate?.animator(self, didPlayAnimationLoops: currentRepeatCount)
  528. }
  529. } else if wasLastFrame {
  530. // Notify the delegate that the loop completed
  531. delegate?.animator(self, didPlayAnimationLoops: currentRepeatCount)
  532. }
  533. }
  534. private func incrementTimeSinceLastFrameChange(with duration: TimeInterval) {
  535. timeSinceLastFrameChange += min(maxTimeStep, duration)
  536. }
  537. private func resetTimeSinceLastFrameChange() {
  538. timeSinceLastFrameChange -= currentFrameDuration
  539. }
  540. private func increment(frameIndex: Int, by value: Int = 1) -> Int {
  541. return (frameIndex + value) % frameCount
  542. }
  543. private func preloadIndexes(start index: Int) -> [Int] {
  544. let nextIndex = increment(frameIndex: index)
  545. let lastIndex = increment(frameIndex: index, by: maxFrameCount)
  546. if lastIndex >= nextIndex {
  547. return [Int](nextIndex...lastIndex)
  548. } else {
  549. return [Int](nextIndex..<frameCount) + [Int](0...lastIndex)
  550. }
  551. }
  552. }
  553. }
  554. class SafeArray<Element> {
  555. private var array: Array<Element> = []
  556. private let lock = NSLock()
  557. subscript(index: Int) -> Element? {
  558. get {
  559. lock.lock()
  560. defer { lock.unlock() }
  561. return array.indices ~= index ? array[index] : nil
  562. }
  563. set {
  564. lock.lock()
  565. defer { lock.unlock() }
  566. if let newValue = newValue, array.indices ~= index {
  567. array[index] = newValue
  568. }
  569. }
  570. }
  571. var count : Int {
  572. lock.lock()
  573. defer { lock.unlock() }
  574. return array.count
  575. }
  576. func reserveCapacity(_ count: Int) {
  577. lock.lock()
  578. defer { lock.unlock() }
  579. array.reserveCapacity(count)
  580. }
  581. func append(_ element: Element) {
  582. lock.lock()
  583. defer { lock.unlock() }
  584. array += [element]
  585. }
  586. func removeAll() {
  587. lock.lock()
  588. defer { lock.unlock() }
  589. array = []
  590. }
  591. }
  592. #endif
  593. #endif