AnimatedImageView.swift 24 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. deinit {
  174. if isDisplayLinkInitialized {
  175. displayLink.invalidate()
  176. }
  177. }
  178. override open var isAnimating: Bool {
  179. if isDisplayLinkInitialized {
  180. return !displayLink.isPaused
  181. } else {
  182. return super.isAnimating
  183. }
  184. }
  185. /// Starts the animation.
  186. override open func startAnimating() {
  187. guard !isAnimating else { return }
  188. guard let animator = animator else { return }
  189. guard !animator.isReachMaxRepeatCount else { return }
  190. displayLink.isPaused = false
  191. }
  192. /// Stops the animation.
  193. override open func stopAnimating() {
  194. super.stopAnimating()
  195. if isDisplayLinkInitialized {
  196. displayLink.isPaused = true
  197. }
  198. }
  199. override open func display(_ layer: CALayer) {
  200. layer.contents = animator?.currentFrameImage?.cgImage ?? image?.cgImage
  201. }
  202. override open func didMoveToWindow() {
  203. super.didMoveToWindow()
  204. didMove()
  205. }
  206. override open func didMoveToSuperview() {
  207. super.didMoveToSuperview()
  208. didMove()
  209. }
  210. // This is for back compatibility that using regular `UIImageView` to show animated image.
  211. override func shouldPreloadAllAnimation() -> Bool {
  212. return false
  213. }
  214. // Reset the animator.
  215. private func reset() {
  216. animator = nil
  217. if let image = image, let imageSource = image.kf.imageSource {
  218. let targetSize = bounds.scaled(UIScreen.main.scale).size
  219. let animator = Animator(
  220. imageSource: imageSource,
  221. contentMode: contentMode,
  222. size: targetSize,
  223. imageSize: image.kf.size,
  224. imageScale: image.kf.scale,
  225. framePreloadCount: framePreloadCount,
  226. repeatCount: repeatCount,
  227. preloadQueue: preloadQueue)
  228. animator.delegate = self
  229. animator.needsPrescaling = needsPrescaling
  230. animator.backgroundDecode = backgroundDecode
  231. animator.prepareFramesAsynchronously()
  232. self.animator = animator
  233. }
  234. didMove()
  235. }
  236. private func didMove() {
  237. if autoPlayAnimatedImage && animator != nil {
  238. if let _ = superview, let _ = window {
  239. startAnimating()
  240. } else {
  241. stopAnimating()
  242. }
  243. }
  244. }
  245. /// Update the current frame with the displayLink duration.
  246. private func updateFrameIfNeeded() {
  247. guard let animator = animator else {
  248. return
  249. }
  250. guard !animator.isFinished else {
  251. stopAnimating()
  252. delegate?.animatedImageViewDidFinishAnimating(self)
  253. return
  254. }
  255. let duration: CFTimeInterval
  256. // CA based display link is opt-out from ProMotion by default.
  257. // So the duration and its FPS might not match.
  258. // See [#718](https://github.com/onevcat/Kingfisher/issues/718)
  259. // By setting CADisableMinimumFrameDuration to YES in Info.plist may
  260. // cause the preferredFramesPerSecond being 0
  261. let preferredFramesPerSecond = displayLink.preferredFramesPerSecond
  262. if preferredFramesPerSecond == 0 {
  263. duration = displayLink.duration
  264. } else {
  265. // Some devices (like iPad Pro 10.5) will have a different FPS.
  266. duration = 1.0 / TimeInterval(preferredFramesPerSecond)
  267. }
  268. animator.shouldChangeFrame(with: duration) { [weak self] hasNewFrame in
  269. if hasNewFrame {
  270. self?.layer.setNeedsDisplay()
  271. }
  272. }
  273. }
  274. }
  275. protocol AnimatorDelegate: AnyObject {
  276. func animator(_ animator: AnimatedImageView.Animator, didPlayAnimationLoops count: UInt)
  277. }
  278. extension AnimatedImageView: AnimatorDelegate {
  279. func animator(_ animator: Animator, didPlayAnimationLoops count: UInt) {
  280. delegate?.animatedImageView(self, didPlayAnimationLoops: count)
  281. }
  282. }
  283. extension AnimatedImageView {
  284. // Represents a single frame in a GIF.
  285. struct AnimatedFrame {
  286. // The image to display for this frame. Its value is nil when the frame is removed from the buffer.
  287. let image: UIImage?
  288. // The duration that this frame should remain active.
  289. let duration: TimeInterval
  290. // A placeholder frame with no image assigned.
  291. // Used to replace frames that are no longer needed in the animation.
  292. var placeholderFrame: AnimatedFrame {
  293. return AnimatedFrame(image: nil, duration: duration)
  294. }
  295. // Whether this frame instance contains an image or not.
  296. var isPlaceholder: Bool {
  297. return image == nil
  298. }
  299. // Returns a new instance from an optional image.
  300. //
  301. // - parameter image: An optional `UIImage` instance to be assigned to the new frame.
  302. // - returns: An `AnimatedFrame` instance.
  303. func makeAnimatedFrame(image: UIImage?) -> AnimatedFrame {
  304. return AnimatedFrame(image: image, duration: duration)
  305. }
  306. }
  307. }
  308. extension AnimatedImageView {
  309. // MARK: - Animator
  310. /// An animator which used to drive the data behind `AnimatedImageView`.
  311. public class Animator {
  312. private let size: CGSize
  313. private let imageSize: CGSize
  314. private let imageScale: CGFloat
  315. /// The maximum count of image frames that needs preload.
  316. public let maxFrameCount: Int
  317. private let imageSource: CGImageSource
  318. private let maxRepeatCount: RepeatCount
  319. private let maxTimeStep: TimeInterval = 1.0
  320. private let animatedFrames = SafeArray<AnimatedFrame>()
  321. private var frameCount = 0
  322. private var timeSinceLastFrameChange: TimeInterval = 0.0
  323. private var currentRepeatCount: UInt = 0
  324. var isFinished: Bool = false
  325. var needsPrescaling = true
  326. var backgroundDecode = true
  327. weak var delegate: AnimatorDelegate?
  328. // Total duration of one animation loop
  329. var loopDuration: TimeInterval = 0
  330. /// The image of the current frame.
  331. public var currentFrameImage: UIImage? {
  332. return frame(at: currentFrameIndex)
  333. }
  334. /// The duration of the current active frame duration.
  335. public var currentFrameDuration: TimeInterval {
  336. return duration(at: currentFrameIndex)
  337. }
  338. /// The index of the current animation frame.
  339. public internal(set) var currentFrameIndex = 0 {
  340. didSet {
  341. previousFrameIndex = oldValue
  342. }
  343. }
  344. var previousFrameIndex = 0 {
  345. didSet {
  346. preloadQueue.async {
  347. self.updatePreloadedFrames()
  348. }
  349. }
  350. }
  351. var isReachMaxRepeatCount: Bool {
  352. switch maxRepeatCount {
  353. case .once:
  354. return currentRepeatCount >= 1
  355. case .finite(let maxCount):
  356. return currentRepeatCount >= maxCount
  357. case .infinite:
  358. return false
  359. }
  360. }
  361. /// Whether the current frame is the last frame or not in the animation sequence.
  362. public var isLastFrame: Bool {
  363. return currentFrameIndex == frameCount - 1
  364. }
  365. var preloadingIsNeeded: Bool {
  366. return maxFrameCount < frameCount - 1
  367. }
  368. var contentMode = UIView.ContentMode.scaleToFill
  369. private lazy var preloadQueue: DispatchQueue = {
  370. return DispatchQueue(label: "com.onevcat.Kingfisher.Animator.preloadQueue")
  371. }()
  372. /// Creates an animator with image source reference.
  373. ///
  374. /// - Parameters:
  375. /// - source: The reference of animated image.
  376. /// - mode: Content mode of the `AnimatedImageView`.
  377. /// - size: Size of the `AnimatedImageView`.
  378. /// - imageSize: Size of the `KingfisherWrapper`.
  379. /// - imageScale: Scale of the `KingfisherWrapper`.
  380. /// - count: Count of frames needed to be preloaded.
  381. /// - repeatCount: The repeat count should this animator uses.
  382. /// - preloadQueue: Dispatch queue used for preloading images.
  383. init(imageSource source: CGImageSource,
  384. contentMode mode: UIView.ContentMode,
  385. size: CGSize,
  386. imageSize: CGSize,
  387. imageScale: CGFloat,
  388. framePreloadCount count: Int,
  389. repeatCount: RepeatCount,
  390. preloadQueue: DispatchQueue) {
  391. self.imageSource = source
  392. self.contentMode = mode
  393. self.size = size
  394. self.imageSize = imageSize
  395. self.imageScale = imageScale
  396. self.maxFrameCount = count
  397. self.maxRepeatCount = repeatCount
  398. self.preloadQueue = preloadQueue
  399. GraphicsContext.begin(size: imageSize, scale: imageScale)
  400. }
  401. deinit {
  402. resetAnimatedFrames()
  403. GraphicsContext.end()
  404. }
  405. /// Gets the image frame of a given index.
  406. /// - Parameter index: The index of desired image.
  407. /// - Returns: The decoded image at the frame. `nil` if the index is out of bound or the image is not yet loaded.
  408. public func frame(at index: Int) -> KFCrossPlatformImage? {
  409. return animatedFrames[index]?.image
  410. }
  411. public func duration(at index: Int) -> TimeInterval {
  412. return animatedFrames[index]?.duration ?? .infinity
  413. }
  414. func prepareFramesAsynchronously() {
  415. frameCount = Int(CGImageSourceGetCount(imageSource))
  416. animatedFrames.reserveCapacity(frameCount)
  417. preloadQueue.async { [weak self] in
  418. self?.setupAnimatedFrames()
  419. }
  420. }
  421. func shouldChangeFrame(with duration: CFTimeInterval, handler: (Bool) -> Void) {
  422. incrementTimeSinceLastFrameChange(with: duration)
  423. if currentFrameDuration > timeSinceLastFrameChange {
  424. handler(false)
  425. } else {
  426. resetTimeSinceLastFrameChange()
  427. incrementCurrentFrameIndex()
  428. handler(true)
  429. }
  430. }
  431. private func setupAnimatedFrames() {
  432. resetAnimatedFrames()
  433. var duration: TimeInterval = 0
  434. (0..<frameCount).forEach { index in
  435. let frameDuration = GIFAnimatedImage.getFrameDuration(from: imageSource, at: index)
  436. duration += min(frameDuration, maxTimeStep)
  437. animatedFrames.append(AnimatedFrame(image: nil, duration: frameDuration))
  438. if index > maxFrameCount { return }
  439. animatedFrames[index] = animatedFrames[index]?.makeAnimatedFrame(image: loadFrame(at: index))
  440. }
  441. self.loopDuration = duration
  442. }
  443. private func resetAnimatedFrames() {
  444. animatedFrames.removeAll()
  445. }
  446. private func loadFrame(at index: Int) -> UIImage? {
  447. let resize = needsPrescaling && size != .zero
  448. let options: [CFString: Any]?
  449. if resize {
  450. options = [
  451. kCGImageSourceCreateThumbnailFromImageIfAbsent: true,
  452. kCGImageSourceCreateThumbnailWithTransform: true,
  453. kCGImageSourceShouldCacheImmediately: true,
  454. kCGImageSourceThumbnailMaxPixelSize: max(size.width, size.height)
  455. ]
  456. } else {
  457. options = nil
  458. }
  459. guard let cgImage = CGImageSourceCreateImageAtIndex(imageSource, index, options as CFDictionary?) else {
  460. return nil
  461. }
  462. if #available(iOS 15, tvOS 15, *) {
  463. // From iOS 15, a plain image loading causes iOS calling `-[_UIImageCGImageContent initWithCGImage:scale:]`
  464. // in ImageIO, which holds the image ref on the creating thread.
  465. // To get a workaround, create another image ref and use that to create the final image. This leads to
  466. // some performance loss, but there is little we can do.
  467. // https://github.com/onevcat/Kingfisher/issues/1844
  468. guard let context = GraphicsContext.current(size: imageSize, scale: imageScale, inverting: true, cgImage: cgImage),
  469. let decodedImageRef = cgImage.decoded(on: context, scale: imageScale)
  470. else {
  471. return KFCrossPlatformImage(cgImage: cgImage)
  472. }
  473. return KFCrossPlatformImage(cgImage: decodedImageRef)
  474. } else {
  475. let image = KFCrossPlatformImage(cgImage: cgImage)
  476. if backgroundDecode {
  477. guard let context = GraphicsContext.current(size: imageSize, scale: imageScale, inverting: true, cgImage: cgImage) else {
  478. return image
  479. }
  480. return image.kf.decoded(on: context)
  481. } else {
  482. return image
  483. }
  484. }
  485. }
  486. private func updatePreloadedFrames() {
  487. guard preloadingIsNeeded else {
  488. return
  489. }
  490. let previousFrame = animatedFrames[previousFrameIndex]
  491. animatedFrames[previousFrameIndex] = previousFrame?.placeholderFrame
  492. // ensure the image dealloc in main thread
  493. defer {
  494. if let image = previousFrame?.image {
  495. DispatchQueue.main.async {
  496. _ = image
  497. }
  498. }
  499. }
  500. preloadIndexes(start: currentFrameIndex).forEach { index in
  501. guard let currentAnimatedFrame = animatedFrames[index] else { return }
  502. if !currentAnimatedFrame.isPlaceholder { return }
  503. animatedFrames[index] = currentAnimatedFrame.makeAnimatedFrame(image: loadFrame(at: index))
  504. }
  505. }
  506. private func incrementCurrentFrameIndex() {
  507. let wasLastFrame = isLastFrame
  508. currentFrameIndex = increment(frameIndex: currentFrameIndex)
  509. if isLastFrame {
  510. currentRepeatCount += 1
  511. if isReachMaxRepeatCount {
  512. isFinished = true
  513. // Notify the delegate here because the animation is stopping.
  514. delegate?.animator(self, didPlayAnimationLoops: currentRepeatCount)
  515. }
  516. } else if wasLastFrame {
  517. // Notify the delegate that the loop completed
  518. delegate?.animator(self, didPlayAnimationLoops: currentRepeatCount)
  519. }
  520. }
  521. private func incrementTimeSinceLastFrameChange(with duration: TimeInterval) {
  522. timeSinceLastFrameChange += min(maxTimeStep, duration)
  523. }
  524. private func resetTimeSinceLastFrameChange() {
  525. timeSinceLastFrameChange -= currentFrameDuration
  526. }
  527. private func increment(frameIndex: Int, by value: Int = 1) -> Int {
  528. return (frameIndex + value) % frameCount
  529. }
  530. private func preloadIndexes(start index: Int) -> [Int] {
  531. let nextIndex = increment(frameIndex: index)
  532. let lastIndex = increment(frameIndex: index, by: maxFrameCount)
  533. if lastIndex >= nextIndex {
  534. return [Int](nextIndex...lastIndex)
  535. } else {
  536. return [Int](nextIndex..<frameCount) + [Int](0...lastIndex)
  537. }
  538. }
  539. }
  540. }
  541. class SafeArray<Element> {
  542. private var array: Array<Element> = []
  543. private let lock = NSLock()
  544. subscript(index: Int) -> Element? {
  545. get {
  546. lock.lock()
  547. defer { lock.unlock() }
  548. return array.indices ~= index ? array[index] : nil
  549. }
  550. set {
  551. lock.lock()
  552. defer { lock.unlock() }
  553. if let newValue = newValue, array.indices ~= index {
  554. array[index] = newValue
  555. }
  556. }
  557. }
  558. var count : Int {
  559. lock.lock()
  560. defer { lock.unlock() }
  561. return array.count
  562. }
  563. func reserveCapacity(_ count: Int) {
  564. lock.lock()
  565. defer { lock.unlock() }
  566. array.reserveCapacity(count)
  567. }
  568. func append(_ element: Element) {
  569. lock.lock()
  570. defer { lock.unlock() }
  571. array += [element]
  572. }
  573. func removeAll() {
  574. lock.lock()
  575. defer { lock.unlock() }
  576. array = []
  577. }
  578. }
  579. #endif
  580. #endif