Name: SwiftyGif
Owner: Kik Interactive
Description: High performance GIF engine
Forked from: kirualex/SwiftyGif
Created: 2016-06-23 08:34:40.0
Updated: 2017-05-21 17:34:06.0
Pushed: 2016-06-23 08:40:02.0
Homepage: null
Size: 73856
Language: Swift
GitHub Committers
User | Most Recent Commit | # Commits |
---|
Other Committers
User | Most Recent Commit | # Commits |
---|
High performance & easy to use Gif engine
ce 'https://github.com/CocoaPods/Specs.git'
frameworks!
'SwiftyGif'
As of now, Xcode xcassets
folders do not recognize .gif
as images. This means you need to put your .gif
oustide of the assets. I recommend creating a group gif
for instance.
To use SwiftyGif you need 3 components:
UIImage
which backs the gif data and cache it for efficient use.UIImageView
which hold to the UIImage
gif and provide utility methods.SwiftyGifManager
which can hold one or several UIImageView
using the same memory pool.gifmanager = SwiftyGifManager(memoryLimit:20)
gif = UIImage(gifName: "MyImage.gif")
imageview = UIImageView(gifImage: gif, manager: gifManager)
eview.frame = CGRect(x: 0.0, y: 5.0, width: 400.0, height: 200.0)
.addSubview(imageview)
In case your UIImageView
is already created (via Nib or Storyboards for instance), you can also set its Gif.
You can do this multiple times, new parameters overwrite old ones.
gifmanager = SwiftyGifManager(memoryLimit:20)
.myImageView.setGifImage(gif, manager: gifManager)
Setting a lower level of integrity will allow for frame skipping, lowering both CPU and memory usage. This can be a godd option if you need to preview a lot of gifs at the same time.
gif = UIImage(gifName: "MyImage.gif", levelOfIntegrity:0.5)
You can furthermore set a specific number of loops to your gif via loopCount
. Default is -1
, which translate to infinite.
.myImageView.setGifImage(gif, manager: gifManager, loopCount:2)// The gif will loop 2 times
SwiftyGif offer various controls on the current UIImageView
playing your gif file.
.myImageView.startAnimatingGif()
.myImageView.stopAnimatingGif()
.myImageView.showFrameAtIndexDelta(delta: Int)
.myImageView.showFrameAtIndex(index: Int)
To allow easy use of those controls, some utility methods are provided :
.myImageView.isAnimatingGif() // Returns wether the gif is currently playing
.myImageView.gifImage!.framesCount() // Returns number of frames for this gif
If you only need to display one gif here and there, you can use the SwiftyGifManager.defaultManager
which will use a SwiftyGifManager singleton with a default memory pool of 50Mb.
| |CPU Usage(average) |Memory Usage(average) | |:————-:|:—————–:|:———————–:| |FLAnimatedImage|35% |9,5Mb | |SwiftyGif |2% |18,4Mb | |SwiftyGif(memoryLimit:10)|34% |9,5Mb |
| |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.
SwiftyGif is released under the MIT license. See LICENSE for details.