react-native/Libraries/Image/RCTGIFImageDecoder.m
Pieter De Baets e1577df1fd Move all header imports to "<React/..>"
Summary:
To make React Native play nicely with our internal build infrastructure we need to properly namespace all of our header includes.

Where previously you could do `#import "RCTBridge.h"`, you must now write this as `#import <React/RCTBridge.h>`. If your xcode project still has a custom header include path, both variants will likely continue to work, but for new projects, we're defaulting the header include path to `$(BUILT_PRODUCTS_DIR)/usr/local/include`, where the React and CSSLayout targets will copy a subset of headers too. To make Xcode copy headers phase work properly, you may need to add React as an explicit dependency to your app's scheme and disable "parallelize build".

Reviewed By: mmmulani

Differential Revision: D4213120

fbshipit-source-id: 84a32a4b250c27699e6795f43584f13d594a9a82
2016-11-23 07:58:39 -08:00

113 lines
4.1 KiB
Objective-C

/**
* Copyright (c) 2015-present, Facebook, Inc.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* LICENSE file in the root directory of this source tree. An additional grant
* of patent rights can be found in the PATENTS file in the same directory.
*/
#import "RCTGIFImageDecoder.h"
#import <ImageIO/ImageIO.h>
#import <MobileCoreServices/MobileCoreServices.h>
#import <QuartzCore/QuartzCore.h>
#import <React/RCTUtils.h>
@implementation RCTGIFImageDecoder
RCT_EXPORT_MODULE()
- (BOOL)canDecodeImageData:(NSData *)imageData
{
char header[7] = {};
[imageData getBytes:header length:6];
return !strcmp(header, "GIF87a") || !strcmp(header, "GIF89a");
}
- (RCTImageLoaderCancellationBlock)decodeImageData:(NSData *)imageData
size:(CGSize)size
scale:(CGFloat)scale
resizeMode:(RCTResizeMode)resizeMode
completionHandler:(RCTImageLoaderCompletionBlock)completionHandler
{
CGImageSourceRef imageSource = CGImageSourceCreateWithData((CFDataRef)imageData, NULL);
NSDictionary<NSString *, id> *properties = (__bridge_transfer NSDictionary *)CGImageSourceCopyProperties(imageSource, NULL);
NSUInteger loopCount = [properties[(id)kCGImagePropertyGIFDictionary][(id)kCGImagePropertyGIFLoopCount] unsignedIntegerValue];
UIImage *image = nil;
size_t imageCount = CGImageSourceGetCount(imageSource);
if (imageCount > 1) {
NSTimeInterval duration = 0;
NSMutableArray<NSNumber *> *delays = [NSMutableArray arrayWithCapacity:imageCount];
NSMutableArray<id /* CGIMageRef */> *images = [NSMutableArray arrayWithCapacity:imageCount];
for (size_t i = 0; i < imageCount; i++) {
CGImageRef imageRef = CGImageSourceCreateImageAtIndex(imageSource, i, NULL);
if (!image) {
image = [UIImage imageWithCGImage:imageRef scale:scale orientation:UIImageOrientationUp];
}
NSDictionary<NSString *, id> *frameProperties = (__bridge_transfer NSDictionary *)CGImageSourceCopyPropertiesAtIndex(imageSource, i, NULL);
NSDictionary<NSString *, id> *frameGIFProperties = frameProperties[(id)kCGImagePropertyGIFDictionary];
const NSTimeInterval kDelayTimeIntervalDefault = 0.1;
NSNumber *delayTime = frameGIFProperties[(id)kCGImagePropertyGIFUnclampedDelayTime] ?: frameGIFProperties[(id)kCGImagePropertyGIFDelayTime];
if (delayTime == nil) {
if (i == 0) {
delayTime = @(kDelayTimeIntervalDefault);
} else {
delayTime = delays[i - 1];
}
}
const NSTimeInterval kDelayTimeIntervalMinimum = 0.02;
if (delayTime.floatValue < (float)kDelayTimeIntervalMinimum - FLT_EPSILON) {
delayTime = @(kDelayTimeIntervalDefault);
}
duration += delayTime.doubleValue;
delays[i] = delayTime;
images[i] = (__bridge_transfer id)imageRef;
}
CFRelease(imageSource);
NSMutableArray<NSNumber *> *keyTimes = [NSMutableArray arrayWithCapacity:delays.count];
NSTimeInterval runningDuration = 0;
for (NSNumber *delayNumber in delays) {
[keyTimes addObject:@(runningDuration / duration)];
runningDuration += delayNumber.doubleValue;
}
[keyTimes addObject:@1.0];
// Create animation
CAKeyframeAnimation *animation = [CAKeyframeAnimation animationWithKeyPath:@"contents"];
animation.calculationMode = kCAAnimationDiscrete;
animation.repeatCount = loopCount == 0 ? HUGE_VALF : loopCount;
animation.keyTimes = keyTimes;
animation.values = images;
animation.duration = duration;
animation.removedOnCompletion = NO;
image.reactKeyframeAnimation = animation;
} else {
// Don't bother creating an animation
CGImageRef imageRef = CGImageSourceCreateImageAtIndex(imageSource, 0, NULL);
if (imageRef) {
image = [UIImage imageWithCGImage:imageRef scale:scale orientation:UIImageOrientationUp];
CFRelease(imageRef);
}
CFRelease(imageSource);
}
completionHandler(nil, image);
return ^{};
}
@end