Adds performant animated GIF support to UIKit, without subclassing UIImageView
. If you're looking for the Japanese prefecture, click here.
Because Apple's +animatedImage*
is not meant to be used for animated GIFs (loads all the full-sized frames in memory), and the few third party implementations that got it right (see Credits) still require you to use a UIImageView
subclass, which is not very flexible and might clash with other application-specific functionality.
Gifu uses a UIImage
subclass and UIImageView
extension written in Swift.
It relies on CADisplayLink
to animate the view and optimizes the frames by resizing them.
If you use Carthage, add this to your cartfile
: github "kaishin/gifu"
.
If your prefer Git submodules or want to support iOS 7, you want to add the files in source
to your Xcode project.
Start by instantiating an AnimatedImage
, then pass it to your UIImageView
's setAnimatedImage
:
if let image = AnimatedImage.animatedImageWithName("mugen.gif") {
imageView.setAnimatedImage(image)
imageView.startAnimatingGIF()
}
Note that the image view will not start animating until you call startAnimatingGIF()
on it. You can stop the animation anytime using stopAnimatingGIF()
, and resume
it using startAnimatingGIF()
. These methods will fallback to UIKit's startAnimating()
and stopAnimating()
if the image view has no animatable image.
Likewise, the isAnimatingGIF()
method returns the current animation state of the view if it has an animatable image,
or UIKit's isAnimating()
otherwise.
- iOS 7+
- Documentation.
- Write some basic tests.
- Add ability to pass a frame-rate argument to
startAnimatingGIF()
- The font used in the logo is Azuki
- The characters used in the icon and example image in the demo are from Samurai Champloo.
See LICENSE.