Image framework for iOS to display/encode/decode animated WebP, APNG, GIF, and more.
(It's a component of YYKit)
- Display/encode/decode animated image with these types:
WebP, APNG, GIF. - Display/encode/decode still image with these types:
WebP, PNG, GIF, JPEG, JP2, TIFF, BMP, ICO, ICNS. - Baseline/progressive/interlaced image decode with these types:
PNG, GIF, JPEG, BMP. - Display frame based image animation and sprite sheet animation.
- Dynamic memory buffer for lower memory usage.
- Fully compatible with UIImage and UIImageView class.
- Extendable protocol for custom image animation.
- Fully documented.
// File: [email protected]
UIImage *image = [YYImage imageNamed:@"ani.gif"];
UIImageView *imageView = [[YYAnimatedImageView alloc] initWithImage:image];
[self.view addSubview:imageView];
// Files: frame1.png, frame2.png, frame3.png
NSArray *paths = @[@"/ani/frame1.png", @"/ani/frame2.png", @"/ani/frame3.png"];
NSArray *times = @[@0.1, @0.2, @0.1];
UIImage *image = [YYFrameImage alloc] initWithImagePaths:paths frameDurations:times repeats:YES];
UIImageView *imageView = [YYAnimatedImageView alloc] initWithImage:image];
[self.view addSubview:imageView];
// 8 * 12 sprites in a single sheet image
UIImage *spriteSheet = [UIImage imageNamed:@"sprite-sheet"];
NSMutableArray *contentRects = [NSMutableArray new];
NSMutableArray *durations = [NSMutableArray new];
for (int j = 0; j < 12; j++) {
for (int i = 0; i < 8; i++) {
CGRect rect;
rect.size = CGSizeMake(img.size.width / 8, img.size.height / 12);
rect.origin.x = img.size.width / 8 * i;
rect.origin.y = img.size.height / 12 * j;
[contentRects addObject:[NSValue valueWithCGRect:rect]];
[durations addObject:@(1 / 60.0)];
}
}
YYSpriteSheetImage *sprite;
sprite = [[YYSpriteSheetImage alloc] initWithSpriteSheetImage:img
contentRects:contentRects
frameDurations:durations
loopCount:0];
YYAnimatedImageView *imageView = [YYAnimatedImageView new];
imageView.size = CGSizeMake(img.size.width / 8, img.size.height / 12);
imageView.image = sprite;
[self.view addSubview:imageView];
YYAnimatedImageView *imageView = ...;
// pause:
[imageView stopAnimating];
// play:
[imageView startAnimating];
// set frame index:
imageView.currentAnimatedImageIndex = 12;
// get current status
image.currentIsPlayingAnimation;
// Decode single frame:
NSData *data = [NSData dataWithContentsOfFile:@"/tmp/image.webp"];
YYImageDecoder *decoder = [YYImageDecoder decoderWithData:data scale:2.0];
UIImage image = [decoder frameAtIndex:0 decodeForDisplay:YES].image;
// Progressive:
NSMutableData *data = [NSMutableData new];
YYImageDecoder *decoder = [[YYImageDecoder alloc] initWithScale:2.0];
while(newDataArrived) {
[data appendData:newData];
[decoder updateData:data final:NO];
if (decoder.frameCount > 0) {
UIImage image = [decoder frameAtIndex:0 decodeForDisplay:YES].image;
// progressive display...
}
}
[decoder updateData:data final:YES];
UIImage image = [decoder frameAtIndex:0 decodeForDisplay:YES].image;
// final display...
// Encode still image:
YYImageEncoder *jpegEncoder = [[YYImageEncoder alloc] initWithType:YYImageTypeJPEG];
jpegEncoder.quality = 0.9;
[jpegEncoder addImage:image duration:0];
NSData jpegData = [jpegEncoder encode];
// Encode animated image:
YYImageEncoder *webpEncoder = [[YYImageEncoder alloc] initWithType:YYImageTypeWebP];
webpEncoder.loopCount = 5;
[webpEncoder addImage:image0 duration:0.1];
[webpEncoder addImage:image1 duration:0.15];
[webpEncoder addImage:image2 duration:0.2];
NSData webpData = [webpEncoder encode];
// Get image type from image data
YYImageType type = YYImageDetectType(data);
if (type == YYImageTypePNG) ...
- Update cocoapods to the latest version.
- Add
pod 'YYImage'
to your Podfile. - Run
pod install
orpod update
. - Import <YYImage/YYImage.h>.
- Notice: it doesn't include WebP subspec by default, if you want to support WebP format, you may add
pod 'YYImage/WebP'
to your Podfile.
- Add
github "ibireme/YYImage"
to your Cartfile. - Run
carthage update --platform ios
and add the framework to your project. - Import <YYImage/YYImage.h>.
- Notice: carthage framework doesn't include WebP component, if you want to support WebP format, use CocoaPods or install manually.
- Download all the files in the YYImage subdirectory.
- Add the source files to your Xcode project.
- Link with required frameworks:
- UIKit
- CoreFoundation
- QuartzCore
- ImageIO
- Accelerate
- CoreServices
- libz
- Import
YYImage.h
. - Notice: if you want to support WebP format, you may add
Vendor/WebP.framework
(static library) to your Xcode project.
Q: Why I can't display WebP image?
A: Make sure you added the WebP.framework
in your project. You may call YYImageWebPAvailable()
to check whether the WebP subspec is installed correctly.
Q: Why I can't play APNG animation?
A: You should disable the Compress PNG Files
and Remove Text Metadata From PNG Files
in your project's build settings. Or you can rename your APNG file's extension name with apng
.
Full API documentation is available on CocoaDocs.
You can also install documentation locally using appledoc.
This library requires iOS 6.0+
and Xcode 8.0+
.
YYImage is provided under the MIT license. See LICENSE file for details.