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Synchronize animated image playback inside of LazyStack #300
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PS: Things I have tested so far:
|
This is a feature which need the upstream SDWebImage support In SD6, we will support Currently seems hard to do, until we use a shared |
Great to hear that this is planned! Is there any rough timeframe for when we could expect SD6? Depending on that I'll have to decide if I'd just wait for the update or if implementing synchronization in my App using |
Seems long time pass. Do you still have this feature request ? I'd like to introdce a API, which allows you to sync different image views (For UIKit, it's Just like this (example API usage) @State isPlaying: Bool = true
var player: AnimatedImagePlayer(url: imageURL, isPlaying: $isPlaying)
var body: some View {
ScrollView {
LazyVStack {
ForEach(1...200, id: \.self) { _ in
AnimatedImage(player: player)
.resizable()
.frame(width: 25, height: 25)
}
}
} |
Yes, that would be exactly what I am looking for! |
DM reply and post the code here cc @dreampiggy We can use something like the Public APIpublic struct AnimatedImageCoordinateTag: EnvironmentKey {
public static var defaultValue: String? { nil }
}
extension EnvironmentValues {
public var animatedImageCoordinateTag: String? {
get { self[AnimatedImageCoordinateTag.self] }
set { self[AnimatedImageCoordinateTag.self] = newValue }
}
} Downstream Usagestruct TestContentView: View {
let imageURL = URL(string: "https://cdn.betterttv.net/emote/5a8314b61686393232d31027/3x.gif")!
var body: some View {
ScrollView {
LazyVStack {
ForEach(1 ... 200, id: \.self) { _ in
AnimatedImage(url: imageURL)
.resizable()
.frame(width: 25, height: 25)
.environment(\.animatedImageCoordinateTag, "A")
}
ForEach(1 ... 200, id: \.self) { _ in
AnimatedImage(url: imageURL)
.resizable()
.frame(width: 25, height: 25)
.environment(\.animatedImageCoordinateTag, "B")
}
}
}
}
} Internal implementationpublic struct AnimatedImage : PlatformViewRepresentable {
...
public func makeUIView(context: Context) -> AnimatedImageViewWrapper {
let tag = context.environment.animatedImageCoordinateTag
// Framework internal logic
...
}
public func updateUIView(_ uiView: AnimatedImageViewWrapper, context: Context) {
let tag = context.environment.animatedImageCoordinateTag
// Framework internal logic
...
}
}
|
Is this behavior what you want ? Note for the |
Yes, this looks exactly like what I'm looking for! |
@dreampiggy how did you achieve what you sent in your video? |
It's a WIP implementation on my branch, which need SDWebImage repo changes at all: SDWebImageSwiftUI: https://github.com/SDWebImage/SDWebImageSwiftUI/tree/feature/animation_gruop SDWebImage: https://github.com/dreampiggy/SDWebImage/tree/feature/animated_image_sync_coordinator But finally I decided not to ship this, because this cause massive API break changes... and have performance regression on normal animated image rendering because of new extra locking In 5.x API design, each imagView hosts a different player, and status is stored inside the playerThis is the main difficult reason to sync status across imageViews. I added another abstract layer to solve this in WIP branch, but it's a hack, honestly Main logic: dreampiggy/SDWebImage@226c1a6#diff-6ea43bc98bf3d67db6f66b60de02bea0997b22a9586e42ebf85c5e9d25aab58dR143-R151 The actual solution it's to allow different imageViews to host the same playerThis will fix the issue more easily, you can control which imageViews group to use player1, which to use player2, and it's alsopossible to achieve the same behavior as current version. |
@arnauddorgans If you really want this, I can have a fresh API design in SDWebImage 6.0 to fix this issue from the root case, instead of fixing and hacking on current 5.x exists API |
@dreampiggy thanks for your answer, I managed to do it on my own by replicating a minimal version of what has been done in @MainActor
final class EmotePlayer {
private static var players: [URL: EmotePlayer] = [:]
typealias ViewIdentifier = ObjectIdentifier
let emote: Emote
private var views: OrderedDictionary<ViewIdentifier, WeakBox<TextAttachmentView>> = [:]
private var player: SDAnimatedImagePlayer?
private(set) var image: UIImage?
init(emote: Emote) {
self.emote = emote
}
private func setAnimatedImage(_ image: SDAnimatedImage) {
guard player == nil else { return }
player = .init(provider: image)
player?.animationFrameHandler = { [weak self] index, image in
guard let self else { return }
self.image = image
for view in views.values {
view.value?.layer.setNeedsDisplay()
}
}
playPause()
}
private func registerView(_ view: TextWithEmotesView.TextAttachmentView) {
let identifier = Self.viewIdentifier(view)
guard views[identifier] == nil else { return }
views[identifier] = .init(value: view)
playPause()
}
private func unregisterView(identifier: ViewIdentifier) {
guard views[identifier] != nil else { return }
views[identifier] = nil
playPause()
}
private func playPause() {
guard let player else { return }
if player.isPlaying, views.isEmpty {
image = nil
player.stopPlaying()
} else if !player.isPlaying, !views.isEmpty {
player.startPlaying()
}
}
static func setAnimatedImage(_ image: SDAnimatedImage, for emote: Emote) {
player(for: emote).setAnimatedImage(image)
}
static func registerView(_ view: TextWithEmotesView.TextAttachmentView, for emote: Emote) {
player(for: emote).registerView(view)
}
static func unregisterView(_ view: TextWithEmotesView.TextAttachmentView, for emote: Emote) {
unregisterView(identifier: viewIdentifier(view), for: emote)
}
static func unregisterView(identifier: ViewIdentifier, for emote: Emote) {
player(for: emote).unregisterView(identifier: identifier)
}
static func player(for emote: Emote, view: TextWithEmotesView.TextAttachmentView) -> EmotePlayer? {
guard let player = Self.players[emote.url] else { return nil }
guard player.views[viewIdentifier(view)] != nil else { return nil }
return player
}
private static func player(for emote: Emote) -> EmotePlayer {
if let player = Self.players[emote.url] {
return player
}
let player = EmotePlayer(emote: emote)
Self.players[emote.url] = player
return player
}
nonisolated static func viewIdentifier(_ view: TextWithEmotesView.TextAttachmentView) -> ViewIdentifier {
.init(view)
}
}
final class TextAttachmentView: UIImageView {
var emote: Emote? {
didSet {
guard emote != oldValue else { return }
if let oldValue {
EmotePlayer.unregisterView(self, for: oldValue)
}
self.image = nil
updatePlayerIfNeeded()
guard let emote else { return }
SDWebImageManager.shared.loadImage(
with: emote.url,
context: [.animatedImageClass: SDAnimatedImage.self],
progress: nil,
completed: { [weak self] image, _, _, _, _, _ in
guard let self, emote == self.emote else {
return // Emote has changed
}
if let image = image as? SDAnimatedImage {
EmotePlayer.setAnimatedImage(image, for: emote)
} else {
self.image = image
}
}
)
}
}
override func didMoveToWindow() {
super.didMoveToWindow()
updatePlayerIfNeeded()
}
override func didMoveToSuperview() {
super.didMoveToSuperview()
updatePlayerIfNeeded()
}
deinit {
guard let emote else { return }
let identifier = EmotePlayer.viewIdentifier(self)
Task { @MainActor in
EmotePlayer.unregisterView(identifier: identifier, for: emote)
}
}
init() {
super.init(frame: .zero)
contentMode = .scaleAspectFit
}
@available(*, unavailable)
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
private func updatePlayerIfNeeded() {
guard let emote else { return }
guard window != nil, superview != nil else {
return EmotePlayer.unregisterView(self, for: emote)
}
EmotePlayer.registerView(self, for: emote)
}
override func display(_ layer: CALayer) {
guard let emote, let player = EmotePlayer.player(for: emote, view: self), let image = player.image else {
return super.display(layer)
}
layer.contentsScale = image.scale
layer.contents = image.cgImage
}
} I didn't override |
Your impl looks OK because it just do the similar thing as the changes in my branch, in concept.
Since you don't need a |
@dreampiggy Thanks a lot :) |
The application I am working on needs to display a lot of animated "emotes" within text messages, often multiple occurrences of the same image, which get out of sync when the individual messages are being scrolled inside of a lazy stack. Since the playback is paused when they move out of view and resumed at the old position when they reappear, the other images have moved on to different frames in the meantime.
Now, I feel like the synchronization aspect should probably be on me (the actual application) to handle, but I can't figure out any way to control the playback of animated images. The image player is not exposed, neither are there methods to control it indirectly.
Would be great to have an option for that, since otherwise the only way I see for me to move forward is building my own custom wrapper for SDWebImage that enables me to do so, which would be a shame compared to just using this more matured library.
RPReplay_Final1709503396.MP4
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