An engine to play image frames in animation without causing high-memory usage.
An engine to display image frames in animation without causing high-memory usage.
import "CALayer+FXAnimationEngine.h" in your file first.
// load all image frames
NSArray<UIImage *> *frames = ...;
FXKeyframeAnimation *animation = [FXKeyframeAnimation animationWithIdentifier:@"xxx"];
animation.delegate = self;
animation.frameImages = frames;
animation.duration = 5.5;
animation.repeats = 3;
// decode image asynchronously
[xxxView.layer fx_playAnimationAsyncDecodeImage:animation];
FXKeyframeAnimation *animation = [FXKeyframeAnimation animation];
animation.count = 50; // [0, 49]
animation.duration = 4.2;
FXKeyframeAnimation *animation2 = [FXKeyframeAnimation animation];
animation2.count = 30; // [50, 79]
animation2.duration = 1.5;
animation2.repeats = 6; // repeat image between index 50 to index 79 six times
FXKeyframeAnimation *animation3 = [FXKeyframeAnimation animation];
animation.count = 20; // [80, 99]
animation.duration = 2;
FXAnimationGroup *animationGroup = [FXAnimationGroup animationWithIdentifier:@"xxxAnimation"];
animationGroup.animations = @[animation, animation2, animation3];
animationGroup.frames = frames;
animationGroup.delegate = self;
[xxxView.layer fx_playAnimation:animation];
- (void)fxAnimationDidStart:(FXAnimation *)anim {
// identify your animation by its "identifier" property
}
- (void)fxAnimationDidStop:(FXAnimation *)anim finished:(BOOL)finished {
// ...
}
For example, now you have 100 keyframe images and each one image is 160px * 320px. If every frame is 32-bit PNG, then one pixel will occupy 32 / (8 * 1024) KB. So one image will use 160 * 320 * 32 / (8 * 1024) KB memory, that is 200KB.
If you create your keyframe animation by Core Animation, all images will be loaded into memory(200KB * 100 / 1024 MB).
With FXAnimationEngine, creating a keyframe animation won't cause high-memory waterline, since only one image(200KB) occupies memory during animation.
This demo implements a living room using custom animation configuration to create FXKeyframeAnimation or CAKeyframeAnimation.
Add these lines below to your Podfile
platform :ios, 'xxx'
target 'xxx' do
pod 'FXAnimationEngine', '~> 1.0.0'
end
Install the pod by running pod install
Drag FXAnimationEngine
document with all files in it to your project
FXAnimationEngine is provided under the MIT license. See LICENSE file for details.