High performance & easy to use Gif engine
- UIImage and UIImageView extension based
- Great CPU/Memory performances
- Control playback
- Allow control of display quality by using 'levelOfIntegrity'
- Allow control CPU/memory tradeoff via 'memoryLimit'
source 'https://github.com/CocoaPods/Specs.git'
use_frameworks!
pod 'SwiftyGif'As of now, Xcode xcassets folders do not recognize .gif as images. This means you need to put your .gif oustide of the assets. I recommend creating a group gif for instance.
To use SwiftyGif you need 3 components:
- An
UIImagewhich backs the gif data and cache it for efficient use. - An
UIImageViewwhich hold to theUIImagegif and provide utility methods. - A
SwiftyGifManagerwhich can hold one or severalUIImageViewusing the same memory pool.
import SwiftyGif
let gifManager = SwiftyGifManager(memoryLimit:20)
let gif = UIImage(gifName: "MyImage.gif")
let imageview = UIImageView(gifImage: gif, manager: gifManager)
imageview.frame = CGRect(x: 0.0, y: 5.0, width: 400.0, height: 200.0)
view.addSubview(imageview)In case your UIImageView is already created (via Nib or Storyboards for instance), you can also set its Gif.
You can do this multiple times, new parameters overwrite old ones.
let gifmanager = SwiftyGifManager(memoryLimit:20)
self.myImageView.setGifImage(gif, manager: gifManager) Setting a lower level of integrity will allow for frame skipping, lowering both CPU and memory usage. This can be a godd option if you need to preview a lot of gifs at the same time.
let gif = UIImage(gifName: "MyImage.gif", levelOfIntegrity:0.5)You can furthermore set a specific number of loops to your gif via loopCount. Default is -1, which translate to infinite.
self.myImageView.setGifImage(gif, manager: gifManager, loopCount:2)// The gif will loop 2 timesSwiftyGif offer various controls on the current UIImageView playing your gif file.
self.myImageView.startAnimatingGif()
self.myImageView.stopAnimatingGif()
self.myImageView.showFrameAtIndexDelta(delta: Int)
self.myImageView.showFrameAtIndex(index: Int)To allow easy use of those controls, some utility methods are provided :
self.myImageView.isAnimatingGif() // Returns wether the gif is currently playing
self.myImageView.gifImage!.framesCount() // Returns number of frames for this gifYou can declare a SwiftyGifDelegate to receive updates on the gif lifecycle.
For instance, if you want your controller MyController to act as the delegate:
override func viewDidLoad() {
super.viewDidLoad()
self.imageView.delegate = self
}Then simply add an extension:
extension MyController : SwiftyGifDelegate {
func gifDidStart(sender: UIImageView) {
print("gifDidStart")
}
func gifDidLoop(sender: UIImageView) {
print("gifDidLoop")
}
func gifDidStop(sender: UIImageView) {
print("gifDidStop")
}
}If you only need to display one gif here and there, you can use the SwiftyGifManager.defaultManager which will use a SwiftyGifManager singleton with a default memory pool of 50Mb.
| CPU Usage(average) | Memory Usage(average) | |
|---|---|---|
| FLAnimatedImage | 35% | 9,5Mb |
| SwiftyGif | 2% | 18,4Mb |
| SwiftyGif(memoryLimit:10) | 34% | 9,5Mb |
| CPU Usage(average) | Memory Usage(average) | |
|---|---|---|
| FLAnimatedImage | 65% | 25,1Mb |
| SwiftyGif | 22% | 105Mb |
| SwiftyGif(memoryLimit:20) | 45% | 26Mb |
Measured on an iPhone 6S, iOS 9.3.1 and Xcode 7.3.
SwiftyGif is released under the MIT license. See LICENSE for details.

