fix gif caching
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import SwiftUI
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/// `GIFImage` is a `View` that loads a `Data` object from a source into `CoreImage.CGImageSource`, parse the image source
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/// into frames and stream them based in the "Delay" key packaged on which frame item. The view will use the `ImageLoader` from the environment
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/// to convert the fetch the `Data`
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public struct GIFImage: View {
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public let source: GIFSource
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public let placeholder: RawImage
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public let errorImage: RawImage?
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private let presentationController: PresentationController
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@Environment(\.imageLoader) var imageLoader
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@State @MainActor private var frame: RawImage?
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@Binding public var loop: Bool
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@Binding public var animate: Bool
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@State private var presentationTask: Task<(), Never>?
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/// `GIFImage` is a `View` that loads a `Data` object from a source into `CoreImage.CGImageSource`, parse the image source
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/// into frames and stream them based in the "Delay" key packaged on which frame item.
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///
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/// - Parameters:
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/// - source: Source of the image. If the source is remote, the response is cached using `URLCache`
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/// - animate: A flag to indicate that GIF should animate or not. If non-animated, the first frame will be displayed
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/// - loop: Flag to indicate if the GIF should be played only once or continue to loop
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/// - placeholder: Image to be used before the source is loaded
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/// - errorImage: If the stream fails, this image is used
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/// - frameRate: Option to control the frame rate of the animation or to use the GIF information about frame rate
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/// - loopAction: Closure called whenever the GIF finishes rendering one cycle of the action
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public init(
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source: GIFSource,
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animate: Bool,
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loop: Bool,
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placeholder: RawImage = RawImage(),
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errorImage: RawImage? = nil,
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frameRate: FrameRate = .dynamic,
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loopAction: @Sendable @escaping (GIFSource) async throws -> Void = { _ in }
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) {
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self.init(
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source: source,
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animate: .constant(animate),
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loop: .constant(loop),
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placeholder: placeholder,
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errorImage: errorImage,
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frameRate: frameRate,
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loopAction: loopAction
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)
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}
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/// `GIFImage` is a `View` that loads a `Data` object from a source into `CoreImage.CGImageSource`, parse the image source
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/// into frames and stream them based in the "Delay" key packaged on which frame item.
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///
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/// - Parameters:
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/// - source: Source of the image. If the source is remote, the response is cached using `URLCache`
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/// - loop: Flag to indicate if the GIF should be played only once or continue to loop
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/// - placeholder: Image to be used before the source is loaded
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/// - errorImage: If the stream fails, this image is used
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/// - frameRate: Option to control the frame rate of the animation or to use the GIF information about frame rate
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/// - loopAction: Closure called whenever the GIF finishes rendering one cycle of the action
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public init(
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source: GIFSource,
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animate: Binding<Bool> = Binding.constant(true),
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loop: Binding<Bool> = Binding.constant(true),
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placeholder: RawImage = RawImage(),
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errorImage: RawImage? = nil,
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frameRate: FrameRate = .dynamic,
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loopAction: @Sendable @escaping (GIFSource) async throws -> Void = { _ in }
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) {
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self.source = source
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self._animate = animate
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self._loop = loop
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self.placeholder = placeholder
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self.errorImage = errorImage
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self.presentationController = PresentationController(
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source: source,
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frameRate: frameRate,
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animate: animate,
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loop: loop,
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action: loopAction
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)
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}
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public var body: some View {
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Image.loadImage(with: frame ?? placeholder)
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.resizable()
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.scaledToFit()
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.onChange(of: loop) { newValue in
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handle(loop: newValue)
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}
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.onChange(of: animate) { newValue in
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handle(animate: newValue)
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}
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.task(id: source, load)
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}
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private func handle(animate: Bool) {
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if animate {
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load()
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} else {
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presentationTask?.cancel()
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}
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}
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private func handle(loop: Bool) {
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if loop { load() }
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}
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@Sendable private func load() {
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presentationTask?.cancel()
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presentationTask = Task { await presentationController.start(
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imageLoader: imageLoader,
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fallbackImage: errorImage ?? placeholder,
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frameUpdate: setFrame(_:)
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)}
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}
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@MainActor
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@Sendable private func setFrame(_ frame: RawImage) async {
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self.frame = frame
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}
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}
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#if DEBUG
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let placeholder = RawImage.create(symbol: "photo.circle.fill")!
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let error = RawImage.create(symbol: "xmark.octagon")
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let gifURL = "https://raw.githubusercontent.com/igorcferreira/GIFImage/main/Tests/test.gif"
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#Preview("Raw URL") {
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GIFImage(url: gifURL, placeholder: placeholder, errorImage: error)
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}
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#Preview("Limited 5 FPS") {
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GIFImage(url: gifURL, placeholder: placeholder, errorImage: error, frameRate: .limited(fps: 5))
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}
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#Preview("Limited to 30 FPS") {
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GIFImage(url: gifURL, placeholder: placeholder, errorImage: error, frameRate: .static(fps: 30))
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}
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#endif
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