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Image framework for iOS to display/encode/decode animated WebP, APNG, GIF, and more.

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Quick Overview

YYImage is a powerful image framework for iOS that supports animated WebP, APNG, and GIF formats. It provides high-performance image/GIF decoding, rendering, and encoding capabilities, making it an excellent choice for applications that require advanced image handling.

Pros

  • Supports multiple animated image formats (WebP, APNG, GIF)
  • High-performance decoding and rendering
  • Provides both UIImage and CALayer extensions for easy integration
  • Includes a custom image container format for better compression

Cons

  • Limited to iOS platform
  • May have a steeper learning curve compared to native iOS image handling
  • Requires additional setup and integration steps
  • Potential increase in app size due to additional libraries

Code Examples

  1. Loading and displaying an animated image:
YYImage *image = [YYImage imageNamed:@"animation.webp"];
YYAnimatedImageView *imageView = [[YYAnimatedImageView alloc] initWithImage:image];
[self.view addSubview:imageView];
  1. Creating an animated image from data:
NSData *data = [NSData dataWithContentsOfFile:@"animation.apng"];
YYImage *image = [YYImage imageWithData:data];
  1. Encoding an image to WebP format:
UIImage *image = [UIImage imageNamed:@"example.png"];
NSData *webpData = [YYImageEncoder encodeImage:image type:YYImageTypeWebP quality:0.8];
  1. Using YYImage with UIImageView:
UIImageView *imageView = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 100, 100)];
imageView.yy_imageURL = [NSURL URLWithString:@"http://example.com/image.webp"];
[self.view addSubview:imageView];

Getting Started

  1. Add YYImage to your project using CocoaPods:
pod 'YYImage'
  1. Import YYImage in your source files:
#import <YYImage/YYImage.h>
  1. Use YYImage classes and methods in your code:
YYImage *image = [YYImage imageNamed:@"animation.gif"];
YYAnimatedImageView *imageView = [[YYAnimatedImageView alloc] initWithImage:image];
[self.view addSubview:imageView];

Competitor Comparisons

Asynchronous image downloader with cache support as a UIImageView category

Pros of SDWebImage

  • More comprehensive image loading and caching solution
  • Wider community support and active maintenance
  • Extensive documentation and integration guides

Cons of SDWebImage

  • Larger library size and potential overhead
  • Steeper learning curve for basic implementations

Code Comparison

SDWebImage

[imageView sd_setImageWithURL:[NSURL URLWithString:@"http://example.com/image.jpg"]
             placeholderImage:[UIImage imageNamed:@"placeholder.png"]];

YYImage

[imageView yy_setImageWithURL:[NSURL URLWithString:@"http://example.com/image.jpg"]
             placeholder:[UIImage imageNamed:@"placeholder.png"]];

Key Differences

  • SDWebImage offers more advanced features like progressive image loading and animated image support
  • YYImage focuses on high-performance image rendering and decoding
  • SDWebImage has a more extensive category system for UIImageView and other UI components
  • YYImage provides better support for custom image formats and codecs

Use Cases

  • SDWebImage: Ideal for projects requiring comprehensive image handling and caching
  • YYImage: Better suited for applications with specific image format needs or performance-critical image rendering

Community and Support

SDWebImage has a larger user base and more frequent updates, while YYImage, though less actively maintained, still offers solid performance and specialized features.

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Pros of Kingfisher

  • More actively maintained with frequent updates and bug fixes
  • Extensive documentation and community support
  • Built-in support for image caching and memory management

Cons of Kingfisher

  • Larger library size, which may impact app size
  • Steeper learning curve for beginners due to more advanced features

Code Comparison

YYImage:

let imageView = YYAnimatedImageView()
imageView.yy_setImage(with: URL(string: "https://example.com/image.gif"))

Kingfisher:

let imageView = AnimatedImageView()
imageView.kf.setImage(with: URL(string: "https://example.com/image.gif"))

Key Differences

  • YYImage focuses primarily on animated image handling, while Kingfisher offers a more comprehensive image loading and caching solution
  • Kingfisher provides more advanced features like prefetching and image processing
  • YYImage has a smaller footprint and may be more suitable for projects with simpler image loading requirements

Use Cases

  • Choose YYImage for projects that primarily deal with animated images and require a lightweight solution
  • Opt for Kingfisher when building apps that need robust image loading, caching, and processing capabilities

Both libraries offer efficient image handling for iOS applications, but Kingfisher provides a more feature-rich experience at the cost of increased complexity and library size.

AlamofireImage is an image component library for Alamofire

Pros of AlamofireImage

  • Seamless integration with Alamofire networking library
  • Built-in support for image caching and request prioritization
  • Extensive image filtering and transformation capabilities

Cons of AlamofireImage

  • Limited support for animated image formats (primarily focused on static images)
  • Requires Alamofire as a dependency, which may not be ideal for all projects
  • Less comprehensive support for various image formats compared to YYImage

Code Comparison

YYImage:

let image = YYImage(named: "animation.gif")
imageView.image = image

AlamofireImage:

let url = URL(string: "https://example.com/image.jpg")!
imageView.af.setImage(withURL: url)

Key Differences

  • YYImage focuses on comprehensive image format support, including animated formats
  • AlamofireImage is tailored for network image loading and processing
  • YYImage provides more low-level control over image rendering and animation
  • AlamofireImage offers better integration with network requests and caching

Both libraries have their strengths, with YYImage excelling in versatile image format support and AlamofireImage shining in network-based image loading and processing scenarios.

Promises for Swift & ObjC.

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Code Comparison

PromiseKit:

firstly {
    fetchUser()
}.then { user in
    fetchAvatar(user)
}.done { avatar in
    self.imageView.image = avatar
}.catch { error in
    print("Error: \(error)")
}

YYImage:

YYImage *image = [YYImage imageNamed:@"animation.gif"];
YYAnimatedImageView *imageView = [[YYAnimatedImageView alloc] initWithImage:image];
[self.view addSubview:imageView];

Summary

PromiseKit is a powerful library for managing asynchronous operations using promises, offering improved code readability and error handling. YYImage, on the other hand, focuses on image loading, caching, and animation, providing a simpler API for image-related tasks. While PromiseKit excels in complex asynchronous scenarios, YYImage offers more straightforward functionality for image manipulation and display.

A delightful networking framework for iOS, macOS, watchOS, and tvOS.

Pros of AFNetworking

  • Comprehensive networking library for iOS and macOS
  • Extensive documentation and community support
  • Supports a wide range of networking tasks, including RESTful API interactions

Cons of AFNetworking

  • Larger codebase and potentially higher memory footprint
  • May be overkill for simple image loading tasks
  • Less focused on image-specific optimizations

Code Comparison

YYImage (Image loading):

YYImage *image = [YYImage imageNamed:@"animation.gif"];
YYAnimatedImageView *imageView = [[YYAnimatedImageView alloc] initWithImage:image];
[self.view addSubview:imageView];

AFNetworking (Image downloading):

UIImageView *imageView = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 100, 100)];
[imageView setImageWithURL:[NSURL URLWithString:@"http://example.com/image.jpg"]];
[self.view addSubview:imageView];

Summary

YYImage is specifically designed for efficient image loading and animation, particularly for formats like GIF. It offers optimized performance for image-related tasks. AFNetworking, on the other hand, is a more comprehensive networking library that includes image downloading capabilities among its many features. While AFNetworking provides a broader range of networking functionalities, YYImage may be more suitable for projects primarily focused on image handling and animation.

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README

YYImage

License MIT  Carthage compatible  CocoaPods  CocoaPods  Support  Build Status

Image framework for iOS to display/encode/decode animated WebP, APNG, GIF, and more.
(It's a component of YYKit)

niconiconi~

Features

  • 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.

Usage

Display animated image

// File: ani@3x.gif
UIImage *image = [YYImage imageNamed:@"ani.gif"];
UIImageView *imageView = [[YYAnimatedImageView alloc] initWithImage:image];
[self.view addSubview:imageView];

Display frame animation

// 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];

Display sprite sheet animation

// 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];

Animation control

YYAnimatedImageView *imageView = ...;
// pause:
[imageView stopAnimating];
// play:
[imageView startAnimating];
// set frame index:
imageView.currentAnimatedImageIndex = 12;
// get current status
image.currentIsPlayingAnimation;

Image decoder

// 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...

Image encoder

// 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];

Image type detection

// Get image type from image data
YYImageType type = YYImageDetectType(data); 
if (type == YYImageTypePNG) ...

Installation

CocoaPods

  1. Update cocoapods to the latest version.
  2. Add pod 'YYImage' to your Podfile.
  3. Run pod install or pod update.
  4. Import <YYImage/YYImage.h>.
  5. 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.

Carthage

  1. Add github "ibireme/YYImage" to your Cartfile.
  2. Run carthage update --platform ios and add the framework to your project.
  3. Import <YYImage/YYImage.h>.
  4. Notice: carthage framework doesn't include WebP component, if you want to support WebP format, use CocoaPods or install manually.

Manually

  1. Download all the files in the YYImage subdirectory.
  2. Add the source files to your Xcode project.
  3. Link with required frameworks:
    • UIKit
    • CoreFoundation
    • QuartzCore
    • AssetsLibrary
    • ImageIO
    • Accelerate
    • MobileCoreServices
    • libz
  4. Import YYImage.h.
  5. Notice: if you want to support WebP format, you may add Vendor/WebP.framework(static library) to your Xcode project.

FAQ

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.

Documentation

Full API documentation is available on CocoaDocs.
You can also install documentation locally using appledoc.

Requirements

This library requires iOS 6.0+ and Xcode 8.0+.

License

YYImage is provided under the MIT license. See LICENSE file for details.



中文介绍

YYImage: 功能强大的 iOS 图像框架。
(该项目是 YYKit 组件之一)

niconiconi~

特性

  • 支持以下类型动画图像的播放/编码/解码:
        WebP, APNG, GIF。
  • 支持以下类型静态图像的显示/编码/解码:
        WebP, PNG, GIF, JPEG, JP2, TIFF, BMP, ICO, ICNS。
  • 支持以下类型图片的渐进式/逐行扫描/隔行扫描解码:
        PNG, GIF, JPEG, BMP。
  • 支持多张图片构成的帧动画播放,支持单张图片的 sprite sheet 动画。
  • 高效的动态内存缓存管理,以保证高性能低内存的动画播放。
  • 完全兼容 UIImage 和 UIImageView,使用方便。
  • 保留可扩展的接口,以支持自定义动画。
  • 每个类和方法都有完善的文档注释。

用法

显示动画类型的图片

// 文件: ani@3x.gif
UIImage *image = [YYImage imageNamed:@"ani.gif"];
UIImageView *imageView = [[YYAnimatedImageView alloc] initWithImage:image];
[self.view addSubview:imageView];

播放帧动画

// 文件: 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];

播放 sprite sheet 动画

// 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];

动画播放控制

YYAnimatedImageView *imageView = ...;
// 暂停:
[imageView stopAnimating];
// 播放:
[imageView startAnimating];
// 设置播放进度:
imageView.currentAnimatedImageIndex = 12;
// 获取播放状态:
image.currentIsPlayingAnimation;
//上面两个属性都支持 KVO。

图片解码

// 解码单帧图片:
NSData *data = [NSData dataWithContentsOfFile:@"/tmp/image.webp"];
YYImageDecoder *decoder = [YYImageDecoder decoderWithData:data scale:2.0];
UIImage image = [decoder frameAtIndex:0 decodeForDisplay:YES].image;
	
// 渐进式图片解码 (可用于图片下载显示):
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...

图片编码

// 编码静态图 (支持各种常见图片格式):
YYImageEncoder *jpegEncoder = [[YYImageEncoder alloc] initWithType:YYImageTypeJPEG];
jpegEncoder.quality = 0.9;
[jpegEncoder addImage:image duration:0];
NSData jpegData = [jpegEncoder encode];
 
// 编码动态图 (支持 GIF/APNG/WebP):
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];

图片类型探测

// 获取图片类型
YYImageType type = YYImageDetectType(data); 
if (type == YYImageTypePNG) ...

安装

CocoaPods

  1. 将 cocoapods 更新至最新版本.
  2. 在 Podfile 中添加 pod 'YYImage'。
  3. 执行 pod install 或 pod update。
  4. 导入 <YYImage/YYImage.h>。
  5. 注意:pod 配置并没有包含 WebP 组件, 如果你需要支持 WebP,可以在 Podfile 中添加 pod 'YYImage/WebP'。

Carthage

  1. 在 Cartfile 中添加 github "ibireme/YYImage"。
  2. 执行 carthage update --platform ios 并将生成的 framework 添加到你的工程。
  3. 导入 <YYImage/YYImage.h>。
  4. 注意:carthage framework 并没有包含 WebP 组件。如果你需要支持 WebP,可以用 CocoaPods 安装,或者手动安装。

手动安装

  1. 下载 YYImage 文件夹内的所有内容。
  2. 将 YYImage 内的源文件添加(拖放)到你的工程。
  3. 链接以下 frameworks:
    • UIKit
    • CoreFoundation
    • QuartzCore
    • AssetsLibrary
    • ImageIO
    • Accelerate
    • MobileCoreServices
    • libz
  4. 导入 YYImage.h。
  5. 注意:如果你需要支持 WebP,可以将 Vendor/WebP.framework(静态库) 加入你的工程。

常见问题

Q: 为什么我不能显示 WebP 图片?

A: 确保 WebP.framework 已经被添加到你的工程内了。你可以调用 YYImageWebPAvailable() 来检查一下 WebP 组件是否被正确安装。

Q: 为什么我不能播放 APNG 动画?

A: 你应该禁用 Build Settings 中的 Compress PNG Files 和 Remove Text Metadata From PNG Files. 或者你也可以把 APNG 文件的扩展名改为apng.

文档

你可以在 CocoaDocs 查看在线 API 文档,也可以用 appledoc 本地生成文档。

系统要求

该项目最低支持 iOS 6.0 和 Xcode 8.0。

许可证

YYImage 使用 MIT 许可证,详情见 LICENSE 文件。

相关链接

移动端图片格式调研

iOS 处理图片的一些小 Tip